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[REL|SA] PS2 map + map fixes

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RM76
  • RM76

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#151

Posted 21 August 2016 - 02:24 PM Edited by RM76, 21 August 2016 - 02:25 PM.

There's probably benches placed inside the walls. Classic R*.


Deadstroke
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#152

Posted 21 August 2016 - 08:36 PM

There are some mods that you could join in your project:

- http://www.mixmods.c...camera-fix.html(sfse_12.col and sfse.ipl) This you can only join some lines and files, I did in my personal game.

 

http://www.mixmods.c...ixtexturas.html(sfse_12.col and some textures). I didn't join both, maybe you could get it.


pep legal
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#153

Posted 22 August 2016 - 01:00 AM Edited by pep legal, 22 August 2016 - 01:29 AM.

removed


Deadstroke
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#154

Posted 22 August 2016 - 01:18 AM

.

Hey Eldorado...

 

...since you are "touching" on Bus Stops...how about putting some of them along pathways followed by those buses created by T&T ?

 

I can give you the coordinates. Let's give some usefulness for those objects after all.

 

I think some extra bus stops wouldn't break vanilla game atmosphere, even for people not using T&T.

 

By the way...it would be good putting those bus stops not so close to asphalt...in order to give some space for Peds getting on/off the bus. :cool:

 

Thanks.

It better ask for @Reyks for this project http://gtaforums.com...dreas-remapped/ .


pep legal
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#155

Posted 22 August 2016 - 01:28 AM Edited by pep legal, 22 August 2016 - 01:34 AM.

 

.

Hey Eldorado...

 

...since you are "touching" on Bus Stops...how about putting some of them along pathways followed by those buses created by T&T ?

 

I can give you the coordinates. Let's give some usefulness for those objects after all.

 

I think some extra bus stops wouldn't break vanilla game atmosphere, even for people not using T&T.

 

By the way...it would be good putting those bus stops not so close to asphalt...in order to give some space for Peds getting on/off the bus. :cool:

 

Thanks.

It better ask for @Reyks for this project http://gtaforums.com...dreas-remapped/ .

 

 

 

 

You're right !

 

I'm totally ignorant about what's going on out of script session (the only place I visit on this forum).

 

Forget it Eldorado....moving to Reyks thread (as soon as He unlocks it)

 

 

Thanks.


Reyks
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#156

Posted 22 August 2016 - 02:59 PM Edited by Reyks, 22 August 2016 - 03:09 PM.

Forget it Eldorado....moving to Reyks thread (as soon as He unlocks it)

I'm waiting for a new map editor to be able to continue that project... MEd is really outdated and full of annoying bugs, and the MTA map editor is very limited when it comes to rotations and more precise position values.

 

I want to fix every single object related bug in the game, but unfortunately that's close to impossible with the current tools available.

 

Until then that thread will remain locked unfortunately, but I will be sure to contact you when I get back to it.

 

EDIT:

 

On a side note adding objects to the map is VERY easy with the MTA map editor(available with the latest builds of MTA), I wrote a small but very useful little tutorial on how to do it in this post:

 

The game crashed because the rotations in MTA use the regular "Euler" format while the rotations in a .ipl file use "Quaternions".

 

Also do not insert anything into existing .ipl files, it's better to create a new .ipl for the added objects.

 

The delux IPL converter is incomplete so that's why it doesn't convert the rotations, but there is a way around it.

 

Here's how I do it:

 

1) Before anything make sure you have these mods/tools installed:

 

ModLoader (for installing mods)

Open Limit Adjuster (increases the game limits, more importantly IPL limits)

map2ipl (a tool for converting the .map files to .ipl with rotation)

 

2) Add the objects you want with the MTA Map Editor and save it.

 

3) Go to the file location in the MTA folder --> server\mods\deathmatch\resources\"your map name folder"\"your-map-name.map".

 

4) Open the .map file you want and copy everything that's inside it.

 

5) Go to the Delux Converter website and paste the stuff you copied.

 

6) Select "MTA:Race Map" and let the converter do it's thing.

 

7) Copy the converted stuff into an empty .map file and save it.

 

8) Move the .map file you just created into the map2ipl installation folder.

 

9) Run the file called "Start.bat" and type something like this in front of the "map2ipl>" line:

 

your-map-name.map your-map-name.ipl    <--------- Depends on the name of your file.

 

And hit ENTER

 

10) Copy the converted .ipl file the program created.

 

11) Create a new folder inside modloader (whatever name you want).

 

12) Inside that folder create another folder called "data" (without the quotes obviously).

 

13) Inside the "data" folder create another folder called "maps".

 

14) Inside the "maps" folder create yet another folder of whatever name you want, for example: "My Map Mod", and paste your .ipl file in there.

 

15) Finally go back to the "data" folder and create a new .txt file with something like this inside it:

 

IPL DATA\MAPS\My Map Mod\your-map-name.ipl    <--------- Again, depends on the name of your file/folder.

 

Save the .txt file with whatever name you want inside the "data" folder (the one you created for your mod folder).

 

16) Done! now go in game and test to see if everything works properly.

 

NOTE: the map2ipl program isn't perfect, it doesn't convert Y-axis (vertical) rotations correctly, so keep that in mind.

 

If you have any doubts about anything related to adding stuff to the map, send me a PM and I may be able to help you out :).


El Dorado
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#157

Posted 23 August 2016 - 12:10 AM Edited by El Dorado, 23 August 2016 - 12:43 PM.

Noticed peds sitting in mid air around this area:
TqvaiXV.jpg

 
map-wise, there's nothing wrong in that location, no hidden bench or weird collision (but I'm no expert about collisions)
 
if you spot the same behaviour on other areas, try posting it on the fastman92 limit adjuster thread

 

EDIT - CURSE YOU SILENT

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Wesser
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#158

Posted 24 August 2016 - 06:17 PM Edited by Wesser, 24 August 2016 - 07:55 PM.

Indeed, HillClif06 model (ID: 13734) contains 2d Effect data which includes two PED_SEAT_ATTRACTOR entries (type 3). You can get rid of the theorical faulty section using RW Analyze under Clump->Geometry List->Geometry->Extension->2d Effect or attempt to fix the object-space offset of pedestrian spawns (see 2d Effect documentation). The followings are the default values (with all due approximations for the absolute coordinates):
Offset X        Offset Y        Offset Z        Position X      Position Y      Position Z
46.033142       -6.0721436      -4.059597       412.150342      -1232.3065436   54.096653
41.11087        -2.7050781      -4.1367645      407.22807       -1228.9394781   54.0194855
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RM76
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#159

Posted 25 August 2016 - 09:47 PM

Now that I think of it - that bug is present on PS2. So is this one:
12680338488420204544_20160825151605_1.pn


El Dorado
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#160

Posted 25 August 2016 - 11:58 PM Edited by El Dorado, 25 August 2016 - 11:58 PM.

this one is a dead end, see, even if one edit the z position there...


qxsKHhp.png


...it then offsets here


lQY61k3.png


the only way out would be editing the model directly
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∞Phantasm
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#161

Posted 18 November 2016 - 08:23 AM Edited by ∞Phantasm, 27 November 2016 - 01:13 PM.

Any way to use these fixes without removing the stuff Rockstar added, such as trash bags, boxes, fire hydrants, etc.?

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El Dorado
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#162

Posted 25 December 2016 - 03:46 PM

Do you like my little garden?

 

 

WBdTfry.jpg

1YgSJsg.jpg

6RKkbd0.jpg

CN6EIH9.jpg

0Z1KP10.png

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Kingbing
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#163

Posted 05 January 2017 - 07:30 PM

Do you like my little garden?

 

 

WBdTfry.jpg

 

 

 

 

someone's been listening to gardening with maurice.

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Shapaer
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#164

Posted 15 January 2017 - 12:28 PM

Do you like my little garden?

 

-screens-

 

 

 

 

 

Can you release it?


El Dorado
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#165

Posted 15 January 2017 - 12:52 PM Edited by El Dorado, 6 days ago.

https://www.dropbox....tream2.ipl?dl=0

 

EDIT - DO NOT DOWNLOAD THIS

EDIT 2 - Or do... and if you find out to how to fix a wild tree stuck mid ground in montgomery (see the screenshot in the post below) caused by this file, let me know.

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Joshuaninfo
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#166

Posted A week ago

bbbb13538435777.jpg 9e4905538435808.jpg da891f538435859.jpg

El Dorado
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#167

Posted 6 days ago Edited by El Dorado, 6 days ago.

first image it's a model bug, nothing I can do

second image, floating tree, already fixed

 

now the third image... honestly, I dunno what's going on. I have the same thing on my game. But, to be sure I downloaded the pack again, installed on a clean game and everything is fine. So I dunno. Please, install the pack on a clean game, check the location and report back, I need to be sure it's not caused by one of my edits.

 

EDIT - I figured it out. It's caused by that edit I did in front of the driving school in SF. Not sure why or if it can be fixed, but it's coming from that file.

 

EDIT 2 - Here's a update with the fixed floating tree pointed out by Joshuaninfo, alongside some minor revisions

 

https://www.dropbox....h 2017.zip?dl=0

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Joshuaninfo
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#168

Posted 3 days ago Edited by Joshuaninfo, 3 days ago.

Latest version only :

03487c539064366.jpg

When Installed Insanity vegetation:
1d344d539064398.jpg

Another bush

e2619d539064411.jpg

El Dorado
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#169

Posted 3 days ago

procedural grass is out of my league

 

that bush, I considered removing in the past, but it actually makes sense to be placed there, now only if I could resize that


Joshuaninfo
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#170

Posted 3 days ago Edited by Joshuaninfo, 3 days ago.

Ok,but that grass only appeared in your latest update, in june 2016 version it's alright.
* And, you could replace that bush with something smaller.




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