Showing posts with label asi. Show all posts
Showing posts with label asi. Show all posts

1/05/2026

v1.2 Update Changelog!
- Fixed lots of .ini configurations not being loaded.
- Seat Jiggle fully working! No fps instability issues anymore :D
- Added "SwitchHands" option for cars, enables/disables hand switching on steering wheel.
- Cars and bikes pedals can now be inverted.
- Arm bend angle option for bikes.
- ArmFactor  value for bikes, it is a counter value for the HeightFactor value which means you can force
  a minimun SpinePush result, confusing i know xD Just edit it and you will understand it :)
- LOTS and LOTS of bug fixes.
- And a bunch more small additions... 
 
That update is more of a stability update, it does add some important customizable options but the refactoring and bug fixes were very important to account on, specially for bikes, some of the components wouldn't work without the existence of another and the horrendous jiggle dependent on stable FPS, very bad, everything working very well by now!
(delete the old example Sanchez bike if you are using it, use the new one in the new example vehs file!) 
 
Special thanks for ratb00 and SimBoRRis for finding some new anim additions for the priority anim list.
And of course, a very late HAPPY NEW YEAR!! :D
 

--- v1.1 Original Post ---

Ahhhhh finally, it is now public, sorry it took a lot more time than i thought ;-;
That release was just meant to fix bugs and improve the menu, but nah, i have gone wild and decided to a bunch of shit in it, that is why the so long delay xD
 
For a mod that born as a car focused thing it is now a power house for bikes as well lol, it now have bike clutch, gas, front brake, rear brake, shifter, pegs and a cool experimental jiggle seat movement.
 
So yeah, now that we have lots of bike features it means we now have a proper leg IK movement, which also means car pedals, gas, brake and clutch, they gorgeously work, seriously neither i was thinking the result would look that good, i was really afraid of doing leg IK movement as GTA SA has some very weird way of handling leg bone orientations, was really a challenge to make it decently work, but here we are, success :D
 
Of course, lots of bug fixes have also been done, such as:
- GFPSA compatibility.
- Firs Person View compatibility. 
- Proper neck rotation with spine push.
- Auto save menu global configurations.
 - Export config at modloader folder and "save as a copy".
- And much more...
 
Hello everyone, long time no see again, huh?
But it is for a good reason, today i present you VehIK, it realistically dynamically points ped bones to a determined point, aka Inverse Kinematics(get it, IK? VehIK xD), no custom .ifp animations are used anywhere, all in real time calculated! In this case we using: Steering Wheel, Gear Stick, Handbrake and bike Handlebars!
 
Take a look at that fire trailer vid! 

 Do i have to say it was all done with PumaStudio!?? xD
 
 Been a long time that i have been wanting to do something like that but my scripting and math knowledge def weren't ready for such feat xD But now I'm, the script is using my own IK solver, no third party nor SA vanilla IK stuff, so it is not perfect as i'm still learning a bunch of stuff but the results is already cool asf in my honest opinion :)
 
 It works just like IVF(ImVehFeat), VehFuncs, ModelExtras etc... just name a dummy with the correct name and the script will detect and manipulate it accordingly to the name used , which at the moment they are:

Steering Wheel


Dummy Name: ik_steer
Ped driver hands will try to reach for the steering wheel dummy.

Gear Stick


Dummy Name: ik_gear_stick
Hands will try to reach for the shifter and follow a desired shift pattern, there is several standard pattern options even some unusual ones like the sequential one.

Handbrake


Dummy Name: ik_hand_brake
Hands will try to reach for the handbrake and rotate to the max/min value.

Car Pedals


Dummy Name: ik_gas, ik_brake, ik_clutch
Legs will reach for the respective dummy and also throttles them, customizable knee bending direction for narroes driver seats, clutch pedal is sychronized with ik_gear_stick, while car is shifting gear clutch pedal will be pushed and gas pedal released.

Handlebars


Dummy Name: handlebars
Hands will try to reach for bike handlebars, rotate handlebars dummy and also push ped spine to reach the target point if needed.

NOTE: Pretty much all vanilla bikes will already work without any adaptation as they already have a handlebar dummy position and mesh object!

Bike Pegs


Dummy Name: ik_bike_peg
Legs will reach to the pegs with a desired knee bending direction.

Bike Shifter


Dummy Name: ik_bike_shift
Leg will reach for the shifter dummy and push it upwards or downward based on the current bike gear.

Bike Clutch


Dummy Name: ik_clutch
Hand will hold the ik_clutch dummy while shifting gears, fully sychronized with ik_bike_shit if present.

Bike Rear Brake


Dummy Name: ik_bike_rbrake
Leg will reach for the rear brake dummy and push the brake.

Bike Front Brake


Dummy Name: ik_brake
Hand will release gas handle and hold the ik_brake dummy.

Bike Gas Handle


Dummy Name: ik_gas
Hand will rotate the handle and also rotate the whole arm to follow the wrist rotation.

Bike Seat Jiggle


Dummy Name: ik_bike_peg
Driver seat position will lively react to any and all speed and impacts, very satisfying to watch xD. The simple presence of the ik_bike_peg will make that functionality be usable.

 
Every car/bike can have its own independent configuration, containing: hand offsets, max/min angles, spine push intensity, etc...
It is all configurable through a simple .ini file, make sure the first line of that file is [VehIK_Vehicle] and drop it anywhere in your modloader folder, VehIK will scan the entirety of it in search of these valid .ini files.
 
It can be quite confusing to understand what each variable can do, so to make that process easier i've made a in-game menu for you to live edit all these values, so you can easily understand what each of them does, not only that, you can also export the vehicle configuration through the menu so no need fear out if you are writing stuff on the correct manner, it will export a perfectly working file :D
 
To open the menu just type "vehik" like a cheat code, arrow keys navigate through it and "TAB" switch from one menu to another, everything can be adjusted on the main .ini file though. 

 
Another important note, the mod has system to prioritize game animations over the IK solving result if necessary, so if any of the selected animation is playing the script will smoothly transition from IK anim to the game animation.
To flag an animation to be prioritized you just need put its name in the "VehIK_PriorityAnims.ini" file, that file already comes per-configured with pretty much all important animations flagged out, even anims from other mods like Artem's DrIVe mod.
HUGE thanks to SimBoRRis for making that curated anim list, really saved me a ton of time xD
 
- EXAMPLE VEHICLES -
SimBoRRis also made some very helpful car model examples for you to analyze and study how to adapt a vehicle to VehIK, it is really really simple! It contains:
 

Blista Compact


Standard vehicle config with no special configuration, just the default values that VehIK uses for any veh.
Contains: Stick, Handbrake, Pedals, Steer.

Elegy


Contains a short patterned stick and neat drift handbrake.

Sultan


Contains a both drift shifter and drift handbrake.

Bobcat


Uses a column shifter, this one needs a special gear pattern config.

Regina


Uses a auto transmission shifter between seats.

Sanchez


Fully adapted bike with all ik bike dummies and also a configured jiggle effect.


- Example Vehicles -

That is it, it is now time to download that shit!
 
 
09/01/2026 v1.2b --- Newest DOWNLOAD
07/12/2025 v1.1b DOWNLOAD
16/11/2025 v1.0 DOWNLOAD
 
Credits:
All Plugin-SDK Contributors
 
Special Thanks:
SimBoRRis - Debug Testing
 
 

7/17/2025

-- 20/07/2025 -- v1.3c Hotfix!
- Another small compatibility fix for VCParticles by Artem_kostromi.
- Fixed lots of problems/crashes related to tuning parts.
 
-- 17/07/2025 -- v1.3b Hotfix!
- Full compatibility with VCParticles by Artem_kostromi.
- Full compatibility with GTA IV HUD by _AG.
- RC Baron is now default disabled in the ignore list.
- Physical proofs like collision, bullet, explosion, etc... are also used as conditions to deform something.
- VDCOL now switches all deformations instead of just collision deformation.
- ID Ignore list can now go up to 50 entries instead of just 25.
 
 
Hello everyone, HUGE update for today, lots of improvements, bug fixes and additions!
 
Lets begin with the hood bend:
After so many people asking for something like that in YouTube i decided to try it out, all vehicles will dynamically bend their hoods based on the impact, the way it works isn't that complex but it works pretty well :D


And also on low poly vehicles:
 

The vertices displacement/deformation had a massive overhaul, as you guys have probably seen medium to big impacts leaves a huge sphere looking deformation, very ugly tbh, after a bunch of tests and experimentation i have achieved a very neat new deformation system.
Now all cars have a "center resistance" meaning that it is way harder for impacts to damage the cabin location kinda, because of that the whole look of dents will be different from the v1.2b.
 
 
Pretty sure there will be people who prefers the old system, to restore it or have a similar look to the v1.2b just put "centerResistance = 0.0" in the .ini file.
 
You can now kill your vehicle engine if it gets too damaged, it uses the vehicle engine dummy offset to calculate everything so if the engine is located on the back of the car front impacts won't cause much problems to you.
 

You can disable that feature on the .ini file, just put "minForceToKill_Engine = -1.0" and cars now have an ultra flexible engine body who never breaks.
 
There is now 2 cheats to help you in specifics cases, they are editable in the ini file btw:
 VDRES = Forces your current vehicle to reset all visual deformation to the original mesh, this is for cases that for some reason your car doesn't get reseted on fixing events, useful in SAMP i guess.
 
VDCOL = Are you having a difficult time in a specific mission because the deformations keep obliterating the car or killing the driver? Use this cheat to temporally disable all deformations to beat the mission and re-enable it back :)
 

Any way, missions that uses playback cars are now undeformable, like Tenpenny's fire truck on last mission.
 
And now a list with more miscellaneous updates:
  • - LOTS of crash fixes, there was a bunch of vehicles who weren't compatible with my mod because of a multitude of reasons, they are now all compatible :)
  • - You can now edit the minimum force to kill NPC, Script and Player peds separately, so you can disable the player from dying on impacts but still possible to kill peds on the traffic.
  • -  Possibility to disable GTA SA vehicle damaged parts for all vehicles, so the only visible thing is the base model with the deformations.
  • -  Wheel calipers/hubs from ImVehFt will also be hidden if the wheel is popped out.
  • - VCParticles compatibility!
  • - The default configuration is now way more polished to suit more realistic dents.
  • - And some more small things... 

And that is all, hope you guys like it :D
Big thanks again to SimBoRRis for testing all my broken experimentations xd.
! Download is at the bottom of the page !
 
23/06/2025 - v1.2b - Info
 
----- 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 - v1.0 - Release Post
 
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 DOES NOT WORK NOR HAVE A MOBILE VERSION, DO NOT ASK!
 
- DOWNLOAD -
20/07/2025 v1.3c --- Newest DOWNLOAD
17/07/2025 v1.3b DOWNLOAD
15/07/2025 v1.3 DOWNLOAD
23/06/2025 v1.2b DOWNLOAD
22/06/2025 v1.2 DOWNLOAD
16/06/2025 v1.1 DOWNLOAD
11/06/2025 v1.0 DOWNLOAD
Credits:
All Plugin-SDK Contributors
 
Special Thanks:
SimBoRRis - Debug Testing
 

8/30/2024

As the mod name says, it inspect any node file while in game.
The purpose of this mod was to debug the development of my path tools, which it was extremely useful, if you are going to also make paths for your custom maps this tool can be useful sometimes.

- ASI Plugin by: ZZPuma -


7/13/2024

That's it boys, PumaStudio 0.3!
DirectX 3.0 & SAMP Patches and lots of cool stuff has been added!!
 
- ASI Plugin by: ZZPuma -
 
 
Awesome video presentation, definitely a must watch!!
 

 
What's new:
  • 13/07/2024 - HotFix - Fixed broken camera recording.
  • 17/06/2024 - HotFix - Fixed malfunction on vehicle playbacks. Thanks to Daniel Abasov for pointing it out so fast.

  • ENB/Directx3.0 Compatibility
    I've only tested with Directx3.0 and it perfectly worked for me. I'm not sure, but it will basically work on any Enb that uses the enbseries.asi (which is the case of the dx3.0), but the old ones that uses their own d3d9.dll i think it won't work, like dx2.0 for example, I didn't test tbh, maybe it works give it a try :)

    Enb2 Enb1


  • SAMP partial compatibility
    Most of the tools doesn't work tbh, but, almost the entirety of the FreeCam functions does work. Recording tool also partially works, as long you don't playback mid samp game you can record pretty much everything. I highly recommend you to save the rec and load it in a vannila game to avoid crashes.
    As i said, it's just a partial compatibility, i have made a lot of tests and there were a lot of times that the client just randomly crashed in my face, so use it with caution.



  • Save & Load Recordings
    You can finally save your recording and load it back whenever you want. There's only one problem, ped slots are absurdly heavy, they take a lot of data to be written on an external file, in other words, loooong time to save a recording with peds :(

  • Peds can be recorded even outside of the screen now
    Yes, one of the big limitations of the recording tool is now solved :D They wont be frozen in the playback like how it was before, actually, you can record them at piratically any distance as long they still exist(present on the ped pool).

  • GamePad support for FreeCam
    Suggested by Nicesify, you can now move the camera with a controller, Warning: you MUST use GInput to make it work.

  • FreeCam Profiles. Save and load custom movement settings to different files.
  • Entity List. No more Ped List, it nows lists both peds and vehicles with a whole new menu ui.
  • Most of the options are now autosaved when you close the game.
  • A lot of menu redesigns
  • A bunch of bugs fixes.
  • And much more...

1/21/2024

Finally, news about the mod, but first of all, sorry! I said to everybody that i was going to post stuff on the last weekend and i posted nothing, those last months has been extremely busy to me, i barely touched my laptop.
So, let's talk about the mod now. Yes the ped recording is really being a thing, it can record only the player or record every single ped on screen, take a look at the video:


As you guys saw the multiple ped recording does really work but has a big catch on it unfortunately :/
It can only record the ped bone values if the ped is being rendered, and if the ped isn't on the screen he is not being rendered.
For small scenes this will not a be huge problem, it will be annoying for sure, now, for big and long scenes that involves lots of peds it will be horrible, almost impossible to do something great with it tbh. I really don't know if this is solvable, pretty sure it's not, but let's as time passes on.

Also, in the video i showed a bit of the posing function, it works flawlessly! Buuuuut, there is also catch there ;-; for some reason it doesn't work with cj, i tried everything i could to make it work but it just doesn't :(
Now, for any other skin that isn't cj works perfectly :D