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In-Game Paths Maker

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Swoorup
  • Swoorup

    innovator

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#1

Posted 01 November 2011 - 03:05 PM Edited by Swoorup, 30 November 2011 - 04:25 AM.

INTRODUCTION:

Paths in Vice City are grouped into nodes, each with at most 12 sub-nodes. The Group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other both internally(Inside the group) and externally(Outside the group with other group nodes).

HOW VICE CITY STORES A LINE(Path):

First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it.

The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The nodes other than null nodes are either Internal or External. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment(Another group) of the line.

To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.

Spawns are made in the external nodes by the Vice City Engine(Always remember that fact) and then they follow the route of the line (Next Linked Internal Node).

SO WHATS THIS PROGRAM:

This program is a tool which sums up the hard task of making paths by typing each coords by hand and doing the work to connect those coords. Always remember the principle this program follows. It is stated in the above paragraph. The program automatically assigns null, external and internal nodes allowing you to assign the coordinates only. So the result: Rapid Paths Development. Start out small by making just a simple line and see your progress. Remember the important points:
  • Spawns are made in the external nodes
  • The Lesser coords in the node and closer the gap between two coordinates used in a single node, + the more spawns you have.
  • Paths may not be always where you save the coordinates. The saved coordinates is the median of the path and spawning takes places on the left and right sides of them. To make median as a spawn point, keep a single lane in either one of the side.
IMPORTANT POINTS:
  1. Paths may not be always where you save the coordinates. The saved coordinates is the median of the path and spawning takes places on the left and right sides of them. To make median as a spawn point, keep a single lane in either one of the side.
  2. Another Important INFO: The smaller the distance between two coords the more spawns you have.
  3. Again Another Important Info: The Lesser coords used in a single node, + the more spawn you have.
For making ped paths, its slightly different than the boat and car paths although the following methods will work fine disregarding how they spawn around the player.

RUNNING THE PROGRAM:
  1. First open the tool and then run Vice city.
  2. Make sure you set your Vice City's Volume at the minimum state so that you can hear the commands that you have given.
MAKING LINES:
  1. So to start press F2 first and then you can hear a voice stating that the node has been opened, next press F5 to save the current coordinates of the player.
  2. Take a step ahead in the direction of your path and then again save the coords. You can enter upto a maximum of 12 coordinates in a node.
  3. After you think a node is completed or you have inserted 12 coordinates, press F10 to close and save the node.
  4. Now again open a new node by pressing F2 to continue the paths, and listen CAREFULLY
    To connect the new node to the previous node, press F4 (This will load the last coordinates of the previous node to the first position of the new node).
  5. Now go ahead in a small step and press F5. Continue doing so towards the direction of your path.Repeat from step iii and always remember to connect with the previous nodes.
MAKING LOOPS:
  1. Take a position which will be the beginning of the loop and then press ALT + 1 to save the coords.
  2. Repeat all the process for Making Lines
  3. Now that you have reach the end of your loop please do the following:
    For this step please do not close the node and also do not reach 12 position of the node, leave at least one.
    Keep making your path direction until you just are one step behind the beginning of the very first coord.
    Now press CTrl + 1 to load the coords which you stored at the beginning of the loop and then it will automatically take the position.
  4. Press F10 to close the node.
MAKING 4-WAY JUNCTIONS:
  1. Press F12 to first switch to junction mode.
  2. Open a new node by pressing F2.
  3. Now the first node for every type of junctions should always be the middle node.
    Suppose for the 4 way junction stand in the point which is in the middle of all 4 direction( central point of the junction).
  4. Press F5 to store the middle coords.
  5. Next take a small step from the middle of the junction toward the 1st direction and press ALT + 1 at first. Then press F5 to store the point of 1st direction.
  6. Next take a small step from the middle of the junction toward the 2st direction and press ALT + 2 at first. Then press F5 to store the point of 2nd direction.
  7. Next take a small step from the middle of the junction toward the 3rd direction and press ALT + 3 at first. Then press F5 to store the point of 3rd direction.
  8. Next take a small step from the middle of the junction toward the 4th direction and press ALT + 5 at first. Then press F5 to store the point of 4th direction.
  9. Close the junction node(F10) and switch back to line mode by pressing F12 again.
    Now that you have stored the 4 coords of each direction, start the first line in the 1st direction and use CTRL + 1 to load the coords in the first position of your line node. Use the same technique to connect other lines to the junction.
SAVING YOUR PATHS:
  1. After you are finished with your path, switch to desktop and make a new ipl file containing the following lines:
    path
    end
  2. Click on Copy to Clipboard button on the tool and paste it in a new line between the "path" and "end".
  3. Remember to link the file via the gta_vc.dat file and then restart the game.
KEYBOARD KEYS USED:
F2: Open a new node for use or restart making the current node.
F4: Copy last used coords from the previous node to the node you are currently making. Its sole purpose is to connect each and every nodes.
F5: Read and Copy the Current Coords of the Player to the opened node.
F10: Save and close the current node.
F12: Switch between Line mode and Junction mode. Line mode by default.
ALT + {1 to 4 }: Store player coords temporarily.
CTRL + {1 to 4}: Copy the memory coord to the node you are making. Its purpose is for making loops and connecting junctions

INTERFACE FUNCTIONS:
It contains the path properties. If you want to start out with boat or change any properties please note that, you must change it switching to desktop everytime you want. There are no keys assigned for that, Except for the junction and line mode(F12). Also be sure you change them before opening a node


Left to do's:
  • A new mode that will place ped paths, like how the game places.
  • Add more buttons to save coords
  • Teleport to saved coords
  • Display message inside the game/ make more interactive
Well I think I have fairly documented the software. But I recommend you to get use to some annoying features of it before you create the final paths. Also if you have any bugs/suggestions just PM me

With this release you can make all ped, cars and boats path.

Also note than you must be patient while making the paths.

Current version: 1.0 beta

atfburner
  • atfburner

    under the trapdoor

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#2

Posted 06 November 2011 - 11:35 AM

Thumbs up for your program. Looking forward to trying this.

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fastman92
  • fastman92

    фастман92 | ف

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#3

Posted 06 November 2011 - 07:32 PM Edited by fastman92, 07 November 2011 - 02:54 PM.

Can you upload it somewhere? I ain`t gonna wait a month to download it.
Seems pretty interesting. Can you make it for GTA SA? Format is similar (similar properties), but it is binary. Documentation is available on gtamodding.com
Keep it up.

Swoorup
  • Swoorup

    innovator

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  • Joined: 28 Oct 2008

#4

Posted 07 November 2011 - 05:44 AM Edited by Swoorup, 07 November 2011 - 05:53 AM.

Thank you guys. Definitely, I'll make one for SA but at this time, I am busy on real life aspects. To convert to SA its easier, it just needs some changing memory addresses and the output the file in a binary form.

EDIT: Oh by the way, forgot about asi thingy, which still needs to be implemented for both versions.
Mirror download link added at the first post





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