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Topics - Blaze

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1
USS Video Releases / USS - Obelisk
« on: October 28, 2020, 02:08:15 PM »

Blaze | EAtaB | IceD | mehmet | Silw | Xtramus | and a special guest...

Hello everyone, I'll skip the regular old paragraph about how life gets in the way/setbacks/etc and say we're happy to release our latest video, Obelisk. We had alot of fun stunting for this, I had fun editing it, and we hope you have fun watching it!

YT:
https://www.youtube.com/watch?v=-z2asNwOn8o

DL:
https://mega.nz/file/Sh1WBLKL#LJJ-lbEIqBQbxmuOWWEvpVm4aLv3w2IMVYto8m8DHxQ


Review template for anybody kind enough to write a full review:
https://pastebin.com/G8aG6RZR

2
Gaming Discussion / GTAS Minecraft Server
« on: December 19, 2019, 01:25:07 PM »
Hosting a Minecraft server, 1.14.4 survival. PM for whitelist/ip if you wanna play :cc_detective:

3
GTA Modding / blazePROJECTS.
« on: May 14, 2019, 05:52:04 AM »


blazePROJECTS.
No particular reason for creating a new "shop" per say, I just wanted my own topic to showcase my work and serve as a log/lookbook of skins made past and present. Predominantly Vice City with a focus on PCJ skins although any vehicle/texture or 3D era game is a possibility. I'm always available for skin requests so if you want anything PM me on here or Discord (blaze#3627) and please be detailed with the request - sometimes these skins can take hours on end and whilst I create these skins for fun there's nothing more annoying than completing a vague request only to be told it's "not what I wanted" or "can you change xyz" etc.


SHOWCASE.
This is not a collection of my "greatest" skins per say but more so the ones I'm the happiest with. Please view all images in full size as GTAS shrinks them considerably and as such you can't really see alot of the detailing.


To view more of my work, head on over to my dA gallery which I use to host full res images - a good majority of these skins have already been gave away for free at the bottom of this topic however if you want anything specific feel free to ask: https://www.deviantart.com/blazegtas/gallery/49666065/GTA



This is an older archive of skins/resources that I gave away in 2016; it consists of skins from 2014 when I first started skinning again, some 2015/2016 skins, requests I've fulfilled, a collection of other peoples bikes, some player skins and other miscellaneous skinning resources. It'd be cool if people don't take stuff out of the requested bikes folder and use them in videos; it's just PNG's/TXD's at the end of the day but it still ties into a stunters identity. I don't mind if you play around with them in game or use them for reference but don't use them in videos or steal parts off them; use the 2014/2016 skins for that. The pass for the RAR file is "cosmicgypsies" - have fun. (Note: some of these use Paytons remapped DFF and some don't. If the TXD crashes the game open it in TXD workshop; if it has 5 images it's the original PCJ DFF and if it has more then it's the remapped. There's a couple of skins that have custom DFF's by me so they'll be in the folder too. It's slightly disorganized so apologies for that.)

Shoutout to Access Stunt Shop, Guild Stunt Shop and anyone who's ever been involved with skinning and inspired/motivated me to create them.

4
VC Time Limit Videos / [24h]Celsior
« on: October 13, 2018, 06:44:14 AM »

5
USS Video Releases / mehmet - Quintessence
« on: December 16, 2017, 10:50:10 AM »

At the start of 2017 mehmet asked me to edit this project for him and whilst it initially started off quite well due to life and other circumstances it was forgotten about and ended up sitting on my hard drive up until a few days ago when I chucked the drives into my new build and realised it was sitting there 95% done. Some quick touch ups/rendering issues later please enjoy mehmet's second best of, aptly titled Quintessence.
Probably not the greatest editing job in the world but I hope it's an enjoyable watch regardless

YouTube:

http://www.youtube.com/watch?v=4UFJ3VWXWvY

Mega:


https://mega.nz/#!zwlzyDpZ!_qq1DvcbnFLCdLTgnoLpWxmN0bCkgGcgxCOAAz4ak48

6
fun video. stunts by herb and edited in a night. enjoi  ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D


https://www.youtube.com/watch?v=u6Kss0t5FdA

https://mega.nz/#!Xl9njChb!TJbEJ1k2f6UB4ZDHmWkd7-eYzDpqtUJmAw-OZNQibKk

7
USS Video Releases / USS - Perpetuity
« on: August 29, 2016, 02:15:24 PM »

Hello stunters!

The USS collective are hyped to present our latest crew video, Perpetuity! Just like Revenant this video could've been released months prior but as we all know only too well life gets in the way of stunting; people lose their time/spots/motivation and all that jazz but we're still alive and kickin' hence the name Perpetuity - "the state of continuing forever or for a very long time". I'd like to thank all the guys at USS for giving me the opportunity to edit the video and thank those who helped me out during this; there's a few editing bugs here and there but hopefully the rest of the video makes up for that  :cc_detective:

Without further ado, we hope you enjoy the video!

YouTube Streaming:

https://www.youtube.com/watch?v=u87LPDLily0

MEGA - 957MB H264 .MKV:

https://mega.nz/#!upt2AIRL!GAfHGHMDUkQbO_hajz3Bilzsi_Ff-WTzQf07-W6mvek

Review Template:

If anybody feels like being nice and giving some comments and criticism on the stunts/editing here's a review template.

Code: [Select]
[center][size=14pt][b]USS - Perpetuity Review by:[/b][/size][/center]

[center]
[size=12pt][b]Stunts:[/b][/size][/center]

[b]Part 1:[/b]

[b]Blaze - Packer Grab to Grind:[/b]
[b]DriZzly - Bump Spin to Precision:[/b]
[b]Xtramus - Fallgrab Bail Into Garage:[/b]
[b]Blaze and mehmet - Wallride Bump to Grind:[/b]
[b]mehmet - Wallride to Grind:[/b]
[b]Blaze - Pole Bonk to ring:[/b]
[b]Raskal - Bump to Precision:[/b]
[b]mehmet - Pole Bump to Precision:[/b]
[b]Blaze - Taxi Flip Drop Boost to Roof:[/b]
[B]Xtramus - Ramp to Stoppie Roof to Grind:[/b]
[b]Blaze - Taxi Gap to Flip to Boost to Roof:[/b]
[b]Raskal - Maverick Bump to Roof:[/b]
[b]Blaze - CSM to Hill Top:[/b]
[b]Raskal - Bus Bump to Grind:[/b]
[b]Xtramus - Stair Bash to Grind to Prec:[/b]
[b]DriZzly - Flatbed Bump to Roof:[/b]
[b]Xtramus - P2B Triple Spin to Grind:[/b]

[b]Part 2:[/b]

[b]Xtramus - Stoppie to Bus Stoppie to Grind:[/b]
[b]DriZzly - Squallo Ledgegrind:[/b]
[B]Xtramus - Flipped Skimmer Grind to Flyaway to Bail into Garage:[/b]
[b]Raskal - Stoppie to Curved Ledge Grind:[/b]
[b]Xtramus - Faggio Cork to Grind:[/b]
[B]Blaze - P2B Gap to Roof to Bump to Roof:[/b]
[b]Xtramus - Ramp to Slider to Grind:[/b]
[b]Raskal - Back Bonk to Prec:[/b]
[b]Xtramus - Bump to Stoppie to Ledgegrind:[/b]
[b]IceD - Bump to Roof:[/b]
[b]mehmet - Packer to Wallride to Grind:[/b]
[b]Blaze - Rhino Back Bump to Roof:[/b]


[center]
[size=12pt][b]Editing/Soundtrack:[/b][/size][/center]

8
GTA Modding / [VC] Particle.cfg Documentation
« on: August 20, 2016, 02:40:41 PM »
This is a documentation for the III/VC particle.cfg made by myself by using the particle.cfg information, www.gtamodding.com's documentation and my own modding experience. You can use this to create custom sparks, exhaust fumes, bullet sparks, etc. I am in no way an expert and as such I haven't got a proper explanation for some of the values, and some may be wrong so maybe somebody like Reynolds can contribute a little more.

The particle.cfg is a plain text file, and each line is an entry in the particle. Each value entered on the line corresponds to a letter which is how the game reads the file. The particle.cfg is a mess so this should help people understand it easier. If you want custom sparks, it's easier  to use Reynolds Spark Generator (Here!) but if you want custom fumes or black sparks this guide should help.

It's not too long but I've stuck it in code tags anyway so just click the [Select] option, copy it and paste it into Notepad (I recommend Notepad++ over standard Notepad).

Code: [Select]
A - Particle name - The name of the particle.

// COLOURS //

B/C/D - Rendering colour - The first colour of the particle; this is in RGB format. You can get RGB colours in Paint, Photoshop or from the internet.

CV - Initial colour variation - Judging from the name it's to do with colour variation, but I've never used it so it's probably best to leave it default. I've kept the default documentation for it below:

Value between 0 and 100, defining the initial colour variation of the particle. Using this value a random value gets calculated to manipulate each colour level of the particle. This makes every particle look different.

Example:
Rendering colour = (100, 100, 100), Initial colour variation = 20
Real variation = random(-20, 20)
Real colour = (100 + Real variation, 100 + Real variation, 100 + Real variation)

B2/C2/D2 - Fade destination colour - If you're making a particle where it fades from one colour to another, this is where you put the second colours RGB values.
FT - Fading time - The time fading from the first colour to the second. Between 0-100.

E - Initial radius - The beginning size of the particle.
F - Expansion rate - How much the particle grows.

// FADING //

Fade to black is used when it's one colour. Fade Alpha is used when using fading colours.

Colour "Fade-to-Black" options:
G- Fade to black initial intensity - How quick the particle fades out. The value can be between 0 and 255 where 255 means 100%.
H -Fade to black time - How long it takes to fade out.
I - Fade to black amount - The amount the initial intensity gets decreased with each step.

Fade Alpha" options (same as above):
GA: Initial Intensity (0-255)
HA: Fade Time (time between fade steps in frames)
IA: Fade Amount

// ROTATION //

GZA - Initial rotation - The angle at which the particle rotates. Between 0 and 1023.
HZA - Rotation change time - How quick it rotates
IZA - Rotation change amount - The amount it rotates

// SIZES //

I'm not 100% sure on these either, I think they affect size but so does the E/F flags above so you're better off using those.

GZR - Initial radius - The initial radius of the particle around the z-axis.
HZR - Radius change time - The number of frames between each radius change step.
IZR - Radius change amount - The amount the radius changes with each step.

// ANIMATION //

Pretty sure the only one you should mess with is J to affect the speed. K/L could fuck it up.

J - Animation speed - How quick the animation of the particle is.
K - Animation start frame - Where the animation starts.
L - Animation final frame - Where the animation stops.

// ROTATION //

M - Rotation Speed - How quickly the particle rotates.
N - Gravitational acceleration - How quickly the particle falls to the floor.
O - Frictional deceleration - How quickly the sparks slow down. This value can be between 0 and 1 where 1 represents 100%.

// LIFETIME //

P- Default lifetime - How long the particle lasts in milliseconds.

// PARTICLE ERRORS //

Being honest I've never really fucked with this, I'm pretty sure it's used to correct particles if you put the wrong numbers in but again I've never used this.

Q - Position error - The final position gets corrected using a random value between 0 and this one.
R - Velocity error - The final velocity gets corrected using a random value between 0 and this one.
S - Expansion error - The expansion rate gets corrected using a random value between 0 and this one.
T - Rotation error - The rotation rate gets corrected using a random value between 0 and this one.
U - Lifetime error - Value between 0 and 255 defining the shape for the distribution of the particles lifetime.
V - Trail length error - If the particle trail flag is set the length of it's trail gets multiplied by this value.

// OTHER STUFF //

WX - Strech X - The amount the particles texture gets streched horizontally.
WY - Strech Y - The amount the particles texture gets streched vertically.
WI - Wind Influence - How much the wind affects the particle.
CR - Creation range - The maximum distance in which you can see the particle. For example if you want sparks to be see far away make this a higher value.

// FLAGS //

Z - FLAGS: There's a bunch of flags which affect the behaviour of the particle:

1=ZCHECK_FIRST, 2=ZCHECK_STEP, 4=DRAW_OPAQUE, 8=SCREEN_TRAIL, 16=SPEED_TRAIL, 32=RAND_VERT_V, 64=CYCLE_ANIM, 128=DRAW_DARK,
256=VERT_TRAIL, 1024=DRAWTOP2D, 2048=CLIPOUT2D, 4096=ZCHECK_BUMP, 8192=ZCHECK_BUMP_FIRST

I've messed around with a majority of them to little or no effect. If you want black sparks don't use the 4=DRAW_OPAQUE flag. The default Z value is set to 40 which corresponds to the 4=DRAW_OPAQUE flag. Changing it from 4 to 15 creates yellow sparks that fade to black and setting the first RGB value to 0,0,0 makes solid black ones. I noticed 15 tend to make the sparks more jumpy/hectic and setting that value to 14 makes them like the normal sparks but black. 13 seems even jumpier, 12 is smooth, 11 and lower disables it (or re-enables "DRAW_OPAQUE" I guess) as does higher than 15. Essentially 12/14 = smooth and 13/15 = jumpy.

Thanks to Reynolds for his Particle Generator, www.gtamodding.com for their documentation and my friend Alexander over at GTAForums for helping me figure out black sparks/Z flags.

9
GTA Modding / Skinning Giveaway
« on: August 08, 2016, 10:34:42 AM »

I thought I may aswell just give my skinning folder away since it's 2016 and the chances of my work being stole are pretty low compared to 2006  :lol: It consists of 2014 stuff which I already gave away, some new 2015/2016 skins, all the requests I've fulfilled, a collection of other peoples bikes, some player skins and other miscellaneous skinning resources. I've removed the PSD files as it's over 10GB with them and I ain't got time for that (uploading 500MB took long enough). There'll probably be a few beta skins (7 versions of my own PCJ), some leftovers/unfinished stuff and random bullshit since I didn't really organise it.

Here's a pastebin link that lists everything in the folder (Total Files Listed: 315 File(s)  1,200,775,179 bytes)
http://pastebin.com/dnFSJ18L
I'm pretty sure everyone knows my skinning abilities by now but here's a link to my dA account where I've posted a fair amount of them.
http://blazegtas.deviantart.com/gallery/49666065/GTA

I know I'm just giving them away but it'd be cool if people don't take stuff out of the requested bikes folder and use them in videos; it's just PNG's/TXD's at the end of the day but it still ties into a stunters identity. I don't mind if you play around with them in game or use them for reference but dont use them in videos or steal parts off them; use the 2014/2016 skins for that  :jajaja:

Anyway if you've read this far, cheers; the pass for the RAR file is "cosmicgypsies" - have fun.

- Blaze.

(Note: some of these use Paytons remapped DFF and some don't. If the TXD crashes the game open it in TXD workshop; if it has 5 images it's the original PCJ DFF and if it has more then it's the remapped. There's a couple of skins that have custom DFF's by me so they'll be in the folder too. As I've said it's slightly disorganised so apologies for that.)

10
GTA Modding / fuck
« on: August 08, 2016, 10:25:03 AM »
wrong post

11
Video Editing/Compression / Something for SA editors
« on: August 06, 2016, 04:59:31 AM »
I don't edit SA but I just found out about this tool called Modloader a few days back; essentially you just stick the dff/txd of vehicles/skins/clothes/etc into a folder and it loads them automatically, no need to replace shit in the IMG constanly when you're dealing with lots of stunters. I think you may be able to just stick multiple copies of the same vehicle in the folder and enable/disable them in the Modloader ingame menu but I haven't tested that yet. Either way it should help SA editors out. Maybe it's already known idk but PM's been editing SA for years and he had no clue about it  :lol:

http://www.gtagarage.com/mods/show.php?id=25377

12
GTA Modding / Best SAiVC?
« on: July 02, 2016, 06:17:11 AM »
So what's the best SAiVC install to use? Went to record some stuff for the USS vid and my copy had fucked up but there's a few out there so what's the best to use? Preferably with no LOD bugs or any shite lke that  :happy:

13
Video Editing/Compression / Vegas - Clips go black?
« on: June 05, 2016, 07:34:07 AM »
Anyone know whats going on here? Using Vegas Pro 13 and it seems clips randomly just stop appearing in the project for no apparent reason. As you can see in the first screen one clip is on the timeline and previews fine:



But then the next is on the timeline and just goes black on the preview:



It usually fixes itself if I just close the project and reopen it but there's been times where I've done a full render and a clip has decided to disappear aka the end of this where there should've been two angles:

http://www.youtube.com/watch?v=eZbmxWahPfI

I also have another glitch (but no examples) where I'll try to fade two clips together (just dragging one into another on the timeline) and it'll glitch the fuck out for the duration of the fade, anyone know what thats about? Fucking Vegas.

14
GTA Modding / VC particle.txd
« on: May 29, 2016, 12:42:33 PM »


Anyone still got this? BoxXx gave it out years ago when he did the make VC beautiful tutorial thing but I lost it a while ago, cheers!

15
Expression Section / binary disorder
« on: April 29, 2016, 12:22:47 PM »


view full size, scans of cds/dvds moved around to glitch out, one looked like a face so I merged it with some others and out came this. creepy but quite cool.

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