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[REL|SA] PS2 map + map fixes

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Inadequate
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#31

Posted 03 April 2015 - 09:57 PM

Perfect, thanks. Mod complete. :p


_RJSingh_
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#32

Posted 20 April 2015 - 02:28 PM

A wrong positioned tree

Spoiler


TWIST_OF_HATE
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#33

Posted 01 May 2015 - 08:40 PM

El Dorado, just 2 questions:
1. In main post you told about vegetation, that much more present in PC version, also hydrants and boxes. And this mod is about PS2 map, so did you cut vegetation placement or other stuff in comparison with original PC map ?
2. Is link in main post includes latest fixes, which you made after "final release" according to users replies ? If no, can you update the link ?
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Inadequate
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#34

Posted 01 May 2015 - 08:44 PM Edited by inadequate, 01 May 2015 - 08:45 PM.

El Dorado, just 2 questions:
1. In main post you told about vegetation, that much more present in PC version, also hydrants and boxes. And this mod is about PS2 map, so did you cut vegetation placement or other stuff in comparison with original PC map ?
2. Is link in main post includes latest fixes, which you made after "final release" according to users replies ? If no, can you update the link ?

 

1. Yes, only Los Santos and Las Venturas is different between PS2 and PC releases.

2. And yes, is the final version with the latest fixes.

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sinofff
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#35

Posted 20 May 2015 - 09:34 AM

There is another problem which has no solution. On the PC version of some of the streets are empty. And a lot of the streets. On the ps2 is no problem. On the PS2 version can be seen that some streets have peds. It's a shame. PC port worthless. They do not even want to bother just to copy the ped path ps2 version PC version.
Who knows the solution to this problem?
Thank.


MatthewFarrell
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#36

Posted 28 July 2015 - 04:41 PM

Cant download. Update link please.


Inadequate
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#37

Posted 28 July 2015 - 05:17 PM

The link is working correctly, try again.


MatthewFarrell
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#38

Posted 29 July 2015 - 12:34 PM

The file is currently unavailable. Our support staff have been notified and we hope to resolve the problem shortly.

 

The link is working correctly, try again.

 

Lol, rly? Can u upload this on mediafire for example for me?


El Dorado
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#39

Posted 08 August 2015 - 05:56 PM

sorry, re-uploaded

 

https://www.sendspace.com/file/zlhi6s


TWIST_OF_HATE
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#40

Posted 20 September 2015 - 06:03 PM Edited by TWIST_OF_HATE, 20 September 2015 - 06:05 PM.

El Dorado, I don`t know is you still making fixes for this map, but here is wrong positioned lamppost and also something with road. I report about this few months ago, but Aztecas_5 does not update his map fixes for a long time, so I decided post it there.

P.S. Oh, and also flying lines on next screen. In any case, thank you.

P.S.2. If you have problems with screens, tell me where I can reupload them.

Spoiler


Inadequate
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#41

Posted 20 September 2015 - 06:10 PM Edited by inadequate, 20 September 2015 - 06:10 PM.

TWIST_OF_HATE: Probably he doesn't going to update the map anymore, the map is on his final state also the lamppost issue requires IPL editing which I think doesn't going happen, about the flying parking lines I'm not sure. Anyway, those things aren't annoying like the things already fixed in the map.


Reyks
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#42

Posted 20 September 2015 - 07:09 PM Edited by Reyks, 20 September 2015 - 07:09 PM.

Don't think he will be fixing more bugs anytime soon, binary IPLs are a pain in the ass to fix without a proper map editing tool (MEd is incomplete and old), wich at the moment we don't have one.

 

Since now I got permission to use these files in San Andreas Remapped, I may continue his work there, but that is only IF a proper map editing tool is created, not messing with binary stuff until then.

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Tomasak
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#43

Posted 20 September 2015 - 07:13 PM

MTA map editor (or how it's called) isn't good enough?


Reyks
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#44

Posted 20 September 2015 - 07:16 PM Edited by Reyks, 20 September 2015 - 07:16 PM.

MTA map editor (or how it's called) isn't good enough?

You can only add objects and then convert them to .IPL, you can't really remove anything.


El Dorado
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#45

Posted 20 September 2015 - 07:18 PM

The lamppost I can handle, and there is a partially floating wall on the doherty terrain that needs fixing as well.

 

Cracked roads, I don't know what causes them. The floating parking line, I don't know, but I can take a look. The sidewalk is a dff problem, and I don't know nada about editing dff's

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TWIST_OF_HATE
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#46

Posted 20 September 2015 - 07:25 PM Edited by TWIST_OF_HATE, 20 September 2015 - 07:26 PM.

Anyway, great work by El Dorado.

I noticed one thing - ps2 map and fixes 03.04.2015, which I use earlier, have different size in comparison with gta san andreas ps2 map ( just 08 august re-upload ). May`be some little tweeks was made. I will use "fresh" version now.

Upd: new version is coming anyway )))


El Dorado
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#47

Posted 20 September 2015 - 08:04 PM

The floating parking lines near angel pine is impossible to fix. It's a mess, there are just a texture placed above the ground, and the ground itself is not plane, meaning one or more of the lines will be always floating.

 

Any more requests?


Reyks
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#48

Posted 20 September 2015 - 08:28 PM

Well...if you're really up for the task, I made an album with a few floating trees in the countryside:

 

http://imgur.com/a/KmAeg

 

Btw how do you get the object coordinates for binary stuff?


El Dorado
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#49

Posted 20 September 2015 - 08:39 PM Edited by El Dorado, 20 September 2015 - 08:46 PM.

Using Med, clicking on a object, all the relevant info shows up in the left pane.

 

Then I grab the binary ipl, convert it, using notepad I copy paste the z or y position obtained from med, find the object aaaand edit it.

 

It's tedious, I know.

 

About your pictures, the grass don't let me see nothing, but the two trees in the first image I can do

 

 

And look at this, this is amazing

 

cbx9RVF.jpg

 

I don't know where to move the damn sign.

 

I need someone to edit that dff for me.

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El Dorado
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#50

Posted 20 September 2015 - 09:00 PM Edited by El Dorado, 20 September 2015 - 09:19 PM.

Anyway, here

 

https://www.sendspace.com/file/mh05m8

 

Corrected random floating lampposts, buildings and trees

 

EDIT - I need help

 

THIS part of the map, there are coronas in a tunnel undergound, problem is, they reflect on vehicles in the street level, see the orange reflection. This is wrong... anyone have any idea?

 

vzEgjZC.jpg

 

And if anyone skilled enough with dff's wants to contribute in this project, PM me. I pay well (Not really)

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gts.
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#51

Posted 20 September 2015 - 09:13 PM Edited by gts., 20 September 2015 - 09:13 PM.

An exactly changelog please? I mean the ubication of that things on the map.


El Dorado
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#52

Posted 20 September 2015 - 09:22 PM

An exactly changelog please? I mean the ubication of that things on the map.

 

I don't have one :lol:

 

I know it's wrong, I just see stuff wrongly placed and try to correct them


Inadequate
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#53

Posted 20 September 2015 - 09:26 PM

EDIT - I need help

 

THIS part of the map, there are coronas in a tunnel undergound, problem is, they reflect on vehicles in the street level, see the orange reflection. This is wrong... anyone have any idea?

 

-pic-

 

And if anyone skilled enough with dff's wants to contribute in this project, PM me. I pay well (Not really)

Is totally normal, happens on PS2 as well. Unless you want fix it.


TWIST_OF_HATE
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#54

Posted 20 September 2015 - 09:27 PM

If I correctly understand, this issue similar to car lights are visible under the bridge in some place. ( Or places ).

TJGM
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#55

Posted 20 September 2015 - 09:28 PM Edited by TJGM, 20 September 2015 - 09:30 PM.

Anyway, here
 
https://www.sendspace.com/file/mh05m8
 
Corrected random floating lampposts, buildings and trees
 
EDIT - I need help
 
THIS part of the map, there are coronas in a tunnel undergound, problem is, they reflect on vehicles in the street level, see the orange reflection. This is wrong... anyone have any idea?
 
And if anyone skilled enough with dff's wants to contribute in this project, PM me. I pay well (Not really)


I tried to fix it by making the coronas despawn when the player is above them, making the coronas despawn when when the player isn't directly looking at them, making them despawn when a collision is in the way, etc.. for some reason the pointlight still showed through the ground, I have no idea why it's so broken.

El Dorado
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#56

Posted 20 September 2015 - 09:31 PM Edited by El Dorado, 20 September 2015 - 09:31 PM.

Sometime ago Aztecas (Now Johnny K.) removed the coronas. It fixed the problem, sure, but:

 

I think removing the coronas is a bit extreme

I lost the edited dff...


Reyks
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#57

Posted 20 September 2015 - 09:54 PM

Using Med, clicking on a object, all the relevant info shows up in the left pane.

 

Then I grab the binary ipl, convert it, using notepad I copy paste the z or y position obtained from med, find the object aaaand edit it.

 

It's tedious, I know.

 

About your pictures, the grass don't let me see nothing, but the two trees in the first image I can do

 

And look at this, this is amazing

-pic-

I don't know where to move the damn sign.

 

I need someone to edit that dff for me.

That's why we need a new map editor, it would make this process a lot quicker... one day hopefully...

 

If that sign object is used somewhere else then editing the model to remove that part would look very weird :p

 

Anyway, here

 

https://www.sendspace.com/file/mh05m8

 

Corrected random floating lampposts, buildings and trees

 

EDIT - I need help

 

THIS part of the map, there are coronas in a tunnel undergound, problem is, they reflect on vehicles in the street level, see the orange reflection. This is wrong... anyone have any idea?

Really nice, thank you!

 

I think the best thing to do is to remove the coronas, maybe Johnny K can fix them again?

 

Dunno if editing the collision would help but I could try :S


El Dorado
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#58

Posted 20 September 2015 - 10:09 PM

Maybe moving the sign down the street?

 

xj1G9Bc.jpg

 

JwvbjM7.jpg

 

Or removing it, since it don't have any text (Well done R*)


Reyks
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#59

Posted 20 September 2015 - 10:18 PM Edited by Reyks, 20 September 2015 - 10:19 PM.

Or removing it, since it don't have any text (Well done R*)

The text is a separate model, you forgot it back there lol

 

dmrYqP5.png

 

Moving it works though.

 

But if you put it before that street like you did, depending on what is written on the text it may look wrong, but whatever nobody reads this stuff anyways.

 

EDIT: Sh*t if MEd doesn't render them we have a big problem here...


El Dorado
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#60

Posted 20 September 2015 - 10:24 PM Edited by El Dorado, 21 September 2015 - 12:00 AM.

Med doesn't render text. GREAT.

 

Best leave it there then.

 

EDIT - I uploaded the pack again, fixed a floating tree pointed out by Rekys near Blueberry. Download it from the OP.

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