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[SPOILERS]The hunt for North Yankton?

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WorldWideFM
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#211

Posted 21 October 2013 - 11:02 PM

Does time pass in North Yankton? For example, if you played Bury the Hatchet and just parked yourself for a few minutes, would it eventually become day? 


_Kindled_
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#212

Posted 21 October 2013 - 11:04 PM

 

It reminds me a lot about that one town in Ironman 3 where Tony takes refuge for a short while.

What happened in that movie? I didn't get a chance to see Ironman 3.

 

What about the invincibility cheat? After your plane goes down from flying out the map, maybe, you could keep the cheat on until you eventually reach your destination.

 

Does that make sense?.


universetwisters
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#213

Posted 21 October 2013 - 11:05 PM

Does time pass in North Yankton? For example, if you played Bury the Hatchet and just parked yourself for a few minutes, would it eventually become day? 

You know, that actually is a good idea. So far, I've seen three instances in which there was different weather in NY:
 

*The Prologue (night at the begining, kinda sunny near the end, like sunrise)

*Bury the hatchet (night)

*Ludendorff Liveinvader page (daylight)


Atteez
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#214

Posted 21 October 2013 - 11:07 PM

It reminds me a lot about that one town in Ironman 3 where Tony takes refuge for a short while.

What happened in that movie? I didn't get a chance to see Ironman 3.
Without giving away major events to the plot, there's a man called the Mandarin, who was believed to have initiated terrorist attacks by creating these super soldiers out of US army recruits (I forget whether other forces were used). There were a few defective ones, (they were most likely sent intentionally) because they would create this huge explosion incinerating anybody nearby. Tony would have to find this guy, and eventually finds out he has an associate, who is much more powerful than the Mandarin himself.

universetwisters
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#215

Posted 21 October 2013 - 11:18 PM

 

 

It reminds me a lot about that one town in Ironman 3 where Tony takes refuge for a short while.

What happened in that movie? I didn't get a chance to see Ironman 3.
Without giving away major events to the plot, there's a man called the Mandarin, who was believed to have initiated terrorist attacks by creating these super soldiers out of US army recruits (I forget whether other forces were used). There were a few defective ones, (they were most likely sent intentionally) because they would create this huge explosion incinerating anybody nearby. Tony would have to find this guy, and eventually finds out he has an associate, who is much more powerful than the Mandarin himself.

 

Sounds pretty insane. I didn't even know they had an Ironman 3.

 

Nice art on your deviantart, by the way. You got mad skills.


AtomicPunk
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#216

Posted 21 October 2013 - 11:23 PM

 

If I were to guess, I'd say it's out there in the ocean; In the deepest depths. Somebody's gonna have to fly a plane as far as it will go, then after crashing into the water, Use invincible and go deep. I bet it's at the bottom of a deep-ass reveen.

If it's under the water, then how can there be snow effects, along with working cars, guns, etc.?

 

I don't really know, but it could be a coding thing. Where else could it be? Inside of Mt. Chiliad? Now there's a conspiracy. The jet pack is in North Yankton inside of Mt. Chiliad.(shoots self in head)


Atteez
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#217

Posted 21 October 2013 - 11:25 PM

It reminds me a lot about that one town in Ironman 3 where Tony takes refuge for a short while.

What happened in that movie? I didn't get a chance to see Ironman 3.
Without giving away major events to the plot, there's a man called the Mandarin, who was believed to have initiated terrorist attacks by creating these super soldiers out of US army recruits (I forget whether other forces were used). There were a few defective ones, (they were most likely sent intentionally) because they would create this huge explosion incinerating anybody nearby. Tony would have to find this guy, and eventually finds out he has an associate, who is much more powerful than the Mandarin himself.
Sounds pretty insane. I didn't even know they had an Ironman 3.
 
Nice art on your deviantart, by the way. You got mad skills.
Thanks man :)

I will say, I personally thought Ironman 3 was an epic movie. It's a must watch.

universetwisters
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#218

Posted 21 October 2013 - 11:31 PM

 

 

If I were to guess, I'd say it's out there in the ocean; In the deepest depths. Somebody's gonna have to fly a plane as far as it will go, then after crashing into the water, Use invincible and go deep. I bet it's at the bottom of a deep-ass reveen.

If it's under the water, then how can there be snow effects, along with working cars, guns, etc.?

 

I don't really know, but it could be a coding thing. Where else could it be? Inside of Mt. Chiliad? Now there's a conspiracy. The jet pack is in North Yankton inside of Mt. Chiliad.(shoots self in head)

 

Come think of it, didn't Mafia 2 have something like this with the Sicily level? Maybe Rockstar did something like that. Hell, maybe NY might even be way high up on the map, like way over the height limit for planes and stuff. Perhaps that's why you can't spawn a helicopter there?

 

 

Thanks man :)

I will say, I personally thought Ironman 3 was an epic movie. It's a must watch.

I'll look into it. I don't watch many movies, let alone superhero movies. Keep up the good work with your art. If all goes according to plan with NY, we might need an artist :ph34r:


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#219

Posted 21 October 2013 - 11:37 PM

 

The outfits for Trevor and Michael are in their wardrobes once you finish the main strand...

I've noticed that, along with Michael & Trevor getting the outfits from "Bury the Hatchet" after the mission is complete. I don't know why, but Michael's shoes in the prologue makes me laugh pretty hard.

 

hqdefault.jpg

 

 

I'm pretty sure they're Sorel winter boots from QC, Canada.

 

http://www.sorelfoot...0,en_CA,pd.html


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#220

Posted 21 October 2013 - 11:47 PM

 

 

The outfits for Trevor and Michael are in their wardrobes once you finish the main strand...

I've noticed that, along with Michael & Trevor getting the outfits from "Bury the Hatchet" after the mission is complete. I don't know why, but Michael's shoes in the prologue makes me laugh pretty hard.

 

hqdefault.jpg

 

 

I'm pretty sure they're Sorel winter boots from QC, Canada.

 

http://www.sorelfoot...0,en_CA,pd.html

 

Well, isn't Michael Canadian?


universetwisters
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#221

Posted 21 October 2013 - 11:48 PM Edited by universetwisters, 21 October 2013 - 11:49 PM.

 

 

The outfits for Trevor and Michael are in their wardrobes once you finish the main strand...

I've noticed that, along with Michael & Trevor getting the outfits from "Bury the Hatchet" after the mission is complete. I don't know why, but Michael's shoes in the prologue makes me laugh pretty hard.

 

hqdefault.jpg

 

 

I'm pretty sure they're Sorel winter boots from QC, Canada.

 

http://www.sorelfoot...0,en_CA,pd.html

 

Damn, you're good at identifying footwear.

 

As far as a North Yankton DLC/Mod goes, would you guys want it to be set pre-prologue, or follow the present with new characters, or have no plot at all?

Spoiler

 

@_Kindled_ - Trevor's the Canuck, Michael's the Yankee.


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#222

Posted 21 October 2013 - 11:55 PM

Can someone upload a good picture of the movie theater?


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#223

Posted 21 October 2013 - 11:58 PM

Can someone upload a good picture of the movie theater?

I filmed some of it in my video, but the quality isn't the best. From what I've seen, it's kinda based off a theater kinda like this, but without all the "Pizazz", if that's the right term.

 

Theater.gif


theNGclan
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#224

Posted 21 October 2013 - 11:59 PM Edited by theNGclan, 22 October 2013 - 12:04 AM.

I'd just like to add that this area isn't an interior. The game wouldn't permit certain actions if it was an interior. Sprinting, Shooting, Jumping, weather, etc. would all be disabled do to the game's hardcoded data for interiors. North Yankton IS in fact triggered via .SCO and it more than likely has it's own .XPL file.

 

For example, and interior cannot load weather data because it is disabled. So for example, if North Yankton WAS an interior, it wouldn't be able to load this:

<?xml version="1.0" encoding="UTF-8"?>

<timecycle_keyframe_data version="1.000000">
  <cycle name="SNOW" regions="2">
    <region name="GLOBAL">
      <light_dir_col_r> 0.7393 1.0000 1.0000 1.0000 1.0000 1.0000 0.7427 0.9600 0.9600 0.9800 0.4705 0.7393</light_dir_col_r>
      <light_dir_col_g> 0.8228 1.0000 0.8853 0.9688 0.9517 1.0000 0.7852 0.7017 0.7017 0.8062 0.7173 0.8228</light_dir_col_g>
      <light_dir_col_b> 1.0000 1.0000 0.7188 0.9185 0.8770 1.0000 0.8521 0.3643 0.3643 0.5293 0.9800 1.0000</light_dir_col_b>
      <light_natural_amb_up_intensity> 0.0200 0.1000 0.1000 0.1000 0.2300 1.0000 0.5000 1.0000 1.0000 0.2000 0.1000 0.0200</light_natural_amb_up_intensity>
      <light_natural_amb_up_intensity_mult> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_natural_amb_up_intensity_mult>
      <light_natural_push> 0.0000 0.0000 0.0000 0.0000 0.0000 0.2664 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000</light_natural_push>
      <light_ambient_bake_ramp> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_ambient_bake_ramp>
      <light_artificial_int_down_col_r> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_artificial_int_down_col_r>
      <light_artificial_int_down_col_g> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_artificial_int_down_col_g>
      <light_artificial_int_down_col_b> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_artificial_int_down_col_b>
      <light_artificial_ext_down_col_b> 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000</light_artificial_ext_down_col_b>
      <light_artificial_ext_down_intensity> 0.0500 0.0500 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0500</light_artificial_ext_down_intensity>
      <light_artificial_ext_up_col_r> 1.0000 1.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 1.0000</light_artificial_ext_up_col_r>
      <light_artificial_ext_up_col_g> 0.2693 0.2693 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.2693</light_artificial_ext_up_col_g>
      <light_artificial_ext_up_col_b> 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000</light_artificial_ext_up_col_b>
      <light_artificial_ext_up_intensity> 0.0500 0.0500 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0500</light_artificial_ext_up_intensity>
      <light_dynamic_bake_tweak> 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000</light_dynamic_bake_tweak>
      <light_vehicle_second_spec_override> 1.0000 0.8975 0.5000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.8975 0.8975</light_vehicle_second_spec_override>
      <light_direction_override> 0.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 0.0000 0.0000 0.0000 0.0000 0.0000</light_direction_override>
      <light_direction_override_overrides_sun> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_direction_override_overrides_sun>
    </region>
  </cycle>
</timecycle_keyframe_data>

Also, hardcoded data can be modified, but that requires learning how the RAGE engine has changed, so we won't be able to (easily) modify Yankton's data any further until the PC version.

 

 

EDIT 1: Shortened the code so it's easier to read and some of the most important data is shown

 

EDIT 2: Also, North Yankton more than likely be finished in a DLC, seeing as how it has more than one snow file.

<?xml version="1.0" encoding="UTF-8"?>

<timecycle_keyframe_data version="1.000000">
  <cycle name="BLIZZARD" regions="2">
    <region name="GLOBAL">
      <light_dir_col_r> 0.7393 1.0000 1.0000 0.9771 1.0000 1.0000 0.7427 0.9600 0.9600 0.9800 0.4705 0.7393</light_dir_col_r>
      <light_dir_col_g> 0.8228 0.9102 0.8853 0.8550 0.8853 1.0000 0.7852 0.7017 0.7017 0.8062 0.7173 0.8228</light_dir_col_g>
      <light_dir_col_b> 1.0000 0.6812 0.7188 0.6685 0.7393 1.0000 0.8521 0.3643 0.3643 0.5293 0.9800 1.0000</light_dir_col_b>
      <light_dir_mult> 0.5000 0.2996 3.0000 7.0000 20.0000 10.0000 2.0000 2.0000 2.0000 0.5000 0.2000 0.2500</light_dir_mult>
      <light_directional_amb_col_r> 0.4905 0.3660 0.4673 1.0020 1.0020 0.7627 0.6172 0.0000 0.0000 0.0000 0.0000 0.4905</light_directional_amb_col_r>
      <light_directional_amb_col_g> 0.6685 0.6626 0.6812 0.9893 0.9893 0.8550 0.6475 0.0000 0.0000 0.0000 0.0000 0.6685</light_directional_amb_col_g>
      <light_directional_amb_col_b> 1.0000 1.0000 0.9600 0.9688 0.9688 0.9600 0.7813 0.0000 0.0000 0.0000 0.0000 1.0000</light_directional_amb_col_b>
      <light_directional_amb_intensity> 0.0500 0.2000 0.2996 1.0000 1.0000 1.0000 1.0000 0.0000 0.0000 0.0000 0.0000 0.0500</light_directional_amb_intensity>
      <light_directional_amb_intensity_mult> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_directional_amb_intensity_mult>
      <light_directional_amb_bounce_enabled> 1.0000 0.0000 0.0000 0.0190 0.0190 0.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_directional_amb_bounce_enabled>
      <light_amb_down_wrap> 0.2996 0.3997 0.3997 0.3997 0.3997 0.6563 0.6353 1.0000 1.0000 1.0000 1.0000 0.2996</light_amb_down_wrap>
      <light_natural_amb_down_col_r> 0.3267 0.1652 0.2255 0.6143 0.6143 0.6475 0.9019 0.2742 0.2742 0.2350 0.0627 0.3267</light_natural_amb_down_col_r>
      <light_natural_amb_down_col_g> 0.5562 0.5313 0.3274 0.7554 0.7554 0.7100 0.9395 0.4783 0.4783 0.3765 0.1294 0.5562</light_natural_amb_down_col_g>
      <light_natural_amb_down_col_b> 1.0000 1.0000 0.5313 1.0000 1.0000 1.0000 0.9800 0.8584 0.8584 0.6392 0.3213 1.0000</light_natural_amb_down_col_b>
      <light_natural_amb_down_intensity> 0.0500 0.1000 0.3997 0.6978 1.0000 3.9336 1.0000 1.0000 0.5000 0.5000 0.5000 0.0500</light_natural_amb_down_intensity>
      <light_artificial_int_up_col_g> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_artificial_int_up_col_g>
      <light_artificial_int_up_col_b> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_artificial_int_up_col_b>
      <light_artificial_int_up_intensity> 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000</light_artificial_int_up_intensity>
      <light_artificial_ext_down_col_r> 1.0020 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 1.0020</light_artificial_ext_down_col_r>
      <light_artificial_ext_down_col_g> 0.6519 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.6519</light_artificial_ext_down_col_g>
      <light_artificial_ext_down_col_b> 0.0920 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0920</light_artificial_ext_down_col_b>
      <light_artificial_ext_down_intensity> 0.1000 0.1000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000</light_artificial_ext_down_intensity>
      <light_artificial_ext_up_col_r> 1.0020 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 1.0020</light_artificial_ext_up_col_r>
      <light_artificial_ext_up_col_g> 0.6211 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.6211</light_artificial_ext_up_col_g>
      <light_artificial_ext_up_col_b> 0.0529 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0529</light_artificial_ext_up_col_b>
      <light_artificial_ext_up_intensity> 0.1000 0.1000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000</light_artificial_ext_up_intensity>
      <ped_light_col_r> 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000</ped_light_col_r>
      <ped_light_col_g> 0.6812 0.6812 0.6812 0.6812 0.6812 0.6812 0.6812 0.6812 0.6812 0.6812 0.6812 0.6812</ped_light_col_g>
      <ped_light_col_b> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</ped_light_col_b>
      <ped_light_mult> 0.3997 0.3997 0.3997 0.3997 0.3997 0.3997 0.3997 0.3997 0.3997 0.3997 0.3997 0.3997</ped_light_mult>
      <light_amb_occ_mult> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_amb_occ_mult>
      <light_amb_occ_mult_ped> 0.5977 0.5000 0.3997 0.3499 0.3499 0.3499 0.3499 0.3499 0.3499 0.3499 0.3997 0.5000</light_amb_occ_mult_ped>
      <light_amb_occ_mult_veh> 1.0000 0.7979 0.6978 0.6978 0.6978 0.7979 0.6978 0.6978 0.6978 0.7979 0.7979 0.7979</light_amb_occ_mult_veh>
      <light_amb_occ_mult_prop> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_amb_occ_mult_prop>
      <light_amb_volumes_in_diffuse> 1.0000 1.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 1.0000</light_amb_volumes_in_diffuse>
      <ssao_inten> 4.0000 4.0000 4.0000 4.0000 4.0000 4.0000 4.0000 4.0000 4.0000 4.0000 4.0000 4.0000</ssao_inten>
      <ssao_type> 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000</ssao_type>
      <light_ped_rim_mult> 0.8975 0.8975 0.8975 0.8975 0.8975 0.8975 0.8975 0.8975 0.8975 0.8975 0.8975 0.8975</light_ped_rim_mult>
      <light_dynamic_bake_tweak> 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000</light_dynamic_bake_tweak>
      <light_vehicle_second_spec_override> 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000</light_vehicle_second_spec_override>
      <light_direction_override> 0.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 0.0000 0.0000 0.0000 0.0000 0.0000</light_direction_override>
      <light_direction_override_overrides_sun> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_direction_override_overrides_sun>
      <sun_direction_x> 0.0000 -1.0000 -1.0000 -1.0000 -1.0000 1.0000 0.4539 0.0000 0.0000 0.0000 0.0000 0.0000</sun_direction_x>
    </region>
  </cycle>
</timecycle_keyframe_data>
<?xml version="1.0" encoding="UTF-8"?>

<timecycle_keyframe_data version="1.000000">
  <cycle name="SNOWLIGHT" regions="2">
    <region name="GLOBAL">
      <light_dir_col_r> 0.5811 0.1569 1.0000 1.0000 0.9600 1.0000 1.0000 1.0000 0.9800 0.9395 0.9878 0.4561</light_dir_col_r>
      <light_natural_amb_up_col_r> 0.0438 0.3997 0.4783 0.4783 0.9800 0.9253 0.9600 0.9600 0.6685 0.6226 0.4783 0.0438</light_natural_amb_up_col_r>
      <light_natural_amb_up_col_g> 0.2212 0.5059 0.5352 0.5352 0.8643 0.7959 0.7627 0.7627 0.5254 0.6895 0.6812 0.2212</light_natural_amb_up_col_g>
      <light_natural_amb_up_col_b> 0.7046 0.6143 0.5684 0.5684 0.5762 0.4705 0.4231 0.4231 0.3606 0.8101 0.9019 0.7046</light_natural_amb_up_col_b>
      <light_natural_amb_up_intensity> 0.0100 0.0000 0.1000 0.5000 1.5000 2.5000 2.5000 2.5000 0.6978 0.2000 0.1498 0.0100</light_natural_amb_up_intensity>
      <light_natural_amb_up_intensity_mult> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_natural_amb_up_intensity_mult>
      <light_natural_push> 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000</light_natural_push>
      <light_ambient_bake_ramp> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_ambient_bake_ramp>
      <light_artificial_int_down_col_r> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_artificial_int_down_col_r>
      <light_artificial_int_down_col_g> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_artificial_int_down_col_g>
      <light_artificial_int_down_col_b> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_artificial_int_down_col_b>
      <light_artificial_int_down_intensity> 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000</light_artificial_int_down_intensity>
      <light_artificial_int_up_col_r> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_artificial_int_up_col_r>
      <light_artificial_int_up_col_g> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_artificial_int_up_col_g>
      <light_artificial_int_up_col_b> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_artificial_int_up_col_b>
      <light_artificial_int_up_intensity> 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000</light_artificial_int_up_intensity>
      <light_artificial_ext_down_col_r> 1.0020 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 1.0020</light_artificial_ext_down_col_r>
      <light_artificial_ext_down_col_g> 0.6519 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.6519</light_artificial_ext_down_col_g>
      <light_artificial_ext_down_col_b> 0.0920 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0920</light_artificial_ext_down_col_b>
      <light_artificial_ext_down_intensity> 0.1000 0.1000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.1000 0.1000</light_artificial_ext_down_intensity>
      <light_artificial_ext_up_col_r> 1.0020 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 1.0020</light_artificial_ext_up_col_r>
      <light_artificial_ext_up_col_g> 0.6211 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.6211</light_artificial_ext_up_col_g>
      <light_artificial_ext_up_col_b> 0.0529 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0529</light_artificial_ext_up_col_b>
      <light_artificial_ext_up_intensity> 0.1000 0.1000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.1000 0.1000</light_artificial_ext_up_intensity>
      <ped_light_col_r> 0.3130 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.3130</ped_light_col_r>
      <light_dynamic_bake_tweak> 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000</light_dynamic_bake_tweak>
      <light_vehicle_second_spec_override> 1.0000 0.8975 0.5000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.8975 0.8975</light_vehicle_second_spec_override>
      <light_direction_override> 1.0000 0.0000 1.0000 1.0000 0.0000 0.0000 0.0000 1.0000 0.0000 0.0000 0.0000 1.0000</light_direction_override>
      <light_direction_override_overrides_sun> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000</light_direction_override_overrides_sun>
      <sun_direction_x> -0.0320 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 1.0000 0.0000 0.0000 0.0000 -0.0320</sun_direction_x>
      <sun_direction_y> -1.0000 -1.0000 -1.0000 -1.0000 -1.0000 -1.0000 -1.0000 -1.0000 -1.0000 -1.0000 -1.0000 -1.0000</sun_direction_y>
      <sun_direction_z> -1.0000 0.0000 0.3997 0.3997 0.0000 0.0000 0.0000 0.2959 0.0000 0.0000 0.0000 -1.0000</sun_direction_z>
      <moon_direction_x> -0.3997 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 -0.3997</moon_direction_x>
      <moon_direction_y> -0.8892 -1.0000 -1.0000 -1.0000 -1.0000 -1.0000 -1.0000 -1.0000 -1.0000 -1.0000 -1.0000 -0.8892</moon_direction_y>
      <moon_direction_z> 0.2100 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.2100</moon_direction_z>
      <light_ray_col_r> 0.6104 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 0.9395 0.6104 0.6104 0.6104</light_ray_col_r>
      <light_ray_col_g> 0.1608 0.8228 0.6475 0.6475 0.9312 0.8687 0.8687 0.8687 0.3643 0.1608 0.1608 0.1608</light_ray_col_g>
    </region>
  </cycle>
</timecycle_keyframe_data>
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universetwisters
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#225

Posted 22 October 2013 - 12:04 AM

we won't be able to (easily) modify Yankton's data any further until the PC version.

 

By saying that, do you mean modifying data related to coding and everything else, or can we still mess with the map models and edit/add onto the map and not just the code?


theNGclan
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#226

Posted 22 October 2013 - 12:07 AM

 

we won't be able to (easily) modify Yankton's data any further until the PC version.

 

By saying that, do you mean modifying data related to coding and everything else, or can we still mess with the map models and edit/add onto the map and not just the code?

 

That was a semi-typo. Modifying XPL files is easy as all you do is change the XYZ positions of models. Although changing any hardcoded data is (somewhat) impossible.


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#227

Posted 22 October 2013 - 12:11 AM

 

 

we won't be able to (easily) modify Yankton's data any further until the PC version.

 

By saying that, do you mean modifying data related to coding and everything else, or can we still mess with the map models and edit/add onto the map and not just the code?

 

That was a semi-typo. Modifying XPL files is easy as all you do is change the XYZ positions of models. Although changing any hardcoded data is (somewhat) impossible.

 

I'm guessing the weather is hardcoded?


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#228

Posted 22 October 2013 - 12:14 AM Edited by theNGclan, 22 October 2013 - 12:15 AM.

Guys! GTA V reads .IPL extensions! The chances of us cracking the map data is easier now. I'll be checking the data for the .IPL files to see if they are close to III/VC/SA.

 

List of .IPL files I've found:

Paths.IPL (appears in 2 different folders)
ambient.IPL
ambient_leeds.IPL
ambient_mp.IPL
ambient_sd.IPL
maparea.IPL
occlu_citye.IPL
occlu_cityw.IPL
occlu_count.IPL
popzone.IPL
scenarios.IPL

@UT, No. It can be changed via SCO command. Snow is forced by the SCO.

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#229

Posted 22 October 2013 - 12:19 AM

Guys! GTA V reads .IPL extensions! The chances of us cracking the map data is easier now. I'll be checking the data for the .IPL files to see if they are close to III/VC/SA.

 

List of .IPL files I've found:

Paths.IPL (appears in 2 different folders)
ambient.IPL
ambient_leeds.IPL
ambient_mp.IPL
ambient_sd.IPL
maparea.IPL
occlu_citye.IPL
occlu_cityw.IPL
occlu_count.IPL
popzone.IPL
scenarios.IPL

@UT, No. It can be changed via SCO command. Snow is forced by the SCO.

Like the weather in IV? Alright.

 

I remember hearing that there's like 3 different types of snow. Wonder what they could be like?

*Blizard (Heavy)

*Flurry (Light)

*Mysterious 3rd snow type?


theNGclan
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#230

Posted 22 October 2013 - 12:20 AM Edited by theNGclan, 22 October 2013 - 12:22 AM.

 

Guys! GTA V reads .IPL extensions! The chances of us cracking the map data is easier now. I'll be checking the data for the .IPL files to see if they are close to III/VC/SA.

 

List of .IPL files I've found:

Paths.IPL (appears in 2 different folders)
ambient.IPL
ambient_leeds.IPL
ambient_mp.IPL
ambient_sd.IPL
maparea.IPL
occlu_citye.IPL
occlu_cityw.IPL
occlu_count.IPL
popzone.IPL
scenarios.IPL

@UT, No. It can be changed via SCO command. Snow is forced by the SCO.

Like the weather in IV? Alright.

 

I remember hearing that there's like 3 different types of snow. Wonder what they could be like?

*Blizard (Heavy)

*Flurry (Light)

*Mysterious 3rd snow type?

 

There is Snow, Blizzard, and light snow.


universetwisters
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#231

Posted 22 October 2013 - 12:23 AM

 

 

Guys! GTA V reads .IPL extensions! The chances of us cracking the map data is easier now. I'll be checking the data for the .IPL files to see if they are close to III/VC/SA.

 

List of .IPL files I've found:

Paths.IPL (appears in 2 different folders)
ambient.IPL
ambient_leeds.IPL
ambient_mp.IPL
ambient_sd.IPL
maparea.IPL
occlu_citye.IPL
occlu_cityw.IPL
occlu_count.IPL
popzone.IPL
scenarios.IPL

@UT, No. It can be changed via SCO command. Snow is forced by the SCO.

Like the weather in IV? Alright.

 

I remember hearing that there's like 3 different types of snow. Wonder what they could be like?

*Blizard (Heavy)

*Flurry (Light)

*Mysterious 3rd snow type?

 

There is Snow, Blizzard, and Snowlight.

 

I guess snowlight is a flurry and the blizzard is, well, a blizzard. I guess snow is somewhere in between. Damn, it's been so long since I've seen snow.

 

Also, I'm gonna sign out to go home and eat hotdogs. You Yanktonphiles keep doing what you're doing, since we're getting close to being able to look at the files! Keep it up, amigos :D


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#232

Posted 22 October 2013 - 12:26 AM

Here's some more data that pretty much signifies it's not an interior. Just an interior wouldn't have it's own lines for materials.

SNOW_LOOSE					LOOSE_TERRAIN		SNOW_LOOSE	    	DEFAULT			-						-						0.4		0.1		560.0	0.40  	-0.10	0.06	0.8			0.95	0.0 	0.0		0.0		0.0			1.0				0 0 0 0			1 0		SNOW_LOOSE		
SNOW_COMPACT				LOOSE_TERRAIN		SNOW_COMPACT	    DEFAULT			-						-						0.2		0.1		1683.5	0.65  	-0.10	0.02	0.8			0.95	0.0 	0.0		0.0		0.0			1.0				0 0 0 0			0 0		SNOW_COMPACT			
SNOW_DEEP					LOOSE_TERRAIN		SNOW_LOOSE	    	DEFAULT			-						-						0.4		0.1		560.0	0.40  	-0.10	0.15	0.8			0.95	0.0 	0.0		0.0		0.0			1.0				0 0 0 0			1 0		SNOW_DEEP		
SNOW_TARMAC					HARD_TERRAIN		SNOW_COMPACT    	DEFAULT			-						-						0.7		0.4		6300.0	1.00	-0.10	0.0		1.0			0.95	0.0 	0.0		0.0		0.0			1.0				0 0 0 0			0 1		SNOW_TARMAC	
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#233

Posted 22 October 2013 - 12:33 AM

 

Here's some more data that pretty much signifies it's not an interior. Just an interior wouldn't have it's own lines for materials.

SNOW_LOOSE					LOOSE_TERRAIN		SNOW_LOOSE	    	DEFAULT			-						-						0.4		0.1		560.0	0.40  	-0.10	0.06	0.8			0.95	0.0 	0.0		0.0		0.0			1.0				0 0 0 0			1 0		SNOW_LOOSE		
SNOW_COMPACT				LOOSE_TERRAIN		SNOW_COMPACT	    DEFAULT			-						-						0.2		0.1		1683.5	0.65  	-0.10	0.02	0.8			0.95	0.0 	0.0		0.0		0.0			1.0				0 0 0 0			0 0		SNOW_COMPACT			
SNOW_DEEP					LOOSE_TERRAIN		SNOW_LOOSE	    	DEFAULT			-						-						0.4		0.1		560.0	0.40  	-0.10	0.15	0.8			0.95	0.0 	0.0		0.0		0.0			1.0				0 0 0 0			1 0		SNOW_DEEP		
SNOW_TARMAC					HARD_TERRAIN		SNOW_COMPACT    	DEFAULT			-						-						0.7		0.4		6300.0	1.00	-0.10	0.0		1.0			0.95	0.0 	0.0		0.0		0.0			1.0				0 0 0 0			0 1		SNOW_TARMAC	

Ok. At least we know it's not an interior. I mean, why would someone go so in-depth with something as big and detailed as a whole town and consider it an interior? I mean, Liberty City was an interior in San Andreas, but that's so much smaller and less detailed than North Yankton. It sort of reminds me of the no-reach zone in Batman: Arkham City, just how detailed it is for a zone your not supposed to go to.

 

But if it's not an interior, do you think it's something in other codes for the game that prevents cheats from being enabled?


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#234

Posted 22 October 2013 - 12:36 AM

The .SCO files and enable/disable features. I'm pretty sure R* forced this.


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#235

Posted 22 October 2013 - 12:50 AM

Would that go for the Snapmatic disability too?


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#236

Posted 22 October 2013 - 01:12 AM

Yup. Snapmatic can be disabled too.


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#237

Posted 22 October 2013 - 01:21 AM

This is all pretty cool. To sum up, will North Yankton be accessible anytime soon?


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#238

Posted 22 October 2013 - 01:28 AM

Just a question, and I'm not sure if this has been asked before but, has anybody ever tried exploring North Yankton in the prologue mission? I mean in the police chase where you have to reach the chopper; instead of actually trying to reach it, you decide to just steer clear away from it and instead try to explore the map.

 

Has anyone also ever try to break through that roadblock as well?


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#239

Posted 22 October 2013 - 01:48 AM

@TheDust, Hopefully we'll be able to explore it in-game or with some modding tools. Or maybe Rockstar will release a DLC for North Yankton! Only time will tell....

 

@Mockage, People have tried, but the mission fails pretty easily. Simply going off-road will make the mission fail. The only way (currently) to explore North Yankton is to replay the mission where you visit NY again as Michael while chasing after Trevor. As far as the roadblock goes, it shouldn't be solid, so you should be able to go through it.

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#240

Posted 22 October 2013 - 01:51 AM

@TheDust, Hopefully we'll be able to explore it in-game or with some modding tools. Or maybe Rockstar will release a DLC for North Yankton! Only time will tell....

 

@Mockage, People have tried, but the mission fails pretty easily. Simply going off-road will make the mission fail. The only way (currently) to explore North Yankton is to replay the mission where you visit NY again as Michael while chasing after Trevor. As far as the roadblock goes, it shouldn't be solid, so you should be able to go through it.

 

It seems too complex to just be a one-off you know? I doubt Rockstar wouldn't take advantage of that for some DLC money, or even a free DLC. And good work dude, I like your posts.





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