Creating Maps in GTA IV? (New to this)
Posted 31 March 2013 - 01:27 PM
I am wanting to find out how to place objects using the Native Trainer, and then get the coordinates to be able to place them permanently into the game map?
I've read a few online guides but they seem really complex.
What is the simplest way to do this so I can add objects permanently to the map without having to use the Native Trainer to keep spawning them?
Posted 31 March 2013 - 02:04 PM
I actually want to create a map
Posted 01 April 2013 - 08:29 AM
|QUOTE (Frank.s @ Sunday, Mar 31 2013, 15:33)|
| StillDre's tut.|
Thanks for that, but I don't have 3D Studio Max. Is it required in order to create maps using in-game models and objects? I want to basically use the Simple Native Trainer to place my objects, then find a way to place them permanently in their positions without needing the Trainer to spawn them each time I start the game. is there a simple way to do this?
Posted 01 April 2013 - 02:20 PM Edited by Frank.s, 01 April 2013 - 03:03 PM.
Place your SNT objects while playing IV and save 'em to the .ini as per usual. Exit IV and use OpenIV to make a new wpl file with those .ini objects.
What you'll want to do is convert the .ini lines into GTAIV's standard .wpl lines.
1) Place your SNT objects while playing IV and save em to the .ini
2) Use notepad to make a .opl file that has the SNT-spawned objects in it, you'll need to do quite a bit of editing to make the SNT lines turn into opl/wpl lines but it is certainly possible.
Here's a template .opl file with one object spawned, add more lines between "inst" and "end" to add more objects:
|# GTA IV Binary Placement File (the # stops the line from being read)|
x_coord, y_coord, z_coord, rot_x, rot_y, rot_z, rot_w, modelname, 384, -1, 0, -1
Swap out the x_coord, y_coord, z_coord for your objects real xyz coordinates.
The default rotation is "0, 0, 0, 1," so that makes it rotated to it's normal direction. Instead of "rot_x, rot_y, rot_z, rot_w,", you'd write "0, 0, 0, 1,"
Model name is obviously the name of the object/model but if the .ini stores the names as hashes then write something like "hash:500782810" instead of "modelname"
3) Use OpenIV to open the IV pc/data/maps/ folder because that's where the wpl file will go, then drag-and-drop the .opl file into the folder that OpenIV shows. Dragging it like that converts the text-based .opl file into the GTAIV-format wpl file. Close OpenIV when done.
4) Edit your gta.dat to add a line that loads the new .wpl (.wpl is written as .ipl in the gta.dat even though it will load a .wpl file tho, btw)
5) Finished, test in-game.
|# GTA IV Binary Placement File|
615.876, -1.42186, 227.775, 0.0301864, -0.0681591, 0.911797, -0.403818, hash:1078148491, 384, -1, 0, -1
Posted 18 April 2013 - 11:49 AM
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