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[Official] Paths and Mission Scripts

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Cran.
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#61

Posted 06 July 2006 - 10:33 AM

All paths aren't hardcoded. There is only a few things that are hardcoded I think. Like the popup headlights on the ZR350, for instance.

Blackadder.
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#62

Posted 06 July 2006 - 11:58 AM

I meant encrypted as in you don't NEED an editor to change it. An editor would help though....

JasonB
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#63

Posted 06 July 2006 - 12:02 PM

QUOTE (blackadder18 @ Jul 6 2006, 20:01)
For the Train Paths, is it encrypted like ped and car parts? If not then some people can start the Train Paths for release of Train

EDIT: It seems it ISN'T encrypted but there are 3 files: tracks.dat, train.dat and train2.dat Is anyone working on them?

No point doings that till we have atleast part of the tracks in game. Besides, no one person has a complete set of the co-ordinates. Just a question, does anyone know how to define where the train stops?

Blackadder.
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#64

Posted 06 July 2006 - 12:20 PM

QUOTE (JasonB @ Jul 6 2006, 12:02)
No point doings that till we have atleast part of the tracks in game. Besides, no one person has a complete set of the co-ordinates. Just a question, does anyone know how to define where the train stops?

Probably set it in the same spot for a few coordinates? Check out the SA-LC mod. They got it but it stuffs up at stops (Train goes through itself)

BenMillard
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#65

Posted 06 July 2006 - 02:51 PM Edited by Cerbera, 06 July 2006 - 03:32 PM.

Respawn said he would do tests with railway paths in November 2005, but I don't think they ever happened. As far as I know, the GTASA paths for trains are in the same format as vehicle and pedestrian paths. The only difference is that the trains are the only vehicle to spawn on them and they stop at stations.

I think Steve-M has been working on a paths export script recently. He's done a lot of research into exactly how they work.

Mark
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#66

Posted 06 July 2006 - 04:26 PM

QUOTE (Cran. @ Jun 28 2006, 07:38)
Err, I don't think so. And the damage, as far as I know is hardcoded, as to how much it can take.

But I dont think this is the right topic to talk about that.

wtf does damage multiplier do? I've never played with it, so excuse my ignorance.

BenMillard
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#67

Posted 06 July 2006 - 05:35 PM

Replied in the appropriate thread.

A local or global moderator could split the car discussion posts from this topic into the proper thread.

Blackadder.
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#68

Posted 07 July 2006 - 12:22 AM

QUOTE (Cerbera @ Jul 6 2006, 14:51)
As far as I know, the GTASA paths for trains are in the same format as vehicle and pedestrian paths.

Nope they are in a readable format by notepad, whereas the vehicle/ped paths are not.

BenMillard
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#69

Posted 07 July 2006 - 10:56 AM

Hey, you're right! They are just lists of 3D coordinates, easily editable:
user posted image
1024 x 768, 150kB.

I havn't played with the nodes near stations, the behaviour near them might be controlled using SCM.

Blackadder.
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#70

Posted 07 July 2006 - 11:24 AM

Glad I could help. That Train looks funny btw. Maybe we could make some futuristic thing where the train is a hover-train? tounge.gif

Blackadder.
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#71

Posted 25 July 2006 - 01:35 PM

BUMP. Is Steve-M still working on the car paths?

BenMillard
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#72

Posted 25 July 2006 - 03:01 PM

I think he's working on an export script for 3DS Max which will generate the binary path files used by GTASA. I think he posted a preview pic somewhere of a preliminary test.

steve-m
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#73

Posted 26 July 2006 - 12:01 AM

Yep, but I didn't have time to do any work on them the last weeks. Will continue next month.

locO G
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#74

Posted 26 July 2006 - 12:15 AM

QUOTE (steve-m @ Jul 26 2006, 00:01)
Yep, but I didn't have time to do any work on them the last weeks. Will continue next month.

Please do (and I'm sure you will, given time).

Now that illspirit has sorted out the pre lighting standard, those paths are the key to all GTA-SA modding and not just for MI.
They're the Holy Grail.
What use is a city without it's inhabitants.

Oh, if only R* hadn't gone into 'lockdown' mode after 'Hot Coffee'.

Let's hope they totally 'miss the plot' with GTA-IV.

Blackadder.
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#75

Posted 27 July 2006 - 09:50 AM

Hey Steve-M are you releasing the tool? or is it just personal use so you can do paths for Myriad?

locO G
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#76

Posted 27 July 2006 - 05:42 PM

QUOTE (blackadder18 @ Jul 27 2006, 09:50)
Hey Steve-M are you releasing the tool? or is it just personal use so you can do paths for Myriad?

It would seem odd for steve-m not to share any of his findings.
We are a community and people in communities help one another.

BenMillard
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#77

Posted 27 July 2006 - 07:34 PM

Refining experimental work to make it useful to the public is quite time-consuming and difficult. Let's be patient; Steve says he hopes to work more on it next month. smile.gif

Blackadder.
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#78

Posted 27 July 2006 - 11:54 PM

Ok, it's just Myriad is so lonely.

Kinda Offtopic: Maybe a Myriad Islands thats compatible with SA-MP? So until we get paths you can play with other people?

mickarrow
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#79

Posted 28 July 2006 - 12:22 AM

QUOTE
So until we get paths you can play with other people?

That's what real life is for tounge2.gif

But seriously. All in good time. Now if you got other questions, there's a FAQ.

We're talking about Myriad here...patience is a must biggrin.gif


locO G
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#80

Posted 28 July 2006 - 01:10 AM

QUOTE (mickarrow @ Jul 28 2006, 00:22)
QUOTE
So until we get paths you can play with other people?

That's what real life is for tounge2.gif

But seriously. All in good time. Now if you got other questions, there's a FAQ.

We're talking about Myriad here...patience is a must biggrin.gif

I second.

lord fido
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#81

Posted 28 July 2006 - 03:54 PM Edited by lord fido, 28 July 2006 - 03:57 PM.

QUOTE (locO G @ Jul 28 2006, 01:10)
I second.

Was posting this really necesary loc0 G?

Anyways , I think that Odies berlin lot needs peds inside the tower, the garden and the bet shop. I think the Cop station should have cops and the fire station firemen (never implemented ever on a game) . I hope somebody adds Myriad International Airport.

steve-m
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#82

Posted 25 September 2006 - 02:57 AM

First of all, I still didn't have time to continue working on my path compiler. But since Myriad looks so damn empty, I made a few paths. This is far from complete, and still buggy - just to see something move. wink.gif

QUOTE (readme)
This is an early alpha of ped and car paths for Myriad Islands (SA). There's 2-lane traffic only on illcom's freeway circuit, and peds are only in and around Odie's Berlin lot. There are still some glitches with the cars, in some places you will see them turn around or behave weird. This is because the path compiler is still incomplete and mostly untested, and will be fixed in future releases.


Download Test Paths (7.5 KB)

user posted image
user posted image
user posted image

aad
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#83

Posted 25 September 2006 - 06:22 AM

This is just awesome steve-m, hopefully we have it all sorted out soon, amazing wiork you've got there i really want to try it out in the evening after work biggrin.gif biggrin.gif

BenMillard
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#84

Posted 25 September 2006 - 09:01 AM

Steve, is there are text data form of GTASA paths? If so, I could hand-build paths for you to convert at a later date.

Cran.
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#85

Posted 25 September 2006 - 09:28 AM

Great, it'll be wonderful to see some happy cars driving around myriad! smile.gif

Blackadder.
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#86

Posted 25 September 2006 - 09:39 AM

Sweet, I havn't downloaded 0.5 yet but this increases my urge to smile.gif Also about cars going weird directions, I HAVE seen that in original SA, sometimes they do a 180 and drive on before i reach them.

steve-m
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#87

Posted 25 September 2006 - 12:49 PM

QUOTE (Cerbera @ Sep 25 2006, 11:01)
Steve, is there are text data form of GTASA paths? If so, I could hand-build paths for you to convert at a later date.

Yes there is, and thanks for the offer, but please don't do that. I wanted to re-use MI-VC's paths first and imported them into Max, but it scared me off since they are heavily inexact and hardly matched the roads/sidewalks. Making the 188 nodes for the illcom circuit only took me a few minutes in Max, and according to illy there's a way to do that even faster. And they are exact, since I used the road's center vertices to align the path nodes to.

AleXXX
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#88

Posted 25 September 2006 - 01:08 PM

alien.gif
Wonderful! There're any tool interface screens?

steve-m
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#89

Posted 25 September 2006 - 01:26 PM

Only of the MaxScript panel, since the path compiler is a command line tool.

user posted image

That's not the final version though, several controls are still missing.

aad
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#90

Posted 25 September 2006 - 01:29 PM

its a nice and good looking layout, and i've tested it a few times to bad i couldt get any peds walking ingame but im sure it will work if i did it all right.




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