Interesting then how did he get passed the 19999 ID limit. because the engine uses 20000 - to about 26500 for engine related objects.
If you try and use anything over 26500 the engine ignores those entries.
With this statement I was merely asking a question, I wanted to know how you did it and why now because Fastman92 started his own research on this.
why are you stating such as if it's not possible?
I was referring to what is publicly known? and about removing useless objects, I was talking about the trilogy mod (GTA:SA) SOL
Also one of my screenshots (in fact, the one in the initial topic post) clearly (I even highlighted this line) shows a VC ide/ipl with a model index over 20000.
Your screen shot just shows you have objects on the X axis just outside the bounds, This is old news to me because I've been here 5 years ago working on the original SA version of SOL.. but I didn't make it work because of the map bounding issues.
I'll be glad to make your modification's intended ports to SA/IV useless (outside of the will-never-be-done 'remodeling of everything') as you're just, well, yeah...
This attitude and way of competing only puts other projects out. GTAF was mean't to be a communtiy where we solved problems together. and I did not ask for your rude smart ass reply.
SOL from 2012 is about remodeling and why is that such a problem, I moved from coding to modeling because that was the direction I wanted to head. I am proud to be working on the VC engine and there is nothing wrong with retro engine modding at all.
(outside of the will-never-be-done 'remodeling of everything') as you're just, well, yeah...
If you do not understand how this can be done ask, it's not hard.. and this crap you should really have kept to yourself, I had more respect for you m8, not anymore.