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[REL|SA] PS2 map + map fixes

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gts.
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#61

Posted 21 September 2015 - 03:13 AM Edited by gts., 21 September 2015 - 03:13 AM.

 

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...

 

I'm curious, what the text say? Can you put a screenshot of the text El Dorado? :p


TWIST_OF_HATE
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#62

Posted 21 September 2015 - 09:30 AM Edited by TWIST_OF_HATE, 21 September 2015 - 11:32 AM.

El Dorado, I found a few more flying lampposts, and also bad road ( someone tell me its fixed, but still not ), and some other stuff, check it please. I`m sure, that there is a lot similar issues in SA, but we just too lazy to check all objects on the map.

Spoiler

And I also remember some bad placed blue trash boxes ( not sure that they for trash ) in some village, but I can`t find them again ... №1334 or 1336 from next screen, just can`t find it now, but later I will.

Spoiler


El Dorado
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#63

Posted 21 September 2015 - 01:56 PM

What you guys need to understand is, most of terrain related problems is because of dff or txd's, and I don't do that. I'm only covering ipl's and some ide flags.

 

I'll take a look at the lampposts later.

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Reyks
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#64

Posted 21 September 2015 - 05:22 PM

I just realized something, I MAY be able to convert the .IPL/binaryIPL files to MTA format and fix the positions using it and then convert it back to .IPL.

 

I need an IPL file with floating/sticked in the ground or whatever stuff so I can test this properly, so if someone can tell me wich one or send me the file I would be grateful.

 

This is just a theory though, converting stuff from MTA to .IPL is possible without bugs but I haven't tried the other way around yet.


El Dorado
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#65

Posted 21 September 2015 - 05:24 PM

I'll send you a PM.

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El Dorado
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#66

Posted 21 September 2015 - 08:17 PM Edited by El Dorado, 21 September 2015 - 09:38 PM.

So there's good news and there is bad news.

 

Good news is, there is a bug in Binary Decompiler tool, which causes cracks on the ground. Bug is not present when using IPL Helper.

 

Bad news, I'll have to re-do all the work from scratch to properly fix the issue, because, previously edited ipl's by Binary Decompiler will carry on the bug.

 

EDIT - IPL helper have issues too. For example, take this line

 

1308, dummy, 512, 2128.25781, 35.17188, 25.64063, 0.00000, -0.00000, -0.00000, 1.00000, -1

 

IPL Helper turns into this

 

1308, Item 4, 512, 2128.258, 35.17188, 25.64063, 8.42937E-08, -1.171569E-15, -1.470739E-08, 1, -1

 

How 0.0000 turns into 8.42937E-08 and what are the effects? Who the f*ck knows.

 

So, I reached a dead end - There are no current reliable tools or map editors to carry on with this.

 

That said, I updated the pack again, fixed floating objects pointed out by TWIST_OF_HATE, download link in the OP

 

Note, there will be cracks on the ground in various places, you'll have to live with them if you want to use this modification.

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Reyks
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#67

Posted 21 September 2015 - 09:58 PM Edited by Reyks, 21 September 2015 - 10:00 PM.

I found a way to fix the bugs without having to use MEd for editing anything.

 

Basically just using MEd to FIND the objects and their information then manually deleting the line in the .ipl file, and finally adding back those objects with corrected positions using MTA.

 

So I MAY try to remake the work done in this mod in San Andreas Remapped but I can't really promise anything.

 

Can someone with the PS2 files send me all the original binary IPLs please? I want to test something.


Inadequate
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#68

Posted 21 September 2015 - 10:39 PM

Note, there will be cracks on the ground in various places, you'll have to live with them if you want to use this modification.

What kind of cracks? Can you put a screenshot?


El Dorado
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#69

Posted 21 September 2015 - 10:55 PM

YHxSZaQ.jpg


TWIST_OF_HATE
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#70

Posted 22 September 2015 - 08:11 AM Edited by TWIST_OF_HATE, 22 September 2015 - 08:45 AM.

El Dorado, this cracks is not a big problem, IMO. MORE lampposts:

Spoiler

That broken lampposts only in Los Santos, or everywhere ?


Inadequate
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#71

Posted 22 September 2015 - 01:32 PM

^

Seriously, I don't see any problem with that lampposts.

 

But now you are in working on this El Dorado. PLZ FIX THE WHOLE MAP, THE WHOLEEEEEE MAP.

Spoiler
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El Dorado
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#72

Posted 22 September 2015 - 02:02 PM

Well, the cracks are a big problem to me. And seeing as current tools aren't reliable enough, I can't in good consciousness continue developing this, I can't deliver a half-assed "product" to my "clients"

 

So I'm sorry, but I ain't touching this until better tools are available (And I don't know if some day we will have one)


TWIST_OF_HATE
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#73

Posted 22 September 2015 - 02:03 PM Edited by TWIST_OF_HATE, 22 September 2015 - 02:05 PM.

^

Seriously, I don't see any problem with that lampposts.

 

But now you are in working on this El Dorado. PLZ FIX THE WHOLE MAP, THE WHOLEEEEEE MAP.

Spoiler

Some of them is just slightly in the air, but that can be considered as a map bug.

El Dorado, sad, but you know best.


TWIST_OF_HATE
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#74

Posted 23 September 2015 - 07:59 AM Edited by TWIST_OF_HATE, 11 October 2015 - 04:37 PM.

Nevermind


El Dorado
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#75

Posted 10 October 2015 - 11:17 PM Edited by El Dorado, 10 October 2015 - 11:18 PM.

Plot twist - The cracked ground reported 5 posts above which I believed it was caused by a Binary Decompiler bug... is there on a clean game too

 

ONQobdi.jpg

 

That doesn't mean Binary Decompiler don't have problems, it break some objects rotations and cause cracks on the ground, but maybe it's less "dangerous" than I thought

 

IPL helper is a beta tool as the author describes it, does have some weirdness, like endless confirmation dialogues before saving changes still I'll give it a try

 

https://www.sendspace.com/file/ra3k8n

 

That ipl was edited on IPL helper, I removed one tree and changed the position of another tree as a test. If anyone is interested on this, download it, try it, report anything strange around Palomino Creek area. Also, if you spot a crack on the ground, try to compare the same place on a clean game.

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Savidge
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#76

Posted 05 November 2015 - 11:01 PM

is this topic still ongoing? if so, I'd like to point out some grass growing out the concrete near LSX:

f5OtQVb.png


El Dorado
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#77

Posted 05 November 2015 - 11:42 PM

Grass ≠ ipl


Inadequate
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#78

Posted 05 November 2015 - 11:47 PM

It's like that on PS2 as well.


Savidge
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#79

Posted 05 November 2015 - 11:50 PM Edited by Savidge, 05 November 2015 - 11:51 PM.

Grass ≠ ipl

oh, how would one go about removing the grass then?
 
also, I'd like to report something else. this time it's draw distance-based. look at how the palm trees disappear instantly if I stand a certain distance away from them:
 
goddamnit for some reason I can't use the bmp file extension so I'll just have to paste the urls here instead:
http://puu.sh/laRoK/a9de184e3e.bmp
http://puu.sh/laRmO/e87b5f46c4.bmp

 

EDIT:

 

It's like that on PS2 as well.

yes, but it would fall under the "map fixes" part of the title. ;)


El Dorado
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#80

Posted 05 November 2015 - 11:58 PM

And what I'm supposed to do about palm trees? It's normal behaviour.


Savidge
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#81

Posted 06 November 2015 - 12:03 AM

And what I'm supposed to do about palm trees? It's normal behaviour.

the disappearing instantly thing (instead of it gradually "fading" away like everything else does) falls under the same issue as the building behind the LV Pay 'n' Spray disappearing at a certain angle, I think (which was fixed).


El Dorado
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#82

Posted 06 November 2015 - 12:15 AM

What you mean by "fading" away like everything else does? These palm trees disappearing instantly happens only in this part of the map?


Savidge
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#83

Posted 06 November 2015 - 12:32 AM

What you mean by "fading" away like everything else does? These palm trees disappearing instantly happens only in this part of the map?

usually when something gets further and further away from the player, it fades into the distance. and yes, it's only those palm trees that disappear in that part of the map.


El Dorado
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#84

Posted 06 November 2015 - 12:38 AM

I'll see what I can see.

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Reyks
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#85

Posted 06 November 2015 - 03:48 PM

oh, how would one go about removing the grass then?

Grass can be removed/added by editing the collision with CollEditor II, it's really easy to use, all you need to do is select the face that has grass and change the material to default or concrete.

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El Dorado
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#86

Posted 06 November 2015 - 05:26 PM

I'm still wondering about this

 

8uiJn6i.jpg

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Savidge
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#87

Posted 08 November 2015 - 07:19 PM

came across a floating traffic light near Glen Park. nothing major, but could do with a fix nonetheless:

fv4MTNH.png


TWIST_OF_HATE
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#88

Posted 08 November 2015 - 08:29 PM

came across a floating traffic light near Glen Park. nothing major, but could do with a fix nonetheless:

fv4MTNH.png

There is may`be dozens of them on whole map, so ...


Savidge
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#89

Posted 08 November 2015 - 08:38 PM

There is may`be dozens of them on whole map, so ...

all of the more reason to fix them then! ;)

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El Dorado
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#90

Posted 08 November 2015 - 08:59 PM

https://www.sendspace.com/file/c7iclp

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