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Demarest
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#1

Posted 06 February 2004 - 04:06 PM Edited by Demarest, 18 March 2004 - 11:52 AM.

This thread will be where paths discussion and releases will take place.

Here is the paths for the MOVED LC thanks to Knux, kipo, and Smithers2.

Here is the latest thanks to Knux and kipo.

kipo
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#2

Posted 07 February 2004 - 07:11 AM

yay, finally.

so knux or anybody, how can I help?

EricDraven_GTACrow
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#3

Posted 08 February 2004 - 10:26 PM

QUOTE (kipo @ Feb 7 2004, 07:11)
yay, finally.

so knux or anybody, how can I help?

The one thing that bugged me in the paths released so far was, That on SSV Is the ammount of Cops compared to Peds. There are like 3 cops for every 1 ped.... Can you put more peds, and less cops.

GT-1
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#4

Posted 08 February 2004 - 10:36 PM

Can someone post a new link to the latest paths because the way you are speaking I dn't have the latest file. I don't really get any vehicles or peds on SSV.
Any help would be appreciated, I am asking because on most of the threads Demarest has put the link in the first post.

The paths work perfect on the first Island, so good job everyone involved.

Outback
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#5

Posted 08 February 2004 - 10:53 PM

Knux/Kipo Combined Paths http://tfads.com/gta...portkipossv.zip

Make sure you delete paths.ipl from your /data folder and put the new one in /data/gta3maps

kipo
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#6

Posted 09 February 2004 - 12:15 AM

QUOTE (EricDraven_GTACrow @ Feb 8 2004, 22:26)
QUOTE (kipo @ Feb 7 2004, 07:11)
yay, finally.

so knux or anybody, how can I help?

The one thing that bugged me in the paths released so far was, That on SSV Is the ammount of Cops compared to Peds. There are like 3 cops for every 1 ped.... Can you put more peds, and less cops.

I think that's hardcoded, can someone else elaborate more on this?


So, no replies from the other ppl involved in path making, should I go ahead and make car paths for the second island and peds for the first island?

Outback
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#7

Posted 09 February 2004 - 12:33 AM

Last I heard, Knux was almost done with Staunton car paths.

kipo
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#8

Posted 09 February 2004 - 12:51 AM

It would be better if the people involved in the paths say something, we should discuss this, and organize and assign the work, I dont see why something like the paths have to be delayed like that, when we can all have a complete city in less than a week.

Demarest
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#9

Posted 09 February 2004 - 12:51 AM

My understanding is that the EXE determines the spread of peds.

I'm not sure if the one on my site is most current. I thought work had been done since then. If I'm wrong, I'll go ahead and update all links.

@kipo: To the best of my knowledge, you're cleared for takeoff. If there are any objections, then those with them should speak up.

Blunted1
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#10

Posted 09 February 2004 - 01:05 AM

QUOTE ([4D]Outback @ Feb 8 2004, 22:53)
Knux/Kipo Combined Paths http://tfads.com/gta...portkipossv.zip

Make sure you delete paths.ipl from your /data folder and put the new one in /data/gta3maps

I believe this is the latest path file, it is also kipo and knux combined.
The date is a day later than that of the file you linked to so I can only assume that this one is more up to date.
http://largopredator...ywork/id22.html

(the other file Outback linked to contains the info.zon file whereas this one only includes paths.ipl)

Outback
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#11

Posted 09 February 2004 - 03:37 AM

I think Largo combined knux's and kipo's paths on his own, but the source files are still the same. An update for info.zon was posted earlier in the TEXT thread, so inclusion of an outdated version is more problematic than helpful.

CC_Miller
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#12

Posted 10 February 2004 - 07:00 AM Edited by CC_Miller, 10 February 2004 - 07:02 AM.

I know you guys don't like to answer the same question twice, and I'm sure this has already been answered but I can't find it anywhere. My question is (and i assume it falls under the catagory "paths").

The planes at my airport land, taxi and take-off in the water a few hundred yards away from the airport. Is there a fix for this already done?

And are you guys close to completing the car paths for staunton and ped paths for portland? And will the next update include bridge and tunnel car paths? Thanks, great forum.

Craig Kostelecky
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#13

Posted 10 February 2004 - 07:18 AM

QUOTE (CC_Miller @ Feb 10 2004, 01:00)
The planes at my airport land, taxi and take-off in the water a few hundred yards away from the airport.  Is there a fix for this already done?

Here's what you're looking for,

It was found on the official releases thread.

CC_Miller
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#14

Posted 10 February 2004 - 09:26 AM

Thanks very much. I guess the "train" oart of airtrain threw me off.

kipo
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#15

Posted 12 February 2004 - 01:22 PM Edited by kipo, 12 February 2004 - 01:26 PM.

just a little update, ped paths for the first island, you can get it here

that link includes only my work, which is: car + ped paths for the third island, ped paths for the second island, and ped paths for the first island.

EDIT: the file goes in data\gta3maps

killer.ip
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#16

Posted 12 February 2004 - 03:44 PM

Great work kipo, although I've noticed the ratio of cops to normal peds is still a little high. This isn't my territory though so I won't pretend to know what could be causing this. blush.gif

I've combined yours and Knux's paths into a single file and updated the main download in the Official Mods section. smile.gif

Knaxia
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#17

Posted 12 February 2004 - 05:31 PM

I'm tired a little of the paths, I lost my Stauton paths and I don't want to do it again. So everyone wanting to do the insland can.After, you can link all files together.

BenMillard
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#18

Posted 12 February 2004 - 05:51 PM Edited by Cerbera, 12 February 2004 - 05:54 PM.

A car path in GTA3:
CODE
car, 2307, nullpathpointcom5
2, 7, 0, 432, 986, 1320, 160, 1, 1
2, 2, 0, -271, -411, 1460, 160, 1, 1
2, 3, 0, -67, -11, 1420, 160, 1, 1
2, 4, 0, 128, 387, 1380, 160, 1, 1
2, 5, 0, 232, 586, 1360, 160, 1, 1
2, 0, 0, 332, 786, 1340, 160, 1, 1
1, 1, 0, -471, -811, 1460, 160, 2, 0
1, -1, 0, 528, 1185, 1300, 160, 0, 2
0, -1, 0, 0, 0, 0, 0, 2, 0
0, -1, 0, 0, 0, 0, 0, 1, 1
0, -1, 0, 0, 0, 0, 0, 0, 52
0, -1, 0, 0, 0, 0, 0, 116, -66

A car path in GTA:Vice:
CODE
1, -1
2, 8, 0, -13668, -5303.52, 158.171, 9.9, 1, 1, 0, 0, 1
2, 2, 0, -13689, -6775.03, 158.171, 9.9, 1, 1, 0, 0, 1
2, 3, 0, -13693, -6573.89, 158.171, 9.9, 1, 1, 0, 0, 1
2, 4, 0, -13693.8, -6353.76, 158.171, 9.9, 1, 1, 0, 0, 1
2, 5, 0, -13691.5, -6115.6, 158.171, 9.9, 1, 1, 0, 0, 1
2, 6, 0, -13686.3, -5860.46, 158.171, 9.9, 1, 1, 0, 0, 1
2, 0, 0, -13678.4, -5589.4, 158.171, 9.9, 1, 1, 0, 0, 1
1, 1, 0, -13681.8, -6891.98, 158.171, 10, 2, 2, 0, 0, 1
1, -1, 0, -13640.7, -4708.42, 157.85, 10, 2, 2, 0, 0, 1
0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1
0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1
0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1
I've made huge stretches of car, ped and boat paths manually for Myriad Islands so I'm very familiar with the format for those. Differences are that in the declaration line for that batch of 12 nodes it references to an object ID number and an object name, whereas Vice just has a -1.
Vice has extra attributes for lanes to the left and right of the node positions, as well as the median width and a whole bunch of flags. The GTA3 paths seem to just have the path widths and no median or flag data. Is the process of converting paths from GTA3 to Vice a case of altering the line that declares what the set of 12 nodes will be, then adding a median width and the set of flags on the end?

If that is all that is required then I might be willing to assemble any paths that havn't been done so far for peds, boats and cars. You should probably PM me as well as post here, because I'm bound to forget to check back! tounge.gif

kipo
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#19

Posted 12 February 2004 - 08:54 PM

@cerbera: Im not sure Im following you, but are you saying you can port the gta3 paths to vice city? that would be great! to tell you the truth, I know nothing about gta3 paths, Ive been making the paths from zero.

@killer.ip: yeah Ive noticed that too, no idea why is that, if anything, Im using the default settings for the unknown flags.

@knux: man that sux, I'll see if I can make start working on those car paths tomorrow.

BenMillard
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#20

Posted 13 February 2004 - 03:35 PM

QUOTE (kipo @ Feb 12 2004, 20:54)
@cerbera: Im not sure Im following you, but are you saying you can port the gta3 paths to vice city? that would be great! to tell you the truth, I know nothing about gta3 paths, Ive been making the paths from zero.

Re-making them from scratch! Holy sh*t! notify.gif

Depending on whether the position of all the map objects are the same relative to the (0,0,0) position in GTA3 and Vice, then the original paths should work. I will download this mod and run some tests over the next few days. You can see from the two sequences that the format is basically the same, just Vice has a simpler sequence start line and extra node parameters. smile.gif

Demarest
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#21

Posted 13 February 2004 - 03:45 PM

First off, I'd like to say that we are very blessed to have Cerbera's input. Not only is he a veteran to GTA modding, he also has spent SO much time on paths and is quite possibly the community expert on the subject.

If the paths can be converted that "easily" then I would DEFINITELY want it to be done that way. Striving for authenticity, obviously the best way is going to be direct transfers of files where possible. While this would sadly eliminate the need for Knux's and kipo's hard work in this area, it would be as accurate as we could ever need.

@Cerbera: I really appreciate ANY help you can lend, even if it is just limited to the info you've already provided. If converting the paths is that "interchangealbe" and that is something you'd be willing to do, then please do. It may cause a stir amongst our ranks, but no different than would be expected from a public mod.

Luke
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#22

Posted 13 February 2004 - 03:57 PM

Lol, are you trying to tell me that we could have just converted the old ones. Well that cerainly would solve a few problems.

BenMillard
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#23

Posted 13 February 2004 - 04:36 PM

Demy, I feel all bashful after that reply! blush.gif I don't think I'm the expert on paths because eshan de burge actually made fully-functioning editor for them. However, because I have made lots of them by hand I'm fairly knowledgeable about how to make them work without an editor, as would be required to convert them. smile.gif

Smithers, I'm NOT certain they can be converted but all the signs would seem to say yes. I take it that you are using the same IPL co-ords that GTA3 had so that everything is at the same relative coordinates to where it was in GTA3, which means paths can use the original coordinates as well provided they use the 16x method that Vice does. These are things I'll be testing over the next few days to check the feasability of converting the paths directly.

I've already started downloading the required files from the site in your signature, so hopefully I can get to work fairly soon.

kipo
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#24

Posted 13 February 2004 - 04:59 PM Edited by kipo, 13 February 2004 - 09:33 PM.

The only reason I worked on that is because I hate to see an empty city, If you can convert all of them, that would be great, and as dem said, extremely accurate, we are all here for an almost perfect port of gta3, so I hope you succed.

EDIT: yes the coords are the same, and they use the same 16x method, the only useful info from gta3 are the coords, but coping them manually would be as much work (or even more) than doing it from scratch as they both have diferent formats for the rest of the values. A nice program that just grabs the coords, node types, connection between nodes (maybe some useful flags aswell) and then places them in the vice city format (with default values for the rest of the flags) would be the key.

EDIT2: mmm, I did some tests with the gta3 coords (x16) but they dont seem to fit, I thought they would be the same as the city is placed in the same space as it is in gta3; but as I dont know how the paths in gta3 work, that can be the problem.

Demarest
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#25

Posted 13 February 2004 - 05:39 PM

QUOTE (kipo @ Feb 13 2004, 11:59)
The only reason I worked on that is because I hate to see an empty city, If you can convert all of them, that would be great, and as dem said, extremely accurate, we are all here for an almost perfect port of gta3, so I hope you succed.

That is the attitude I like to see smile.gif Thank you, kipo. It's good to know that your love for the project supercedes your desire for fame. Rest assured that you will always remain credited in our documentation whether or not any of your work is included in the release xmas.gif

@Cerbera: Creating a tool for the creation and demonstration of paths is one thing, and I would never discredit eshan for that. However, there is a difference between that and getting your hands wet working with them. The battle between knowledge and its application, or book knowledge vs street knowledge as it were. At any rate, I still would credit you as having the most experience with working with them. Good luck in your endeavors and thank you for your contributions smile.gif

PatrickW
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#26

Posted 14 February 2004 - 01:05 AM

QUOTE (killer.ip @ Feb 12 2004, 15:44)
Great work kipo, although I've noticed the ratio of cops to normal peds is still a little high. This isn't my territory though so I won't pretend to know what could be causing this. blush.gif

Don't worry about that, ped-selection (which type can be seen where) is under control of the scm scrip as a.f.a.i.k.
I wouldn't be suprised if that isn't in the script yet .. smile.gif
Something for Demarest's ToDo-list

4242: Greeting_from $PatrickW

Demarest
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#27

Posted 14 February 2004 - 04:47 AM

Actually, the ratio determination is pure engine. HOWEVER, we won't know this until the gangs information is marked off by the SCM as it is very possible that the engine works within those guidelines. Plus Knux was asking for gang representation in the next SCM version. Being that Yardies are the only one with a ped mapped for it (that I know of, will double check before releasing a new SCM), they will have to be the only ones to test this theory.

Either way, I'm sure the cop ratio will come under control at some point as we continue to work further.

ghost of delete key
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#28

Posted 14 February 2004 - 07:29 AM

QUOTE (PatrickW @ Feb 13 2004, 20:05)
QUOTE (killer.ip @ Feb 12 2004, 15:44)
Great work kipo, although I've noticed the ratio of cops to normal peds is still a little high. This isn't my territory though so I won't pretend to know what could be causing this. blush.gif

Don't worry about that, ped-selection (which type can be seen where) is under control of the scm scrip as a.f.a.i.k.
I wouldn't be suprised if that isn't in the script yet .. smile.gif
Something for Demarest's ToDo-list

I don't know if this is any info that anyone needs, but-
'general' peds are placed in their native zones by way of pedgrp.dat...

map.zon has the XYZ corners for each of 33 habitable zones, which seem to correspond to the zones in pedgrp.dat, of which there are 67 (33 each day + night, and 1 'default') and since there are no numbers or other tags on the pedgrp lines, the order must determine wich zones they belong to. (I haven't grokked the XYZ's of the boxes, but that would be easy enough, and it would tell you what areas they are.)

'special' peds (cops, gangs, medics, etc.) are NOT detailed in the .dat, nor apparently anywhere else, so I imagine these are hardcoded. Cops, medics, vice, swat, and army can show up anywhere when needed, but the gangs (obviously) only appear in their neighborhoods (except when called into missions or rampages), so they must be hard coded to their respective zones. If you parse which zones belong to which gangs, then you can assign those map.zon boxes to the appropriate LC neighborhoods where you want a particular gang to hang out. In theory, anyway tounge2.gif

kipo
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#29

Posted 15 February 2004 - 06:56 AM

ok what I said before was wrong, coords in the paths in gta3 are relative to the origin of an object, whereas in vice city they are relative to the origin of the map, they both use the 16x method, but the coords are obviously not the same. I dont know how you are trying to achieve this but it's definitively not an easy task, I take it you already knew all I just said, so you must have some clever workaround for this problem.

PatrickW
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#30

Posted 15 February 2004 - 11:19 PM Edited by PatrickW, 15 February 2004 - 11:58 PM.

This is what I found in the opcode database concerning ped-ratio's:

note: Cops are considered a gang!!!
CODE

opcode 015c set_zone_gang_ped_info
13 parameters:
TEXT, int (0=night/1=day), int (density), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000)
- sets the info on which gang-peds could be seen in TEXT area (the 0-1000 params are % chances of gang-appearance ("cuban, haitans, streetgang, cl, pigs, bikers, vercetti, golfers, crashes VC?, cops")


CODE

opcode 0324 set_zone_pedgroup_info
3 parameters:
TEXT, int (0=night/1=day), int (pedgroup)
- sets which pedgroup can be seen at TEXT area (see pedgrp.dat for groups!)


This was the base of my earlier statement. It's just textbook knowledge by he way, I haven't tested any of these.....

4242: greetings_from $PatrickW




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