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Есть ли возможный путь, чтобы сделать TXD draw function for GTA III?
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GTA III already has text draw opcodes. But only 2 text_draws in one time is allowed.
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How can i write a script that draws txd texture? write me an example?
Last edited by KnightFighter (12-05-2011 12:43)
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@KnightFighter -
{$CLEO} 0000: {05DF: write_memory 0x697C18 size 4 value 1000.0 virtual_protect 0 // Radardisc distance from bottom 05DF: write_memory 0x697B6C size 4 value 68.0 virtual_protect 0 // Weapon icon distance from top /// 1000.0 if iv icons used // 68.0 if not 05DF: write_memory 0x697B70 size 4 value 70.0 virtual_protect 0 // Weapon icon distance from right 05DF: write_memory 0x697B68 size 4 value 32.0 virtual_protect 0 // Weapon icon scale //05DF: write_memory 0x697B74 size 4 value 1000.0 virtual_protect 0 // Weapon ammo text vetical scale 05DF: write_memory 0x697B78 size 4 value 98.0 virtual_protect 0 // Weapon ammo text distance from top //05DF: write_memory 0x697B7C size 4 value 1000.0 virtual_protect 0 // Weapon ammo text distance from right //05DF: write_memory 0x697B5E size 2 value 9504 virtual_protect 0 // Format of Weapon Ammo (%d-%d) 05DF: write_memory 0x697B20 size 4 value 0.349999994 virtual_protect 0 // HUD Text horizontal scale 05DF: write_memory 0x697B50 size 4 value 0.75 virtual_protect 0 // HUD text vertical scale 05DF: write_memory 0x697B54 size 4 value 40.0 virtual_protect 0 // Money distance from top 05DF: write_memory 0x697B58 size 4 value 40.0 virtual_protect 0 // Money distance from right 05DF: write_memory 0x697BF0 size 4 value 53.0 virtual_protect 0 // Time distance from top 05DF: write_memory 0x697BF4 size 4 value 40.0 virtual_protect 0 // Time distance from right 05DF: write_memory 0x697B88 size 4 value 1000.0 virtual_protect 0 // Health and Armor distance from top 05DF: write_memory 0x697B98 size 4 value 1000.0 virtual_protect 0 // Wanted stars distance from top //05DF: write_memory 0x size 4 value .0 virtual_protect 0 // } 16@ = -15000 while true wait 0 0226: 1@ = actor $player_actor health 05E0: 2@ = read_memory 0x6FAD68 size 1 virtual_protect 0 //cutsc 05E6: 3@ = actor $player_actor struct 3@ += 710 05E0: 3@ = read_memory 3@ size 1 virtual_protect 0 //armour 3@ /= 2 //0092: 3@ = float 3@ to_integer 01C0: 4@ = player $player_char wanted_level gosub @wpnpointer //05E0: 7@ = read_memory 5@ size 4 virtual_protect 0 if 16@ <= 0 then 0390: load_txd_dictionary 'iv_hud' 038F: load_texture 'ring' as 1 038F: load_texture 'star1' as 4 038F: load_texture 'star2' as 5 038F: load_texture 'star3' as 6 038F: load_texture 'star4' as 7 038F: load_texture 'star5' as 8 038F: load_texture 'star6' as 9 03F0: enable_text_draw 1 03E3: set_texture_to_be_drawn_antialiased 1 16@ = 1 end //05E0: 14@ = read_memory 0x8117F8 size 4 virtual_protect 0 if //or //14@ == 0 05EE: key_pressed 51 then 0391: release_textures 0390: load_txd_dictionary 'iv_hud' 038F: load_texture 'ring' as 1 038F: load_texture 'star1' as 4 038F: load_texture 'star2' as 5 038F: load_texture 'star3' as 6 038F: load_texture 'star4' as 7 038F: load_texture 'star5' as 8 038F: load_texture 'star6' as 9 end if 16@ >= 1 then //////drawing 05E0: 10@ = read_memory 0x12FEC4 size 4 virtual_protect 0 //X 1920 05E0: 11@ = read_memory 0x12FEC8 size 4 virtual_protect 0 //Y 1080 ////// ////// // ////1920x1080+ //12////1680x1050 //11////1600x1200 //10////1280x1024 //9////1280x960 //8////1280x800 //7////1280x768 //6////1280x720 //5////1152x864 //4////1024x768 //3////1024x600 //2////800x600 //1////640x480 if and 10@ == 1920 //X 11@ == 1080 //Y then {$I iv_hud_res\1920x1080.txt} end end //end :wpnpointer if 02D8: actor $PLAYER_ACTOR current_weapon == 0 then 7@ = 0 end if 02D8: actor $PLAYER_ACTOR current_weapon == 1 then 7@ = 1 end if 02D8: actor $PLAYER_ACTOR current_weapon == 2 then 7@ = 2 end if 02D8: actor $PLAYER_ACTOR current_weapon == 3 then 7@ = 3 end if 02D8: actor $PLAYER_ACTOR current_weapon == 4 then 7@ = 4 end if 02D8: actor $PLAYER_ACTOR current_weapon == 5 then 7@ = 5 end if 02D8: actor $PLAYER_ACTOR current_weapon == 6 then 7@ = 6 end if 02D8: actor $PLAYER_ACTOR current_weapon == 7 then 7@ = 7 end if 02D8: actor $PLAYER_ACTOR current_weapon == 8 then 7@ = 8 end if 02D8: actor $PLAYER_ACTOR current_weapon == 9 then 7@ = 9 end if 02D8: actor $PLAYER_ACTOR current_weapon == 10 then 7@ = 10 end if 02D8: actor $PLAYER_ACTOR current_weapon == 11 then 7@ = 11 end if 02D8: actor $PLAYER_ACTOR current_weapon == 12 then 7@ = 12 end return {:wpnpointer 05E6: 5@ = actor $PLAYER_ACTOR struct 5@ += 1284 05E0: 6@ = read_memory 5@ size 1 virtual_protect 0 05E6: 5@ = actor $PLAYER_ACTOR struct 5@ += 1032 6@ *= 24 000A: 5@ += 6@ // integer values // //0085: 4@ = 5@ // integer values and handles //0085: 9@ = 5@ // integer values and handles //4@ += 8 //ammo in clip //9@ += 12 //total ammo //05E0: @ = read_memory @ size 4 virtual_protect 0 // return
const RING_POS_X = 19.00 RING_POS_Y = 770.00 RING_SIZE_X = 323.0 RING_SIZE_Y = 212.0 STAR_POS_X = 1500.00 STAR_POS_Y = 50.00 STAR_SIZE_X = 256.00 STAR_SIZE_Y = 32.00 WPN_POS_X = 1500.0 WPN_POS_Y = 125.0 WPN_SIZE_X = 256.0 WPN_SIZE_Y = 128.0 MONEY_X = 545.0 MONEY_Y = 35.0 TIME_X = 545.0 TIME_Y = 47.0 end { position 163.00 892.00 size 283.0 210.0 - 1920x1080 position 106.93 495.56 size 150.93 116.67 - 1024x600 (163.00 / 1.875 + 20) = 106.93 = RING_POS_X (892.00 / 1.8) = 495.56 = RING_POS_Y (283.0 / 1.875) = 150.93 = RING_SIZE_X (210.0 / 1.8) = 116.67 = RING_SIZE_Y } if and 816B: not fading 2@ == 0 then 03F0: enable_text_draw 1 038D: draw_texture 1 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 if and 1@ > 0 1@ <=5 then 038F: load_texture 'hlth05' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 1@ > 5 1@ <=10 then 038F: load_texture 'hlth10' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 1@ > 10 1@ <=15 then 038F: load_texture 'hlth15' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 1@ > 15 1@ <=20 then 038F: load_texture 'hlth20' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 1@ > 20 1@ <=25 then 038F: load_texture 'hlth25' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 1@ > 25 1@ <=30 then 038F: load_texture 'hlth30' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 1@ > 30 1@ <=35 then 038F: load_texture 'hlth35' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 1@ > 35 1@ <=40 then 038F: load_texture 'hlth40' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 1@ > 40 1@ <=45 then 038F: load_texture 'hlth45' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 1@ > 45 1@ <=50 then 038F: load_texture 'hlth50' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 1@ > 50 1@ <=55 then 038F: load_texture 'hlth55' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 1@ > 55 1@ <=60 then 038F: load_texture 'hlth60' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 1@ > 60 1@ <=65 then 038F: load_texture 'hlth65' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 1@ > 65 1@ <=70 then 038F: load_texture 'hlth70' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 1@ > 70 1@ <=75 then 038F: load_texture 'hlth75' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 1@ > 75 1@ <=80 then 038F: load_texture 'hlth80' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 1@ > 80 1@ <=85 then 038F: load_texture 'hlth85' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 1@ > 85 1@ <=90 then 038F: load_texture 'hlth90' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 1@ > 90 1@ <=95 then 038F: load_texture 'hlth95' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if 1@ > 95 then 038F: load_texture 'hlth100' as 2 038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end ///////drawing armor if and 3@ > 0 3@ <=5 then 038F: load_texture 'armr05' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 3@ > 5 3@ <=10 then 038F: load_texture 'armr10' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 3@ > 10 3@ <=15 then 038F: load_texture 'armr15' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 3@ > 15 3@ <=20 then 038F: load_texture 'armr20' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 3@ > 20 3@ <=25 then 038F: load_texture 'armr25' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 3@ > 25 3@ <=30 then 038F: load_texture 'armr30' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 3@ > 30 3@ <=35 then 038F: load_texture 'armr35' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 3@ > 35 3@ <=40 then 038F: load_texture 'armr40' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 3@ > 40 3@ <=45 then 038F: load_texture 'armr45' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 3@ > 45 3@ <=50 then 038F: load_texture 'armr50' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 3@ > 50 3@ <=55 then 038F: load_texture 'armr55' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 3@ > 55 3@ <=60 then 038F: load_texture 'armr60' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 3@ > 60 3@ <=65 then 038F: load_texture 'armr65' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 3@ > 65 3@ <=70 then 038F: load_texture 'armr70' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 3@ > 70 3@ <=75 then 038F: load_texture 'armr75' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 3@ > 75 3@ <=80 then 038F: load_texture 'armr80' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 3@ > 80 3@ <=85 then 038F: load_texture 'armr85' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 3@ > 85 3@ <=90 then 038F: load_texture 'armr90' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if and 3@ > 90.0 3@ <=95.0 then 038F: load_texture 'armr95' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end if 3@ > 95.0 then 038F: load_texture 'armr100' as 3 038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255 end //////////////////drawing weapons/stars/money if 4@ == 1 then 038D: draw_texture 4 position STAR_POS_X STAR_POS_Y scale STAR_SIZE_X STAR_SIZE_Y RGBA 255 255 255 255 end if 4@ == 2 then 038D: draw_texture 5 position STAR_POS_X STAR_POS_Y scale STAR_SIZE_X STAR_SIZE_Y RGBA 255 255 255 255 end if 4@ == 3 then 038D: draw_texture 6 position STAR_POS_X STAR_POS_Y scale STAR_SIZE_X STAR_SIZE_Y RGBA 255 255 255 255 end if 4@ == 4 then 038D: draw_texture 7 position STAR_POS_X STAR_POS_Y scale STAR_SIZE_X STAR_SIZE_Y RGBA 255 255 255 255 end if 4@ == 5 then 038D: draw_texture 8 position STAR_POS_X STAR_POS_Y scale STAR_SIZE_X STAR_SIZE_Y RGBA 255 255 255 255 end if 4@ == 6 then 038D: draw_texture 9 position STAR_POS_X STAR_POS_Y scale STAR_SIZE_X STAR_SIZE_Y RGBA 255 255 255 255 end ////////////////////////////weapon icons/////////////// if 7@ == 0 then 038F: load_texture 'unarmed' as 13 038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255 //15@ = 0 end if 7@ == 1 then 038F: load_texture 'bat' as 13 038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255 //15@ = 0 end if 7@ == 11 then 038F: load_texture 'grenade' as 13 038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255 //15@ = 0 end if 7@ == 12 then 038F: load_texture 'deton' as 13 038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255 //15@ = 0 end if 7@ == 10 then 038F: load_texture 'molotov' as 13 038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255 //15@ = 0 end if 7@ == 2 then 038F: load_texture 'colt45' as 13 038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255 //15@ = 0 end if 7@ == 4 then 038F: load_texture 'shotgs' as 13 038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255 //15@ = 0 end if 7@ == 3 then 038F: load_texture 'mcr_uzi' as 13 038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255 //15@ = 0 end if 7@ == 6 then 038F: load_texture 'm4' as 13 038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255 //15@ = 0 end if 7@ == 5 then 038F: load_texture 'ak47' as 13 038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255 //15@ = 0 end if 7@ == 8 then 038F: load_texture 'rocket' as 13 038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255 //15@ = 0 end if 7@ == 9 then 038F: load_texture 'flame' as 13 038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255 //15@ = 0 end if 7@ == 7 then 038F: load_texture 'sniper' as 13 038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255 //15@ = 0 end {if 15@ == 1 then wait 0 //05DF: write_memory 0x697B6C size 4 value 68.0 virtual_protect 0 // Weapon icon distance from top /// 1000.0 if iv icons used // 68.0 if not else wait 1 //05DF: write_memory 0x697B6C size 4 value 1000.0 virtual_protect 0 // Weapon icon distance from top /// 1000.0 if iv icons used // 68.0 if not end } ///////////////////text 05E0: 12@ = read_memory 0x941554 size 4 virtual_protect 0 // money 05E0: 13@ = read_memory 0x95CF70 size 2 virtual_protect 0 // time //05E0: 14@ = read_memory 0x95CF70 size 4 virtual_protect 0 // time //if //5@ == 0 //then //03F0: enable_text_draw 1 045B: draw_text_2numbers MONEY_X MONEY_Y GXT 'MONE' numbers 12@ 12@ // ~1~:~1~ //end 045B: draw_text_2numbers TIME_X TIME_Y GXT 'TIMM' numbers 13@ 14@ // ~1~:~1~ end end
Last edited by Sergey81 (12-05-2011 17:33)
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@Sergey81. Thank you very much!!!!
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Wait, the game crashes and where can i get the txd? can some one help?
=(:wow::rolleyes:
Подождите, игра вылетает и где я могу получить TXD? может кто-нибудь помочь?
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@KnightFighter - http://dl.dropbox.com/u/13992625/gta/IV … 2final.rar
IV_Hud_for_GTA_III_1_2final.rar - beta_stuff.7z
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Вы что тут все по английский писать стали?
1. Не нужно заниматься археологией.
2. Считается хорошим тоном отвечать на том же языке, на котором задан вопрос.
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