6/22/2025

----- HOTFIX! v1.2b -----
 - Fixed a bunch of small/big crashes, please update it xD
 
Hello guys, it is me again :D
As promised here is the VehDeform to the public, thanks again to all my supporters you guys have no idea how much i'm thankful for all of you people <3

 This v1.2 version brings a bunch of optimizations, fixes and additions:
 
- Boats are now deformable as well!
- VehFuncs vehicles with wheel variations now correctly works, the wheels won't be deformed.
- Optimization options for low spec PCs.
- HUGE optimizations for High-Poly vehicles.
- More options in the .ini file.
- Peds inside the vehicle can now die depending on the impact.
- Vehicle ID ignore list, vehicles in that list will not be deformed no matter what.
- Fixed added weapon crashing the game.
- Player can now get out of the car even if have no wheels, so no car soft-locking anymore :D
- And a bunch more small improvements...
 
 And i think that is it.
If you guys haven't watched i have also made another video for VehDeform but i forgot to put here on the post xD That is the one:


The download is at the end of the post.
Have fun :D


---------------------------------------- 11/06/2025 -------------------------------------------

Hello everyone, long time no see, huh :)
Vehicle Deformation is finally here, take a look at the new cool trailer:
 
(went full on board on the touhou references this time xd)

Well, after the first video trailer that mod got way too much attention that i really wasn't expecting it to get, lol. At the moment i've done that video the mod was absurdly early on, in all honestly it was really bad, by accident the video shots made the mod look way better than it actually was lololol, because of that i was kinda forced to put all my efforts in its development.
 
 
All that thing just started as an experiment for PumaStudio, Alyy阿丽 has requested to me long time ago to make a function that can change objects textures while in-game and to make such thing you have to go quite deep into the model structure, as i keep digging into the model structure i stumbled at the RpMorphTarget struct which contains all the vertices data, and at that moment i instantly though "why not try to move those verts on impact?" and here we are :D
 
 
As you guys have read, to change a vertice position it isn't really that difficult after you know the right path, the real problem stands at how gta sa uses that data along all cars in scene, you guys probably already knows it but in summary is that: every vehicle shares the same geometry data, so if you have to Elegys in you screen and you change a vertice all Elegys will have that same modified vertice, for performance needs this is actually really good and it also saves a lot of memory back then but it makes it impossible to make a deformable thing on them.
To solve that every vehicle needs to have their own set of vertices so each Elegy can have a unique geometry data to be modified, and that is it, every time a vehicle is spawned it copies the set of cached un-deformed vertices to it :)
 

Inside the mod there is the  "VehDeform_CFG.ini" file which contains a bunch of values to configure, the most important one by far is the "impactMult" as it is the main one that controls the impact deformation.
Also, it is important to note that what makes a vehicle more rigid than others is the handling vehicle mass value, so, high mass values means strong car body, and small values means paper car.

The script allows weapons to deform as well, as you guys know weapon.dat file contains all the individual weapon damage and it is those values that determines how much it will a vehicle body, the only exceptions are melee and explosion damages, they have hardcoded value, you can adjust it as well in the .ini file if you want.
 
 - Mod Incompatibilities? -
Very important topic, i don't use much mods in my game so i can't perfectly say stuff here so:
- ENB:               Works
- ImVehFt:         Works
- SAMP:            Works
- SkyGfx:           Works
- VehFuncs:        Works
- PumaStudio:    Works :)
 
- Does it work with custom vehicles? -
Yes, works with any vehicle, it doesn't need any adaptation, but, if the vehicle is well converted to SA containing all the dummy bumps, doors, windscreen, etc... VehDeform also have a unique component popping mechanic that will pop the component by how much the vertices have been displaced in total.
NOTE: there is some custom vehicles that simply doesn't work, i have no idea why, it is quite rare to find one though, so no worries.
 
 It also works with vehicles aside of cars, like bikes, planes and helis, doesn't work that well but hey, it works :)
(if you don't like them you can also disable it in the .ini file)
 

 
In case you haven't noticed yet, this is not a shader and it also deforms the collision of the vehicles meaning that will change quite a lot your gameplay in certain situations, if you don't like that you can disable collision deforming in the .ini file basically making the mod just a visual thing.
 
While in-game type "VDBG" to enable debug mode and using the arrow keys you can then edit most mod values like impactMult, gunMult etc... but you can't save them save them.
 
The mod also contains a little custom FX system to make impacts a lil more impactful.
 
- IMPORTANT-
All that thing is very FAR from perfect, it is NOT stable, there is still some random crashes that i couldn't track down, and there is some custom cars that takes an eternity to be cached i have no idea why, for some reason those custom rebuild their atomic list multiple times meaning multiple caches and ultimately a lag spike :(
 One last thing, i have no idea how compatible it is with story missions, been a decade i guess that i haven't played a single mission xD
And i guess that is it, enough with the yappering :D
 
 IT DOESN'T WORK NOR HAVE A MOBILE VERSION, DO NOT ASK!
 
- DOWNLOAD -
Credits:
All Plugin-SDK Contributors
 
Special Thanks:
SimBoRRis - Debug Testing
 

12/30/2024

 Hello people, long time again, just as usual xD
So PumaStudio v0.4 is not nearly to be finished, it is in a absurdly unstable state, this is due to the cheer amount of new stuff and rewritten code i had made to the entirety of the mod, but all for a good benefit, the functions that i'm adding/added are very handy for video making.


So, as i said the mod is very un-optimized and broken atm, i really don't want to release it in such poor state, to make it actually stable and ready for a public launch it will take a looong time yet to finish it, so for the people that doesn't care about that, or the ones that just want to support my work i have opened a Patreon, there you will give me a huge help and the access to the latest PumaStudio version :D
 
 That Patreon isn't only for PumaStudio development, it is for my work in general, I still have big plans for SA, no worries, i recently heard that the Skate 2 and Skate 3 maps have been fully ripped from their games, if that's true i'll 100% try to convert them to SA, i also want to entirely re-convert C1 Shuto Expressway with paths, detailed lighting, radar, etc..., i really hate how the current one looks, it is horrible.
 
↓ PumaStudio 0.4 Early Access ↓


9/29/2024

Wow, who would expect me updating a map huh, xD
Now the entire map has traffic, both vehicles and peds wander around all streets.
I did this to fully test my path script and see if it is indeed possible to make maps with it, and it is :D.


Honestly, the map path is very complex, it easily breaks the node limits in a lot of areas mostly because of the gigantic bridge curves that consumes way too much nodes to make the vehicles smoothly turn while driving on them.
As i said, it breaks a lot of limits, so you now MUST use fastman92LimitAdjuster to make them work.
 

Well, i also wanted to make a video trailer for that update and that thing came out lol.
Never tried to do something on that style, i think the result is cool :D
 

FUN FACT:
The animation where you see white hooded guy aim the weapon were made with kinects, yeah, Xbox 360 kinects, lol.


Honestly, the results are absurdly impressive for just a workaround, with just two kinects you can make some professional mocap animations in your own house.
It is 1000x better than any of those camera video to animation softwares you found on the internet, Rokoko Studio for example.
If someone is interested i can make some tutorials about it on how to setup everything.

v1.3 -  What's New: 
  • Improved path export function, emergency/disabled paths are always later processed to avoid placing wrong nodes on normal paths.
 
v1.2 -  What's New: 
  • New algorithm to export parking shapes, no more needed to set lanes for them it is automatically set the correct amount of lane values at exporting stage.
  • Function to convert old Deniska's path format to the new one used by my script, it is under the "Advanced" tab.
 
v1.1b - Hotfix
  • Fixed massive bug while exporting paths to FLA format
v1.1 - What's New: 
  • ROADBLOX.DAT export
  • Special Nodes dummy
  • Path Settings section menu changes
  • Automatic OnDeadEnd flag
 
Finally, after years of using Deniska's sa path tool for 3ds max i decided to do my own shit this time xD
I have re-writed basically everything, making my own path generating algorithm and adding a lot more functionalities.

- Max Script by: ZZPuma -