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GTA V Minimap to GTA IV

245 replies to this topic
GESANG_TECHNOLOGY
  • GESANG_TECHNOLOGY

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  • Joined: 14 Feb 2014
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#241

Posted 14 February 2014 - 02:29 PM

Looks like we should require people who took part in the Rockstar make GTA 5, so this mod works. :cry:  Sorry for my bad English.


gtaswat58
  • gtaswat58

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#242

Posted 14 February 2014 - 02:44 PM

i see the problem now lol i have it too guys


maddy_max
  • maddy_max

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#243

Posted 14 February 2014 - 11:37 PM

 

- Gta V crosshair 100% complete
- Gta V text massage HUD 100% complete
- Gta V purple way point 100% complete
- Gta V Blips 100% complete
- Gta V fight Anims 100% complete
- Gta V Hiding from cops (Hide in bushes and behind the walls and...) 100% complete
- Gta V vehicles accident Injury 100% complete
- Gta V health Healing 100% complete
- Gta V fonts 100% complete
- Gta V Fist icon 100% complete
- Gta V weapon flash Light 100% complete
- Special abilitys 100% complete
- Five wanted stars with Gta V textures 100% complete
- Gta V Weapons 20% complete (Not in the package)
- Gta V camera 10% complete
 
Release date is still unknown sorry for that but I can say it's about 3 or 2 days left to release or maybe more.
 
Flash light does not have gta v textures it's just a light.

 

i know how to fix the bit where your wanted and you cant see the map but i cant help you at the moment cuz i have no computer to do it its realy easy


ReEvolution
  • ReEvolution

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#244

Posted 14 February 2014 - 11:38 PM

Just crashes my game into the desktop...

I get to see the "Loading" part, but then a black screen occurs and IV closes inexpectedly.

I've cleant my script folders just in case there was a faulty one interfering with yours, but it's still crashing.

Is there any reason?

Pretty much thanks for the mod, by the way.


gta4police
  • gta4police

    Police officer in LCPD

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#245

Posted 15 February 2014 - 02:22 AM

If you wan't answers to all your problems and questions 
Go here 
http://gtaforums.com/topic/683789-wip-gta-v-to-iv-package/ 

It is the forum being used now


Tayyab2k16
  • Tayyab2k16

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#246

Posted 3 weeks ago

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

Plz Send me the link to download this mod





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