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Manhunt's Carcer City in SanAndreas

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jaky2008
  • jaky2008

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#31

Posted 22 March 2012 - 09:15 PM

I just thought it'd be better as multiple IDE's and IPL's in different map areas in the data folder so that peopl who download the mod can edit it as they like just like SA.

Frank.s
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#32

Posted 22 March 2012 - 09:18 PM

Understandable, alright.

Now to make the ipl file, use kams map IO to import the ide you just made then export an ipl using kams map IO.
Importing the ide file first retrives all the id numbers made by deniskas ide tool and sets them to the objects inside 3dsmax so kams exports the coords of the objects with the corresponding id numbers too.

jaky2008
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#33

Posted 22 March 2012 - 09:22 PM Edited by jaky2008, 22 March 2012 - 09:31 PM.

It's quite a complicated script... im not sure what im supposed to be pressing on, sorry again for my lack of understanding.

I think im going to stop for the night soon, thanks for spending hours helping out. I think the best thing for me would to be using the MApEditor but do the exports as you have taught me, so basically do everyhting you have told me to do up until when I created the .IDE, it'll be easier to let MapEditor make those files for me.

Yeah I done that but it said something about man_derelict01 not having an ID?

Frank.s
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#34

Posted 22 March 2012 - 09:30 PM Edited by Frank.s, 22 March 2012 - 09:36 PM.

If you clicked import ide button before clicking export ipl (which is the correct way) and it still showed that message then that means the only cause would be that the ide doesnt contain an ide line for the name you said.

No probs.
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jaky2008
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#35

Posted 22 March 2012 - 09:36 PM Edited by jaky2008, 22 March 2012 - 09:42 PM.

Yeah I chose import .IDE and then export .IPL, not sure why, does creating an .IDE in notepad by saving as .IDE not really make that file a .IDE file?

Yeah I done that, im going to quickly try using MapEditor to do the IPL and IDE for me, that'll work.

Wait a minute!? in not having to import ALL of the 73 .dff's seperately am I?

I guess that screws my MApEditor idea!

Frank.s
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#36

Posted 22 March 2012 - 09:37 PM Edited by Frank.s, 22 March 2012 - 09:46 PM.

Yeah, you'd have to make all 73 ipl lines manully with mapeditor.
If you mean "import all 73 files into the gta3.img" then g-img can add multiple files, i'd just drag+drop them. icon14.gif
The ide file you uploaded to the db only had one object, could you post your current ide file here in [code=auto:0] brackets?



The ide file can be made by any program. I didn't mean export the ide with kams, i only meant export the ipl (i typo'd earlier, corrected now)

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#37

Posted 22 March 2012 - 09:47 PM Edited by jaky2008, 22 March 2012 - 09:59 PM.

Yeah but I meant in the MapEditor i'd have to make 73 seperate .dff's and line them all up perfectly!

CODE
objs
3213, Man_Derelict73, man_derelict, 300, 0
end
tobj
end
2dfx
end


I noticed that the number (3213) is different to 3141... and the object ID is Man_Derelict73, shouldn't that just be Man_Derelict?

Sure-e-o!

Yeah but I assumed that the script had merged the 73 different .dff's into one single .dff.
I kind of do, the zero at the end is the collision information, 300 is the draw distance, the 3213 is the object ID, man_derelict is the .txd and Man_Derelict73 is the .dff.

Would it be ok to just export the scene1.bsp and scene2.bsp as different .dff's instead of all 73 little sections?

I assumed thats what it meant myself as in MapEditor objects have different options related to the object and a number is added if you choose one.

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#38

Posted 22 March 2012 - 09:49 PM Edited by Frank.s, 22 March 2012 - 10:02 PM.

Each dff is supposed to have its own ide line, you know that right?
Could you upload the .max of the level? Also, i can make the ide and ipl for it if you wanna.

QUOTE
Sure-e-o!
Ta. Edit: Downloading now.

QUOTE
Yeah but I assumed that the script had merged the 73 different .dff's into one single .dff.
I kind of do, the zero at the end is the collision information, 300 is the draw distance, the 3213 is the object ID, man_derelict is the .txd and Man_Derelict73 is the .dff.
Oh ok.
I'll do a ide and ipl for it and then you can do your own ide and ipl to make sure your results are correct and match.
QUOTE
the zero at the end is the collision information
Who told you that?
The 0 at the end is the "flag". It controls stuff like defining a garage or fixing alpha transparency bugs amongst other things. I don't think there are any collission related flags though.


Err, the .max you uploaded wasn't seperate objects, it was just one with 24839 faces.

QUOTE
Would it be ok to just export the scene1.bsp and scene2.bsp as different .dff's instead of all 73 little sections?
Not really: thats how you end up making an object with 24839 faces. I thought you already learned why not to use one object, and to instead use the original amount that manhunt had in the bsp

jaky2008
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#39

Posted 22 March 2012 - 10:02 PM Edited by jaky2008, 22 March 2012 - 10:04 PM.

Thats my old one sorry, I'll upload the new one! This mod is going to take a while to do!
I hope it's overwrite the one already uploaded as they share the same name.

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#40

Posted 22 March 2012 - 10:02 PM Edited by Frank.s, 22 March 2012 - 10:11 PM.

Hah, 'aight.

Yeah DropBox does that. icon14.gif
Downloading + ide-ing + ipl-ing right now.

Edit2: Here's the ide:
CODE
objs
3141, Man_Derelict01, man_derelict, 300, 0
3142, Man_Derelict02, man_derelict, 300, 0
3143, Man_Derelict03, man_derelict, 300, 0
3144, Man_Derelict04, man_derelict, 300, 0
3145, Man_Derelict05, man_derelict, 300, 0
3146, Man_Derelict06, man_derelict, 300, 0
3147, Man_Derelict07, man_derelict, 300, 0
3148, Man_Derelict08, man_derelict, 300, 0
3149, Man_Derelict09, man_derelict, 300, 0
3150, Man_Derelict10, man_derelict, 300, 0
3151, Man_Derelict11, man_derelict, 300, 0
3152, Man_Derelict12, man_derelict, 300, 0
3153, Man_Derelict13, man_derelict, 300, 0
3154, Man_Derelict14, man_derelict, 300, 0
3155, Man_Derelict15, man_derelict, 300, 0
3156, Man_Derelict16, man_derelict, 300, 0
3157, Man_Derelict17, man_derelict, 300, 0
3158, Man_Derelict18, man_derelict, 300, 0
3159, Man_Derelict19, man_derelict, 300, 0
3160, Man_Derelict20, man_derelict, 300, 0
3161, Man_Derelict21, man_derelict, 300, 0
3162, Man_Derelict22, man_derelict, 300, 0
3163, Man_Derelict23, man_derelict, 300, 0
3164, Man_Derelict24, man_derelict, 300, 0
3165, Man_Derelict25, man_derelict, 300, 0
3166, Man_Derelict26, man_derelict, 300, 0
3167, Man_Derelict27, man_derelict, 300, 0
3168, Man_Derelict28, man_derelict, 300, 0
3169, Man_Derelict29, man_derelict, 300, 0
3170, Man_Derelict30, man_derelict, 300, 0
3171, Man_Derelict31, man_derelict, 300, 0
3172, Man_Derelict32, man_derelict, 300, 0
3173, Man_Derelict33, man_derelict, 300, 0
3174, Man_Derelict34, man_derelict, 300, 0
3175, Man_Derelict35, man_derelict, 300, 0
3176, Man_Derelict36, man_derelict, 300, 0
3177, Man_Derelict37, man_derelict, 300, 0
3178, Man_Derelict38, man_derelict, 300, 0
3179, Man_Derelict39, man_derelict, 300, 0
3180, Man_Derelict40, man_derelict, 300, 0
3181, Man_Derelict41, man_derelict, 300, 0
3182, Man_Derelict42, man_derelict, 300, 0
3183, Man_Derelict43, man_derelict, 300, 0
3184, Man_Derelict44, man_derelict, 300, 0
3185, Man_Derelict45, man_derelict, 300, 0
3186, Man_Derelict46, man_derelict, 300, 0
3187, Man_Derelict47, man_derelict, 300, 0
3188, Man_Derelict48, man_derelict, 300, 0
3189, Man_Derelict49, man_derelict, 300, 0
3190, Man_Derelict50, man_derelict, 300, 0
3191, Man_Derelict51, man_derelict, 300, 0
3192, Man_Derelict52, man_derelict, 300, 0
3193, Man_Derelict53, man_derelict, 300, 0
3194, Man_Derelict54, man_derelict, 300, 0
3195, Man_Derelict55, man_derelict, 300, 0
3196, Man_Derelict56, man_derelict, 300, 0
3197, Man_Derelict57, man_derelict, 300, 0
3198, Man_Derelict58, man_derelict, 300, 0
3199, Man_Derelict59, man_derelict, 300, 0
3200, Man_Derelict60, man_derelict, 300, 0
3201, Man_Derelict61, man_derelict, 300, 0
3202, Man_Derelict62, man_derelict, 300, 0
3203, Man_Derelict63, man_derelict, 300, 0
3204, Man_Derelict64, man_derelict, 300, 0
3205, Man_Derelict65, man_derelict, 300, 0
3206, Man_Derelict66, man_derelict, 300, 0
3207, Man_Derelict67, man_derelict, 300, 0
3208, Man_Derelict68, man_derelict, 300, 0
3209, Man_Derelict69, man_derelict, 300, 0
3210, Man_Derelict70, man_derelict, 300, 0
3211, Man_Derelict71, man_derelict, 300, 0
3212, Man_Derelict72, man_derelict, 300, 0
3213, Man_Derelict73, man_derelict, 300, 0
end


And here's the ipl:
CODE
inst
3141, Man_Derelict01, 0, -60.213, 19.5047, 10.0983, 0.0, 0.0, 0.0, 1.0, -1
3142, Man_Derelict02, 0, -46.753, 28.7447, 12.6983, 0.0, 0.0, 0.0, 1.0, -1
3143, Man_Derelict03, 0, -53.288, 5.38467, 13.2833, 0.0, 0.0, 0.0, 1.0, -1
3144, Man_Derelict04, 0, -52.208, -0.485321, 14.7883, 0.0, 0.0, 0.0, 1.0, -1
3145, Man_Derelict05, 0, -49.373, -6.36533, 7.54834, 0.0, 0.0, 0.0, 1.0, -1
3146, Man_Derelict06, 0, -58.458, -6.09534, 17.4533, 0.0, 0.0, 0.0, 1.0, -1
3147, Man_Derelict07, 0, -47.703, -6.37534, 16.8433, 0.0, 0.0, 0.0, 1.0, -1
3148, Man_Derelict08, 0, -49.373, -12.5203, 7.39834, 0.0, 0.0, 0.0, 1.0, -1
3149, Man_Derelict09, 0, -52.288, -12.5253, 16.3183, 0.0, 0.0, 0.0, 1.0, -1
3150, Man_Derelict10, 0, -62.393, -18.2903, 16.9433, 0.0, 0.0, 0.0, 1.0, -1
3151, Man_Derelict11, 0, -62.273, -24.1453, 17.3933, 0.0, 0.0, 0.0, 1.0, -1
3152, Man_Derelict12, 0, -77.608, -33.7503, 15.0033, 0.0, 0.0, 0.0, 1.0, -1
3153, Man_Derelict13, 0, -68.878, -33.9753, 14.3833, 0.0, 0.0, 0.0, 1.0, -1
3154, Man_Derelict14, 0, -61.963, -33.7053, 17.3933, 0.0, 0.0, 0.0, 1.0, -1
3155, Man_Derelict15, 0, -55.243, -33.9803, 11.9983, 0.0, 0.0, 0.0, 1.0, -1
3156, Man_Derelict16, 0, -54.073, -33.8803, 20.1483, 0.0, 0.0, 0.0, 1.0, -1
3157, Man_Derelict17, 0, -46.133, -33.7503, 12.4933, 0.0, 0.0, 0.0, 1.0, -1
3158, Man_Derelict18, 0, -47.023, -29.5753, 20.0283, 0.0, 0.0, 0.0, 1.0, -1
3159, Man_Derelict19, 0, -46.788, -36.8103, 19.9783, 0.0, 0.0, 0.0, 1.0, -1
3160, Man_Derelict20, 0, -80.118, -51.3853, 12.1033, 0.0, 0.0, 0.0, 1.0, -1
3161, Man_Derelict21, 0, -67.523, -63.4953, 12.3383, 0.0, 0.0, 0.0, 1.0, -1
3162, Man_Derelict22, 0, -78.118, -43.8853, 18.2583, 0.0, 0.0, 0.0, 1.0, -1
3163, Man_Derelict23, 0, -72.748, -66.0253, 23.1583, 0.0, 0.0, 0.0, 1.0, -1
3164, Man_Derelict24, 0, -51.933, -44.0203, 17.0983, 0.0, 0.0, 0.0, 1.0, -1
3165, Man_Derelict25, 0, -60.463, -49.5653, 16.9483, 0.0, 0.0, 0.0, 1.0, -1
3166, Man_Derelict26, 0, -49.353, -50.0903, 17.1583, 0.0, 0.0, 0.0, 1.0, -1
3167, Man_Derelict27, 0, -57.883, -56.5253, 16.9483, 0.0, 0.0, 0.0, 1.0, -1
3168, Man_Derelict28, 0, -46.953, -56.6503, 12.3383, 0.0, 0.0, 0.0, 1.0, -1
3169, Man_Derelict29, 0, -46.953, -56.3203, 19.4533, 0.0, 0.0, 0.0, 1.0, -1
3170, Man_Derelict30, 0, -61.108, -67.3853, 21.2683, 0.0, 0.0, 0.0, 1.0, -1
3171, Man_Derelict31, 0, -46.038, -73.5253, 20.1883, 0.0, 0.0, 0.0, 1.0, -1
3172, Man_Derelict32, 0, -27.023, 42.8647, 15.6833, 0.0, 0.0, 0.0, 1.0, -1
3173, Man_Derelict33, 0, -29.278, 22.7597, 15.6283, 0.0, 0.0, 0.0, 1.0, -1
3174, Man_Derelict34, 0, -34.878, 1.24467, 14.8033, 0.0, 0.0, 0.0, 1.0, -1
3175, Man_Derelict35, 0, -30.028, -0.838959, 15.5563, 0.0, 0.0, 0.0, 1.0, -1
3176, Man_Derelict36, 0, -24.018, 3.43967, 17.2983, 0.0, 0.0, 0.0, 1.0, -1
3177, Man_Derelict37, 0, -18.518, 2.95967, 17.6683, 0.0, 0.0, 0.0, 1.0, -1
3178, Man_Derelict38, 0, -34.858, -6.10033, 16.8533, 0.0, 0.0, 0.0, 1.0, -1
3179, Man_Derelict39, 0, -34.903, -18.0253, 17.2983, 0.0, 0.0, 0.0, 1.0, -1
3180, Man_Derelict40, 0, -25.078, -9.74533, 17.2983, 0.0, 0.0, 0.0, 1.0, -1
3181, Man_Derelict41, 0, -24.533, -21.1598, 17.2233, 0.0, 0.0, 0.0, 1.0, -1
3182, Man_Derelict42, 0, -37.183, -32.5403, 16.9083, 0.0, 0.0, 0.0, 1.0, -1
3183, Man_Derelict43, 0, -38.803, -61.6853, 17.2983, 0.0, 0.0, 0.0, 1.0, -1
3184, Man_Derelict44, 0, -27.073, -34.9853, 16.1383, 0.0, 0.0, 0.0, 1.0, -1
3185, Man_Derelict45, 0, -26.743, -63.8353, 14.6383, 0.0, 0.0, 0.0, 1.0, -1
3186, Man_Derelict46, 0, -26.313, -32.6403, 24.0683, 0.0, 0.0, 0.0, 1.0, -1
3187, Man_Derelict47, 0, -26.863, -58.8203, 24.0683, 0.0, 0.0, 0.0, 1.0, -1
3188, Man_Derelict48, 0, -12.313, 41.8647, 22.4183, 0.0, 0.0, 0.0, 1.0, -1
3189, Man_Derelict49, 0, -11.768, 28.4097, 17.3933, 0.0, 0.0, 0.0, 1.0, -1
3190, Man_Derelict50, 0, -12.383, 22.1097, 17.3933, 0.0, 0.0, 0.0, 1.0, -1
3191, Man_Derelict51, 0, -11.898, 15.3747, 17.3933, 0.0, 0.0, 0.0, 1.0, -1
3192, Man_Derelict52, 0, -11.513, 8.92967, 17.6833, 0.0, 0.0, 0.0, 1.0, -1
3193, Man_Derelict53, 0, -0.373024, 29.2297, 17.3933, 0.0, 0.0, 0.0, 1.0, -1
3194, Man_Derelict54, 0, 0.366966, 14.1797, 17.3933, 0.0, 0.0, 0.0, 1.0, -1
3195, Man_Derelict55, 0, 12.017, 23.4597, 17.6333, 0.0, 0.0, 0.0, 1.0, -1
3196, Man_Derelict56, 0, 23.522, 18.6597, 17.6383, 0.0, 0.0, 0.0, 1.0, -1
3197, Man_Derelict57, 0, 38.252, 15.5397, 17.3933, 0.0, 0.0, 0.0, 1.0, -1
3198, Man_Derelict58, 0, -9.63303, 1.96967, 17.3933, 0.0, 0.0, 0.0, 1.0, -1
3199, Man_Derelict59, 0, -9.63303, -9.84033, 17.6683, 0.0, 0.0, 0.0, 1.0, -1
3200, Man_Derelict60, 0, -9.40803, -27.2553, 17.3933, 0.0, 0.0, 0.0, 1.0, -1
3201, Man_Derelict61, 0, -11.388, -44.9853, 16.8283, 0.0, 0.0, 0.0, 1.0, -1
3202, Man_Derelict62, 0, -11.388, -70.8153, 16.8283, 0.0, 0.0, 0.0, 1.0, -1
3203, Man_Derelict63, 0, 3.69697, -1.56534, 17.3883, 0.0, 0.0, 0.0, 1.0, -1
3204, Man_Derelict64, 0, 17.522, -0.785324, 14.5833, 0.0, 0.0, 0.0, 1.0, -1
3205, Man_Derelict65, 0, 14.452, -22.9053, 12.2433, 0.0, 0.0, 0.0, 1.0, -1
3206, Man_Derelict66, 0, 13.092, -25.9753, 24.0833, 0.0, 0.0, 0.0, 1.0, -1
3207, Man_Derelict67, 0, 30.907, -15.0053, 17.4383, 0.0, 0.0, 0.0, 1.0, -1
3208, Man_Derelict68, 0, 38.377, -15.1603, 17.4383, 0.0, 0.0, 0.0, 1.0, -1
3209, Man_Derelict69, 0, 48.462, -7.61533, 17.4383, 0.0, 0.0, 0.0, 1.0, -1
3210, Man_Derelict70, 0, 65.507, -18.5803, 17.2683, 0.0, 0.0, 0.0, 1.0, -1
3211, Man_Derelict71, 0, 82.232, -14.1053, 17.4833, 0.0, 0.0, 0.0, 1.0, -1
3212, Man_Derelict72, 0, -6.44303, 12.5597, 12.6633, 0.0, 0.0, 0.0, 1.0, -1
3213, Man_Derelict73, 0, -2.91302, -33.7103, 13.2333, 0.0, 0.0, 0.0, 1.0, -1
end

jaky2008
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#41

Posted 22 March 2012 - 10:15 PM Edited by jaky2008, 22 March 2012 - 10:20 PM.

Thanks, and thanks for everything today, im going to go now and yeah, thanks!
I see you enabled all flags, is this the best option?
I'll have a shot at a new map part myself tomorrow trying to do it with the lowest help possible, should help me memorise the steps. cool.gif

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#42

Posted 22 March 2012 - 10:25 PM Edited by Frank.s, 22 March 2012 - 10:45 PM.

Alright then lol.gif

Btw, i set the flags to 0 because its just kinda default.

TripleAs, i see you're viewing the topic atm, you'll probably learn most of what you need to know to get objects in SA from the previous posts between me and jack. If there's anything else you need to know then ask here or p.m or whatever.

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#43

Posted 22 March 2012 - 10:40 PM

Ha, Yeah, I saw that pipeline in one of Paroxums tutorials but it didn't work out as well confused.gif

Still, I'd love to take a look at the files of the scenes because the only way I had to look at them was by using 3dripper and it was pretty messy.
Can I be added to the db folder? my email is the same as my username but at gmail turn.gif

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#44

Posted 22 March 2012 - 10:46 PM Edited by Frank.s, 22 March 2012 - 11:26 PM.

Oh. Well if you're exporting the map imho you need to export using deniskas dff exporter so that the NVC is kept intact.

Added you to the DB, gonna upload the bsp importer script too. icon14.gif Done that, and uploaded a sig with the .xcf file containing seperate layers for if anyone makes sigs with the same text.

I've been thinking of porting the maps to IV, i'll probably do that as and added bonus when the SA version is %100 done.

Edit: TripleAs, do you have the ipl file to the mall you uploaded? or the .max? Otherwise the xyz positions of the dffs are lost.

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#45

Posted 23 March 2012 - 01:31 AM

I'll definitely be keeping an eye on this.

Good luck to all of you!

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#46

Posted 23 March 2012 - 02:14 PM

I think i'm in love inlove.gif

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#47

Posted 23 March 2012 - 02:43 PM

Hardly wait!..can't belong now... suicidal.gif

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#48

Posted 23 March 2012 - 04:26 PM Edited by jaky2008, 24 March 2012 - 02:37 PM.

@Skullripper, you don't complete a total conversion overnight! biggrin.gif

I have a problem with MApEditor now, it won't start up properly, instead it just shows my desktop.

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#49

Posted 24 March 2012 - 11:52 PM

This looks really good lads, good job.
Maybe to IV as well in future one day?

jaky2008
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#50

Posted 25 March 2012 - 10:59 AM

I believe frank.s wants to do that! I would help out too but I haven't got GTA IV yet because first I need a better graphics card.
I've messed up on a map file and now my SA won't run, it's kind of put me off a bit, that and that I haven't heard anything in awhile.

Jackhepburn
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#51

Posted 26 March 2012 - 09:29 PM

Posted this in the other thread by accident... Anyway,

Jack, Why not combine our other mod with this and continue from what I had done? Turn it into a total conversion rather than just a map. Just remove the 'SA:LC' from the title and call it Manhunt: Cash for Blood? I would help again. You could use all models, retextures and my planned story/missions in the carcer city map. Plus, you could use my website (Edited of course).

Also, instead of being leaders etc, we could just be equal partners (With you doing most of the work )


http://www.gtaforums...opic=467733&hl=
http://manhuntcfb.weebly.com/

jaky2008
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#52

Posted 26 March 2012 - 09:43 PM Edited by jaky2008, 26 March 2012 - 09:48 PM.

My post hat is above yours says that my wiped map version of SA is knackered, even if I use my backup cleared map install which is just a cleaned map with the default "basicmap" that the mapcleaner plonks in for you.

As I can't use the mapcleaner again (it doesn't actually remove the map?) I won't have a SA install with a cleaned map unless it somehow magiclly works again. This means that I can't do anything with SA until I somehow fix it, i'll try again tomorrow though with a brand new install.

Also i'm not the only person on the team, there's also frank.s and I think TripleAs, they'd have to agree to combine mods too.

Frank.s
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#53

Posted 27 March 2012 - 10:01 PM Edited by Frank.s, 27 March 2012 - 10:09 PM.

QUOTE
my wiped map version of SA is knackered, even if I use my backup cleared map install which is just a cleaned map with the default "basicmap" that the mapcleaner plonks in for you.
So? You should have .max files of each level so the state of the SA install shouldn't matter.
Make a copy of your totally unmodded sa backup install (im talking about the original, non-mapcleaned) and then mapclean it and then use the mapping method that i used and showed in this topic and on my DB files that i uploaded.
QUOTE
As I can't use the mapcleaner again (it doesn't actually remove the map?) I won't have a SA install with a cleaned map unless it somehow magiclly works again. This means that I can't do anything with SA until I somehow fix it, i'll try again tomorrow though with a brand new install.
Whut? It does remove the gta3.img and gta_int.img's sa-map dff col and txd files, all you need to do is delete the ide and ipl files from the maps folder. If you want a data folder with all the un-needed files deleted then just say so.
Elaborate on what's preventing you from mapcleaning any SA install? Sorry for being so short with you but i simply want this mod to be great and imho the methods you are using could do with improvement. You've made far progress already. smile.gif
QUOTE
Also i'm not the only person on the team, there's also frank.s and I think TripleAs, they'd have to agree to combine mods too.
Here's my advice regarding merging with that other TC: If i were the leader i wouldn't do it because both mod's don't go together well. It just seems right to start fresh as the Carcer City map is being converted. It's your choice though. icon14.gif

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#54

Posted 28 March 2012 - 03:05 PM Edited by jaky2008, 28 March 2012 - 03:08 PM.

QUOTE (Frank.s @ Tuesday, Mar 27 2012, 22:01)
So? You should have .max files of each level so the state of the SA install shouldn't matter.
Make a copy of your totally unmodded sa backup install (im talking about the original, non-mapcleaned) and then mapclean it and then use the mapping method that i used and showed in this topic and on my DB files that i uploaded.

How about this mod goes seperate, but we share some things with the Cash For Blood mod? (wepons/peds/cars and such)
And yes, I do have the .max files so i'll do that, I had tried before but i'll retry it now.
Also I have sent like four friend requests on MSN to usernames that are related to yours, one of them should be yours! Even though I think the right address won't go through for some reason... confused.gif

Frank.s
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#55

Posted 28 March 2012 - 04:25 PM Edited by Frank.s, 28 March 2012 - 04:29 PM.

Sure the seperate+shared idea sounds good.

About msn, did you send the friend request to my actual email address? Thats the only one that will work afaik. Not a hotmail address, just enter my email address instead of a hotmail address (if you haven't already).

Edit: In fact, un-add those addresses and then re-try adding my actual email address as a contact because i've just changed my privacy settings so that might help.

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#56

Posted 28 March 2012 - 05:14 PM Edited by jaky2008, 28 March 2012 - 07:24 PM.

Alright, will do frank.
Ok, so now your map parts work with my SA! I can get back to work, here's a question though;
How do you manage to move all parts of the Weasel area away from the Trainyard but still keep the Weasel .dff's together?
Also i've noticed there's some textures requiring their alpha channels (metal railings). And for the final version we should scale the map parts down as CJ looks small in comparison to the wide corridors, tall doors and metal rilings/stairs, is there anyway we can ensure that the maps are scaled correctly even if they are saved in seperate .max's?
P.S ive put a picture on DB to show what I mean, the red line being where the railing actually reaches and the blue being where I reckon it would be better. cool.gif

EDIT:
I had another couple of shots at doing juryturf, it loads the game but it crashes as soon as I hear the radio start (spawn in hydra script btw) and I get a glimpse of the map, ideas?

Frank.s
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#57

Posted 29 March 2012 - 09:45 AM Edited by Frank.s, 29 March 2012 - 10:01 AM.

QUOTE
Ok, so now your map parts work with my SA! I can get back to work, here's a question though;
How do you manage to move all parts of the Weasel area away from the Trainyard but still keep the Weasel .dff's together?
By selecting all the weasel objects in 3dsmax and moving them all, then export the ipl from 3dsmax (Item PLacement). What you said suggests you're not using the exact methods that i am. Any chance you could write a list of the every step you do to import the bsp, rotating, exporting the dffs, collission, ide and ipl so i can check what you're not doing the same. cookie.gif
QUOTE
Also i've noticed there's some textures requiring their alpha channels (metal railings).
Yeah, that can be fixed (personally i'd do it once all the maps are converted in the correct size)
QUOTE
And for the final version we should scale the map parts down as CJ looks small in comparison to the wide corridors, tall doors and metal rilings/stairs, is there anyway we can ensure that the maps are scaled correctly even if they are saved in seperate .max's? P.S ive put a picture on DB to show what I mean, the red line being where the railing actually reaches and the blue being where I reckon it would be better.  cool.gif
Yeah, it's possible to scale the whole map by a certain % after importing the bsp, so that it will always match. When i first joined this tc i didn't realize the size difference until i started playing manhunt again, then it hit me. Once you've told every step you do for converting and once you know how to convert it crash-free then i'll add the needed steps to scale it by a certain number (or you could search internet tutorials/3dsmax's in-prog user reference)
QUOTE
I had another couple of shots at doing juryturf, it loads the game but it crashes as soon as I hear the radio start (spawn in hydra script btw) and I get a glimpse of the map, ideas?
Sounds like a col bug, but that's only a guess. Once you're using the exact method i am then the only bugs you should get are the ones that sometimes appear in my exported levels (some fixable alpha bugs and occasionally uv-mapping bugs but thats because of the bsp importer, for some reason the trainyard level had absolutely no uv-mapping bugs but some other levels did. also, those manhunt shadows are on some levels too)

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#58

Posted 29 March 2012 - 03:33 PM

Alrighy then;
1.) Import .bsp (s) and rotate them correctly.
2.) Select all and move the models to the center but a little above the grid on the x axis.
3.) Centre pivot(s), reset pivot's transform then reset the xform.
4.) Convert to editable mesh and rename all objects using rename objects (base number and step set to 1)
5.) Export .dff's and .cst's.
6.) Use .cst's to make a .col file.
7.) Create .IDE starting at 0 and the distance at 300. Then make the .IDE file.
8.) Use MAP IO to create a .IPL, by importing .IDE and setting the .dff path.
9.) Use G-IMG to import the .col, .dff's and .txd. Place the .IMG .IPL and .IDE in maps.
10.) Create lines in gta.dat to load the .IMG, .IDE and .IPL.
There we are!

Frank.s
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#59

Posted 29 March 2012 - 03:42 PM Edited by Frank.s, 29 March 2012 - 03:48 PM.

Alright, it's crashing because you're using id numbers that are used by SA, also you don't need to set dff path while importing the ide or exporting the ipl.
Id numbers 0-3135 (including 3135) are already used in SA (by cars/peds/generic map objects/etc) so 0 shouldn't be the start number in the ide file. Although there are some free numbers between 0 and 3136, we're not using those because the ide creator script +1's for each line automatically and that would cause problems when it reaches a already-used id number.

My exported maps id numbers (i could upload my latest files with the new levels too if you want)

TrainYard 3136-3225
Weasel 3226-3310
Man_Derelict 3311-3383
Estate 3384-3530
Attic 3531-3688.

So that means you need to start at 3689 for your next added level. icon14.gif

(finished writing)

jaky2008
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#60

Posted 29 March 2012 - 03:52 PM Edited by jaky2008, 29 March 2012 - 04:02 PM.

Makes sense, I think we should upload a simple notepad file listing the map files and the id's that the use. smile.gif
And yep please, I still don't get how to position it in Max so it'll be somewhere different ingame though, and I reckon that's actually why it's freezing (it's overplapping the Trainyard) as i've changed the .IDE and .IPL yet it still crashes. whatsthat.gif

EDIT x2: Even with your files removed the game crashes still confused.gif So it's not the previous overlapping guess I made because there's no map to overlap with.
I can load the game and see the map slightly below me but the game crashes after a second or so.




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