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GTA V Minimap to GTA IV

244 replies to this topic
pedro2555
  • pedro2555

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#31

Posted 14 August 2013 - 03:28 PM

QUOTE (nixolas1 @ Thursday, Aug 8 2013, 11:41)
QUOTE (pedro2555 @ Thursday, Aug 8 2013, 09:47)
QUOTE (DRUZZRIN12296 @ Friday, Jul 26 2013, 23:31)
What if I use a sprite instead, would that work?

For the map itself ?

Yes it should be the best option, and should not be difficult at all. I will try to post some snippets for that soon.

The blip display, is the real hassle. But still possible.

I wished I had time to work on this stuff, but I'm quite limited at the moment.

Nice progress thought.

how would you draw the sprites so that they dont exceed the radar area? i mean, when you draw the map sprites for the area youre in, the sprites dosnt perfectly match the size of the radar, some of them will be outside the radar area. how would you cut that part out? that is the problem I've been having while trying to make this.
The blips could be done somewhat easily, with some GetAllBlipsOfType and some arrays with blip textures linked to blipsprite number.

Well a simple crop using GDI+ should do the trick, right ?

You just need to translate world coords to sprite coords and apply a rectangular crop to a map image.
Then draw the radar border and bars on top.

Have you tried like this? What are the results ?

Michael Wojtanis
  • Michael Wojtanis

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#32

Posted 14 August 2013 - 06:49 PM

My idea from ... 3 weeks ago. We just need to rotate map in ... border. I do not know how it works...
I know how to make without rotation. That is what You said.
Position, calculation, cut the width and height of picture... But rotation...

XForceP
  • XForceP

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#33

Posted 04 September 2013 - 06:58 PM Edited by XForceP, 04 September 2013 - 09:15 PM.

user posted image

Yes its the normal map squared everything works fine!!! biggrin.gif

Michael Wojtanis
  • Michael Wojtanis

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#34

Posted 06 September 2013 - 06:48 PM

Could You put some code? You just load all minimap and block with borders drawing? :)

FRiChicken
  • FRiChicken

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#35

Posted 06 September 2013 - 07:08 PM Edited by FRiChicken, 06 September 2013 - 08:23 PM.

Hey,
 
so the current work from XForce and me :)
we're still working on this due the problem that it's hard to convert the blips viewport positions from circle to square .... 
 

 
View it in action:
http://www.youtube.c...eature=youtu.be
 

Code(if you want to use it, just rebuild some parts(like Math::Clamp, you'll find a funtion example via google ;)):

Pastebin: http://pastebin.com/a625kTDS

void RenderUIElements()
{
  // Render Images
  float fX, fY, sX, sY;
  CIVScript_NativeInvoke::Invoke<unsigned int>(CIVScript::NATIVE_GET_VIEWPORT_POS_AND_SIZE, 3, &fX, &fY, &sX, &sY);

  D3DVIEWPORT9 viewport;
  g_pCore>GetGraphics()>GetDevice()>GetViewport(&viewport);
  g_pCore>GetGraphics()>GetSprite()>Begin(0);
  D3DXVECTOR2 spriteCentre = D3DXVECTOR2(0, 0);
  D3DXVECTOR2 trans= D3DXVECTOR2(viewport.Width * fX  6.5, viewport.Height * fY  6.5);

  D3DXMATRIX mat;
  D3DXVECTOR2 scaling2((viewport.Width * sX) / 990, (viewport.Height*sY) / 460);
  float rotation=0.0f;
  D3DXMatrixTransformation2D(&mat,NULL,0.0,&scaling2,&spriteCentre,rotation,&trans);

  g_pCore>GetGraphics()>GetSprite()>SetTransform(&mat);
  g_pCore>GetGraphics()>GetSprite()>Draw(g_pCore>GetGraphics()>m_pRadarOverlayTexture,NULL, NULL,&D3DXVECTOR3(0.0f, 0.0f, 0.0f), D3DCOLOR_ARGB(255,255,255,255));

  // Draw health bar
  float fxPos = viewport.Width * fX  6.5;
  float fyPos = viewport.Height * fY  6.5;

  float fWidth = viewport.Width/12.4;
  float fHeight = viewport.Height/50;

  D3DXVECTOR2 scaling3((viewport.Width * sX) / 1000, (viewport.Height*sY) / 460);
  CVector3 vecScreen = CVector3(trans.x, (trans.y+scaling3.y), 0.0f);
  vecScreen.fY += (viewport.Height/10)*2;
  
  if(m_pLocalPlayer && m_pLocalPlayer>IsSpawned()) {
  g_pCore>GetGraphics()>DrawBox(((vecScreen.fX + 6)), (vecScreen.fY + 18), (fWidth  4), (fHeight  4), D3DCOLOR_ARGB(120, 125, 157, 120) );
  g_pCore>GetGraphics()>DrawBox(((vecScreen.fX + 6)), (vecScreen.fY + 18), (((Math::Clamp( 0.0f, m_pLocalPlayer>GetHealth(), 720.0f ) * 100.0f) / 720.0f) / 100 * (fWidth  4)), (fHeight  4), D3DCOLOR_ARGB(255, 125, 157, 120) );

  vecScreen.fX += fWidth;
  g_pCore>GetGraphics()>DrawBox(((vecScreen.fX + 6)), (vecScreen.fY + 18), (fWidth  4), (fHeight  4), D3DCOLOR_ARGB(210, 0, 79, 96) );
  g_pCore>GetGraphics()>DrawBox(((vecScreen.fX + 6)), (vecScreen.fY + 18), (((Math::Clamp( 0.0f, m_pLocalPlayer>GetHealth(), 720.0f ) * 100.0f) / 720.0f) / 100 * (fWidth  4)), (fHeight  4), D3DCOLOR_ARGB(255, 0, 79, 96) );

  g_pCore>GetGraphics()>GetSprite()>Flush();
  g_pCore>GetGraphics()>GetSprite()>End();
}

Vector2 * v12;
Vector2 * pViewportSize = new Vector2();
float center;
int bAbsolut;

#define MIN_X 0.025f
#define MAX_X 0.975f
#define MIN_Y 0.025f
#define MAX_Y 0.975f
#define ZERO 0.0f
float fOriginalX;
float fOriginalY;

void _declspec(naked) Keks()
{
  _asm  mov v12, edx;
  _asm  push eax; get absolute flag
  _asm  mov eax, [ebp+14h] ; 3th parameter
  _asm  mov bAbsolut, eax;
  _asm  pop eax;

  fOriginalX = v12>fX;
  fOriginalY = v12>fY;

  // Calculate and check our coordinates 
  if(!bAbsolut) {

    if(v12>fX < MAX_X && v12>fX > MIN_X) { // Check if the X axis is smaller than 1, but still positive
      if(v12>fY < MAX_Y && v12>fY > MIN_Y) // Check if the Y Acis is smaller than 1, but still positive
      {
        goto out; // Let GTA calc the position on itself
      }
      else {
        if(v12>fY > MAX_Y) // Check if the Y Axis is bigger than 1 (set it 0.05 so it's not cutted of)
          v12>fY = MAX_Y;

        if(v12>fY < MIN_Y) // Check if the Y Axis is smaller than 0 (set it +0.05 so it's not cutted of)
          v12>fY = MIN_Y;
      }

      goto out;
    }
    else
    {
      if(v12>fX > MAX_X)
        v12>fX = MAX_X; // Check if the X Axis is bigger than 1 (set it 0.05 so it's not cutted of)

      if(v12>fX < MIN_X)
        v12>fX = MIN_X; // Check if the X Axis is smaller than 0 (set it +0.05 so it's not cutted of)
    }

    if(v12>fY < MAX_Y && v12>fY > MIN_Y) { // Check if the Y Acis is smaller than 1, but still positive
      if(v12>fX < MAX_X && v12>fX > MIN_X)// Check if the X axis is smaller than 1, but still positive
      {
        goto out;
      }
      else
      {
        if(v12>fX > MAX_X) // Check if the X Axis is bigger than 1 (set it 0.05 so it's not cutted of)
          v12>fX = MAX_X;

        if(v12>fX < 0) // Check if the X Axis is smaller than 0 (set it +0.05 so it's not cutted of)
          v12>fX = MIN_X;
      }

      goto out;
    }
    else {
      if(v12>fY > MAX_Y) // Check if the Y Axis is bigger than 1 (set it 0.05 so it's not cutted of)
        v12>fY = MAX_Y;

      if(v12>fY < MIN_Y) // Check if the Y Axis is smaller than 0 (set it +0.05 so it's not cutted of)
        v12>fY = MIN_Y;
    }
    goto out;
  }

out:

  _asm    mov esp, ebp;
  _asm    pop ebp;
  _asm    retn;
}

DWORD ResizeMapJmpBack;
int a1, a2, a3;

_declspec(naked) signed int ResizeMap()
{
  _asm push eax;
  _asm mov eax, [ebp+4];
  _asm mov a1, eax;
  _asm mov eax, [ebp+8];
  _asm mov a2, eax;
  _asm mov eax, [ebp+0Ch];
  _asm mov a3, eax;
  _asm pushad;

  ResizeMapJmpBack = (g_pCore>GetBase() + 0x8364D7);

  _asm popad;
  _asm pop eax;
  _asm jmp ResizeMapJmpBack; 
}

DWORD sub_849BC0;
_declspec(naked) void RenderMap()
{
  sub_849BC0 = (g_pCore>GetBase() + 0x849BC0);
  _asm  call sub_849BC0;
  _asm  add esp, 4;
  _asm  pushad;

  g_pCore>GetGame()>SetRadarVisible(true);
  
  _asm  popad;
  _asm  retn;
}

// Other section

// Change calc from circle to square(blips)
*(BYTE*)(g_pCore->GetBase() + 0x8385E7 + 0x6) = 0x1;
PatchAddress(false, g_pCore->GetBase() + 0x8386AB, (DWORD)Keks); // E9

// Enable square map(instead of circle map)
PatchAddress(false, g_pCore->GetBase() + 0xA22C53, g_pCore->GetBase() + 0xA22EF3); // E9

// Enable big radar
*(BYTE *)(g_pCore->GetBase() + 0x08364D0 + 0x6) = 0x1;

// Hook resize map function
PatchAddress(false, (g_pCore->GetBase() + 0x8364D0), (DWORD)ResizeMap); // E9
*(WORD *)(g_pCore->GetBase() + 0x8364D0 + 0x5) = 0x9090;

// Make blip small
*(BYTE *)(g_pCore->GetBase() + 0x4B516F + 0x6) = 0x1; // cmp VAR_DEVMODE, 1
*(BYTE *)(g_pCore->GetBase() + 0x4B516F + 0x6) = 0x1; // cmp VAR_DEVMODE, 1

// Hook render map function
PatchAddress(true,(g_pCore->GetBase() + 0xA22E71), (DWORD)RenderMap); // E8

// Example for call and jump:
/*
void PatchAddress(bool bJmp, DWORD dwAddress, DWORD dwNewAddress)
{
	if(bJmp)
		*(BYTE *)(dwAddress) = 0xE9; // jmp
	else
		*(BYTE *)(dwAddress) = 0xE8; // call
		
	*(DWORD *)(dwAddress + 0x1) = (DWORD)dwNewAddress;
} 

Preview:
 
utj3a8uc.png
 
6degpvm3.png
 
rem4psmh.png

  • Wheatley, exjamil098 and ValkryeX like this

AXLiberty
  • AXLiberty

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#36

Posted 09 September 2013 - 12:58 PM

FRiChicken, good job! :) :^:


nixolas1
  • nixolas1

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#37

Posted 10 September 2013 - 11:29 AM

Very nice stuff, FRiChicken and Xforce! Looking forward to updates on this. Will you make it opensource when finished?


T Trick
  • T Trick

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#38

Posted 15 October 2013 - 12:31 PM

AWESOME JOB SO FAR!! .. What are you waiting for releasing ?? .. Release what you've come up with so far as a beta version .. I can't wait to install this :O


buzzbass
  • buzzbass

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#39

Posted 29 October 2013 - 01:28 PM Edited by buzzbass, 29 October 2013 - 01:29 PM.

Nice job guys, just need to make it semi-transparent and is almost perfect (the 3D style map I guess is not possible with IV right?)


exjamil098
  • exjamil098

    GTA V RADAR MOD

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  • Joined: 01 Aug 2013

#40

Posted 18 December 2013 - 04:56 AM

Hey,
 
so the current work from XForce and me :)
we're still working on this due the problem that it's hard to convert the blips viewport positions from circle to square .... 
 

 
View it in action:
http://www.youtube.c...eature=youtu.be
 

Code(if you want to use it, just rebuild some parts(like Math::Clamp, you'll find a funtion example via google ;)):

Pastebin: http://pastebin.com/a625kTDS

void RenderUIElements()
{
  // Render Images
  float fX, fY, sX, sY;
  CIVScript_NativeInvoke::Invoke<unsigned int>(CIVScript::NATIVE_GET_VIEWPORT_POS_AND_SIZE, 3, &fX, &fY, &sX, &sY);

  D3DVIEWPORT9 viewport;
  g_pCore>GetGraphics()>GetDevice()>GetViewport(&viewport);
  g_pCore>GetGraphics()>GetSprite()>Begin(0);
  D3DXVECTOR2 spriteCentre = D3DXVECTOR2(0, 0);
  D3DXVECTOR2 trans= D3DXVECTOR2(viewport.Width * fX  6.5, viewport.Height * fY  6.5);

  D3DXMATRIX mat;
  D3DXVECTOR2 scaling2((viewport.Width * sX) / 990, (viewport.Height*sY) / 460);
  float rotation=0.0f;
  D3DXMatrixTransformation2D(&mat,NULL,0.0,&scaling2,&spriteCentre,rotation,&trans);

  g_pCore>GetGraphics()>GetSprite()>SetTransform(&mat);
  g_pCore>GetGraphics()>GetSprite()>Draw(g_pCore>GetGraphics()>m_pRadarOverlayTexture,NULL, NULL,&D3DXVECTOR3(0.0f, 0.0f, 0.0f), D3DCOLOR_ARGB(255,255,255,255));

  // Draw health bar
  float fxPos = viewport.Width * fX  6.5;
  float fyPos = viewport.Height * fY  6.5;

  float fWidth = viewport.Width/12.4;
  float fHeight = viewport.Height/50;

  D3DXVECTOR2 scaling3((viewport.Width * sX) / 1000, (viewport.Height*sY) / 460);
  CVector3 vecScreen = CVector3(trans.x, (trans.y+scaling3.y), 0.0f);
  vecScreen.fY += (viewport.Height/10)*2;
  
  if(m_pLocalPlayer && m_pLocalPlayer>IsSpawned()) {
  g_pCore>GetGraphics()>DrawBox(((vecScreen.fX + 6)), (vecScreen.fY + 18), (fWidth  4), (fHeight  4), D3DCOLOR_ARGB(120, 125, 157, 120) );
  g_pCore>GetGraphics()>DrawBox(((vecScreen.fX + 6)), (vecScreen.fY + 18), (((Math::Clamp( 0.0f, m_pLocalPlayer>GetHealth(), 720.0f ) * 100.0f) / 720.0f) / 100 * (fWidth  4)), (fHeight  4), D3DCOLOR_ARGB(255, 125, 157, 120) );

  vecScreen.fX += fWidth;
  g_pCore>GetGraphics()>DrawBox(((vecScreen.fX + 6)), (vecScreen.fY + 18), (fWidth  4), (fHeight  4), D3DCOLOR_ARGB(210, 0, 79, 96) );
  g_pCore>GetGraphics()>DrawBox(((vecScreen.fX + 6)), (vecScreen.fY + 18), (((Math::Clamp( 0.0f, m_pLocalPlayer>GetHealth(), 720.0f ) * 100.0f) / 720.0f) / 100 * (fWidth  4)), (fHeight  4), D3DCOLOR_ARGB(255, 0, 79, 96) );

  g_pCore>GetGraphics()>GetSprite()>Flush();
  g_pCore>GetGraphics()>GetSprite()>End();
}

Vector2 * v12;
Vector2 * pViewportSize = new Vector2();
float center;
int bAbsolut;

#define MIN_X 0.025f
#define MAX_X 0.975f
#define MIN_Y 0.025f
#define MAX_Y 0.975f
#define ZERO 0.0f
float fOriginalX;
float fOriginalY;

void _declspec(naked) Keks()
{
  _asm  mov v12, edx;
  _asm  push eax; get absolute flag
  _asm  mov eax, [ebp+14h] ; 3th parameter
  _asm  mov bAbsolut, eax;
  _asm  pop eax;

  fOriginalX = v12>fX;
  fOriginalY = v12>fY;

  // Calculate and check our coordinates 
  if(!bAbsolut) {

    if(v12>fX < MAX_X && v12>fX > MIN_X) { // Check if the X axis is smaller than 1, but still positive
      if(v12>fY < MAX_Y && v12>fY > MIN_Y) // Check if the Y Acis is smaller than 1, but still positive
      {
        goto out; // Let GTA calc the position on itself
      }
      else {
        if(v12>fY > MAX_Y) // Check if the Y Axis is bigger than 1 (set it 0.05 so it's not cutted of)
          v12>fY = MAX_Y;

        if(v12>fY < MIN_Y) // Check if the Y Axis is smaller than 0 (set it +0.05 so it's not cutted of)
          v12>fY = MIN_Y;
      }

      goto out;
    }
    else
    {
      if(v12>fX > MAX_X)
        v12>fX = MAX_X; // Check if the X Axis is bigger than 1 (set it 0.05 so it's not cutted of)

      if(v12>fX < MIN_X)
        v12>fX = MIN_X; // Check if the X Axis is smaller than 0 (set it +0.05 so it's not cutted of)
    }

    if(v12>fY < MAX_Y && v12>fY > MIN_Y) { // Check if the Y Acis is smaller than 1, but still positive
      if(v12>fX < MAX_X && v12>fX > MIN_X)// Check if the X axis is smaller than 1, but still positive
      {
        goto out;
      }
      else
      {
        if(v12>fX > MAX_X) // Check if the X Axis is bigger than 1 (set it 0.05 so it's not cutted of)
          v12>fX = MAX_X;

        if(v12>fX < 0) // Check if the X Axis is smaller than 0 (set it +0.05 so it's not cutted of)
          v12>fX = MIN_X;
      }

      goto out;
    }
    else {
      if(v12>fY > MAX_Y) // Check if the Y Axis is bigger than 1 (set it 0.05 so it's not cutted of)
        v12>fY = MAX_Y;

      if(v12>fY < MIN_Y) // Check if the Y Axis is smaller than 0 (set it +0.05 so it's not cutted of)
        v12>fY = MIN_Y;
    }
    goto out;
  }

out:

  _asm    mov esp, ebp;
  _asm    pop ebp;
  _asm    retn;
}

DWORD ResizeMapJmpBack;
int a1, a2, a3;

_declspec(naked) signed int ResizeMap()
{
  _asm push eax;
  _asm mov eax, [ebp+4];
  _asm mov a1, eax;
  _asm mov eax, [ebp+8];
  _asm mov a2, eax;
  _asm mov eax, [ebp+0Ch];
  _asm mov a3, eax;
  _asm pushad;

  ResizeMapJmpBack = (g_pCore>GetBase() + 0x8364D7);

  _asm popad;
  _asm pop eax;
  _asm jmp ResizeMapJmpBack; 
}

DWORD sub_849BC0;
_declspec(naked) void RenderMap()
{
  sub_849BC0 = (g_pCore>GetBase() + 0x849BC0);
  _asm  call sub_849BC0;
  _asm  add esp, 4;
  _asm  pushad;

  g_pCore>GetGame()>SetRadarVisible(true);
  
  _asm  popad;
  _asm  retn;
}

// Other section

// Change calc from circle to square(blips)
*(BYTE*)(g_pCore->GetBase() + 0x8385E7 + 0x6) = 0x1;
PatchAddress(false, g_pCore->GetBase() + 0x8386AB, (DWORD)Keks); // E9

// Enable square map(instead of circle map)
PatchAddress(false, g_pCore->GetBase() + 0xA22C53, g_pCore->GetBase() + 0xA22EF3); // E9

// Enable big radar
*(BYTE *)(g_pCore->GetBase() + 0x08364D0 + 0x6) = 0x1;

// Hook resize map function
PatchAddress(false, (g_pCore->GetBase() + 0x8364D0), (DWORD)ResizeMap); // E9
*(WORD *)(g_pCore->GetBase() + 0x8364D0 + 0x5) = 0x9090;

// Make blip small
*(BYTE *)(g_pCore->GetBase() + 0x4B516F + 0x6) = 0x1; // cmp VAR_DEVMODE, 1
*(BYTE *)(g_pCore->GetBase() + 0x4B516F + 0x6) = 0x1; // cmp VAR_DEVMODE, 1

// Hook render map function
PatchAddress(true,(g_pCore->GetBase() + 0xA22E71), (DWORD)RenderMap); // E8

// Example for call and jump:
/*
void PatchAddress(bool bJmp, DWORD dwAddress, DWORD dwNewAddress)
{
	if(bJmp)
		*(BYTE *)(dwAddress) = 0xE9; // jmp
	else
		*(BYTE *)(dwAddress) = 0xE8; // call
		
	*(DWORD *)(dwAddress + 0x1) = (DWORD)dwNewAddress;
} 

Preview:
 
utj3a8uc.png
 
6degpvm3.png
 
rem4psmh.png

please realese a beta version!!!!! i need to test because i dont know how to use the code!!!


UsernamesWhoNeedsEm
  • UsernamesWhoNeedsEm

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#41

Posted 31 December 2013 - 09:39 AM Edited by UsernamesWhoNeedsEm, 31 December 2013 - 09:40 AM.

please realese a beta version!!!!! i need to test because i dont know how to use the code!!!

 

 

Seriously you had to copy all of that? Also if you'd look more into it's going to be released january 6th, if you cannot wait that long over a minimap then good god man.


ValkryeX
  • ValkryeX

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#42

Posted 01 January 2014 - 09:54 AM

 

please realese a beta version!!!!! i need to test because i dont know how to use the code!!!

 

 

Seriously you had to copy all of that? Also if you'd look more into it's going to be released january 6th, if you cannot wait that long over a minimap then good god man.

 

Where is it written that it will release on 6th jan...if you are correct then thanks bro!
I have worked with C++ a bit, But this seems like C#...What to do with it??


ValkryeX
  • ValkryeX

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#43

Posted 01 January 2014 - 09:59 AM

 

we're still working on this due the problem that it's hard to convert the blips viewport positions from circle to square

This Guy Here Converted The Blips to GTA V Style, Maybe he Could Help you??


exjamil098
  • exjamil098

    GTA V RADAR MOD

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  • Joined: 01 Aug 2013

#44

Posted 04 January 2014 - 05:39 AM

 

 

please realese a beta version!!!!! i need to test because i dont know how to use the code!!!

 

 

Seriously you had to copy all of that? Also if you'd look more into it's going to be released january 6th, if you cannot wait that long over a minimap then good god man.

 

Where is it written that it will release on 6th jan...if you are correct then thanks bro!
I have worked with C++ a bit, But this seems like C#...What to do with it??

 

can you please release this mod cause this guy just made the blips!!!!


DGamer01
  • DGamer01

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#45

Posted 09 January 2014 - 08:20 AM

ephf8y.png

Yes its the normal map squared everything works fine!!! biggrin.gif

man u said this will be out till 6th jan and it is 10th jan and still the mod is not out.I wanted to ask how much more time will u take to release this mod for gta 4,martin.k replied to me on the youtube that the mod is completed and still der is no download link in description of the video.


InfamousSabre
  • InfamousSabre

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#46

Posted 10 January 2014 - 04:01 AM

It will be out when its out  :blink:... If I were him, I'd delay the release every time someone asks about it.

Seriously its like people think its their god-given right to have everything asap... (And for free, even.) 


exjamil098
  • exjamil098

    GTA V RADAR MOD

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  • Joined: 01 Aug 2013

#47

Posted 12 January 2014 - 02:29 AM

nice progress!!! hope you will release it very soon


Michael Wojtanis
  • Michael Wojtanis

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#48

Posted 21 January 2014 - 10:10 AM

Author - i will get this code and try to finish it.

 

If You allow me that, then i will pleace Your nickname in script name in console game.


Sharing (Golak Mods)
  • Sharing (Golak Mods)

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#49

Posted 25 January 2014 - 01:31 PM

Hi guys, I'm making this mod for IV but there is some problems with it and I'm asking for some help around here, I'm making this mod with Visual C++ 2010


nikita488
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#50

Posted 25 January 2014 - 03:33 PM

Hi guys, I'm making this mod for IV but there is some problems with it and I'm asking for some help around here, I'm making this mod with Visual C++ 2010

Show screenshots please!


XForceP
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#51

Posted 25 January 2014 - 08:27 PM

if you call Patch() in DllMain and load that DLL in GTA you have a Squared map.

Here the code: http://pastebin.com/TzudBfAk


Sharing (Golak Mods)
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#52

Posted 26 January 2014 - 03:44 PM

 

Hi guys, I'm making this mod for IV but there is some problems with it and I'm asking for some help around here, I'm making this mod with Visual C++ 2010

Show screenshots please!

 

I'm still scripting it, you should wait for me to finish it and then I will show you the screenshots


if you call Patch() in DllMain and load that DLL in GTA you have a Squared map.

Here the code: http://pastebin.com/TzudBfAk

Thank you so much for your code but can you show how to call Patch() in Dllmain ?


Sharing (Golak Mods)
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#53

Posted 27 January 2014 - 04:04 PM

It's finished, I finished Gta V Minimap with help from XforceP and soon It will be uploaded here.


ReEvolution
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#54

Posted 28 January 2014 - 06:12 AM

I've been following this since it was made. I registered here just because of you. I want to thank you in name of all the PC Gamers who cannot play GTA V because it is not released yet (soon, I hope).

Hope the release goes without any trouble, I'll be here expecting it.


Michael De Santa ™
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#55

Posted 28 January 2014 - 03:15 PM

It's finished, I finished Gta V Minimap with help from XforceP and soon It will be uploaded here.

Please Release it soon :lol: .Not Rockstar's 'soon'.

Waiting for it. :lol:


Sharing (Golak Mods)
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#56

Posted 28 January 2014 - 06:18 PM

Here is the beta picture of this mod:

It will be in public as soon as it finish.

P.S: If someone knows how to draw objects like health and ammo bar send me a massage.4sbe.jpg

  • EdyTheViper and Deadly Target like this

LordOfTheBongs
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#57

Posted 28 January 2014 - 06:21 PM

Nice job!


Sharing (Golak Mods)
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#58

Posted 31 January 2014 - 10:39 AM

Almost done...Just a few bugs need fix

here is some pictures:

xp2g.jpgcbgz.jpg


gta4police
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#59

Posted 31 January 2014 - 02:44 PM

Holy COW!!! it looks great!!!! damn, madafakas!  When is the expected release date??!!!


gtaswat58
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#60

Posted 31 January 2014 - 03:35 PM

nice! are you releasing it today?





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