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[III,VC] Zone maps

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spaceeinstein
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#1

Posted 17 January 2015 - 09:34 PM Edited by spaceeinstein, 20 January 2015 - 05:30 PM.

What do you think about these maps for GTAModding.com? Is the design decent? I'm open for suggestions on improving these maps. I try to make them as accurate as possible (VC's had three revisions).

III_zone_th.jpg
(click to see full size)
525px-VC_navig.jpg
(click to see full size)
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#2

Posted 17 January 2015 - 11:44 PM

Looks very nice, perhaps boxes inside boxes (or the other way) could have a sightly different colour not just it's text label?

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Seemann
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#3

Posted 17 January 2015 - 11:59 PM Edited by Seemann, 18 January 2015 - 12:26 AM.

the most outer block is the lightest, the most inner - the darkest.

the map helped me to name unknown fields in the zones block for a III save.

spaceeinstein
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#4

Posted 18 January 2015 - 10:25 AM Edited by spaceeinstein, 20 January 2015 - 05:30 PM.

What do you think of this?
685px-III_zone.jpg
(click to see full size)

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#5

Posted 18 January 2015 - 10:50 AM

I think doing this in the highest possible resolution would be better. Ie. extract and assemble the full radar from the parts and then use this huge sheet to put zones on :p

Anyway, yeah, now it looks good. It is readable.

spaceeinstein
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#6

Posted 15 February 2015 - 07:02 AM

I finally finished mapping the info.zon. This map is 2x larger than my usual maps and it still couldn't fit some of the text. Next step is to combine and colorize those with the same name.
info_th.jpg
(click to see full size)
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spaceeinstein
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#7

Posted 01 March 2015 - 05:22 PM

What do you think about this?
info-color-th.jpg
(click to see full size)
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spaceeinstein
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#8

Posted 07 June 2015 - 09:10 PM Edited by spaceeinstein, 08 June 2015 - 08:08 PM.

I was thinking for a while on how I should map all GTA III's zones in the cull.ipl file. I have decided to produce several maps based on the flag of the zones. Check them out.

All zones mapped:
cull_iii_all_th.jpg

Zones with flag 0:
cull_iii_0_th.jpg

Zones with flag 1:
cull_iii_1_th.jpg

Zones with flag 2:
cull_iii_2_th.jpg

Zones with flag 4:
cull_iii_4_th.jpg

Zones with flag 8:
cull_iii_8_th.jpg

Zones with flag 16:
cull_iii_16_th.jpg

Zones with flag 32:
cull_iii_32_th.jpg

Zones with flag 64:
cull_iii_64_th.jpg

Zones with flag 128:
cull_iii_128_th.jpg

The purpose of the last column is not entirely known and is only nonzero at these locations:
cull_iii_last_col_nonzero_th.jpg

I've also mapped all zones in CULLZONE.DAT's section 4:
685px-III_cullzone.jpg
The color scheme is similar to above.
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spaceeinstein
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#9

Posted 16 June 2015 - 08:07 PM

For the map.zon maps, would you like to have the zones named or leave them unnamed? They are all named "Box##" except the hardcoded one named "THEMAP", and their names don't seem to serve any purpose.
III_mapzon_th.jpg
VC_mapzon_th.jpg

Bonus map: There are three zones that were commented out from III's map.zon file. The old location of Shorside Vale?
III_mapzon_commented_th.jpg

Seemann
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#10

Posted 16 June 2015 - 11:31 PM

For the map.zon maps, would you like to have the zones named or leave them unnamed? They are all named "Box##" except the hardcoded one named "THEMAP", and their names don't seem to serve any purpose.

I would like to see either a zone index (01-22) printed over it, or a map legend telling indexes and colors of zones covering each island.

spaceeinstein
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#11

Posted 25 June 2015 - 06:17 PM

What do you think of this?
VC_mapzon_2_th.jpg

I've also mapped all the cull zones in Vice City.

All zones mapped:
cull_vc_all_th.jpg

Zones with flag 0:
cull_vc_0_th.jpg

Zones with flag 1:
cull_vc_1_th.jpg

Zones with flag 2:
cull_vc_2_th.jpg

Zones with flag 4:
cull_vc_4_th.jpg

Zones with flag 8:
cull_vc_8_th.jpg

Zones with flag 16:
cull_vc_16_th.jpg

Zones with flag 32:
cull_vc_32_th.jpg

A zone with flag 256:
cull_vc_256_th.jpg

A zone with flag 1024:
cull_vc_1024_th.jpg
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PhillBellic
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#12

Posted 30 June 2015 - 11:12 AM

Why would Identical Zones have so many different Flags applied to them?


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#13

Posted 30 June 2015 - 12:08 PM

@spaceeinstein

Could you expain, why there is a "garage" area in southern docks? According to your zones map, flag 8 and 32 are used for it.

QCHH8Pjh.png


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#14

Posted 30 June 2015 - 12:11 PM Edited by PhillBellic, 30 June 2015 - 12:15 PM.

@spaceeinstein

Could you expain, why there is a "garage" area in southern docks? According to your zones map, flag 8 and 32 are used for it.

Spoiler

I believe that Garage is used as the Rhino's Destination in the Mission 'Sir, Yes, Sir!'. :)

 

Edit: Here's a Handy Link for you.


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#15

Posted 30 June 2015 - 12:23 PM

VCS is using the same scheme as VC:
PqIUueo.png

 

@PhilBellic
Are you sure? I never failed the mission so I can't agree. 


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#16

Posted 30 June 2015 - 12:25 PM

VCS is using the same scheme as VC:

Spoiler

@PhilBellic
Are you sure? I never failed the mission so I can't agree. 

Did you see my Edited in Link above? :)


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#17

Posted 30 June 2015 - 12:41 PM

I got it, mystery solved, thanks.


spaceeinstein
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#18

Posted 30 June 2015 - 04:39 PM Edited by spaceeinstein, 03 July 2015 - 09:55 AM.

@PhillBellic, you can apply more than one flag to a zone if you want the zone to have more than one property. For example, if you want to apply the properties of flags 4, 8, and 16, you add them up: 4 + 8 + 16 = 28.

@_CP_, you can also check this list of garages. Garages by default behaves like you are in a zone with flag 2 but the script can override that behavior. Flag 8 is rain-free/helicopter-free zones and flag 32's behavior is unknown.

EDIT: Turns out I forgot there is a zone within the garage similar to when you step into the Ken's office entrance. Because the doorway is angled and zones aren't, you can experience this effect on the outside of the structure where you're standing.
-824.55, -1493.86, 10.6663, -828.779, -1496.06, 10.6663, -820.32, -1491.65, 13.7234, 2, 0
shiftcamera_th.jpg

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#19

Posted 13 August 2015 - 07:48 AM

I made two maps for occlusion zones, one with crisp edges and another with smooth edges. I had been using crisp edges for all my zone maps so far but these zones are different because they include rotation. Which do you prefer?

Crisp:
occl_th.jpg

Smooth:
occl2_th.jpg
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miclin
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#20

Posted 14 August 2015 - 07:34 AM Edited by miclin, 14 August 2015 - 08:36 AM.

use another color for these, please. :)

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spaceeinstein
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#21

Posted 14 August 2015 - 10:33 AM

What color do you suggest?

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#22

Posted 14 August 2015 - 10:53 AM

hmm, maybe blue or orange.


spaceeinstein
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#23

Posted 15 August 2015 - 02:41 AM

occl_color_th.jpg
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#24

Posted 15 August 2015 - 11:49 PM Edited by miclin, 15 August 2015 - 11:49 PM.

blue makes a good contrast. Great work!

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#25

Posted 16 August 2015 - 03:51 PM

Do you have maps that show zonepop info that would allow players to find particular cars and peds?

 

May I suggest a Set Pieces map for VC. pdescobar made a map of the police trigger zones in SA but at the time we thought the XY pairs describe a rectangle rather than a spawn point and heading so it's bit messed up - but it did the job of helping us define the parameters quite nicely.


spaceeinstein
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#26

Posted 16 August 2015 - 07:43 PM Edited by spaceeinstein, 16 August 2015 - 08:19 PM.

I plan to design an interactive page for info zones when I can find time for it. I've already made a map for set pieces a while ago.
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spaceeinstein
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#27

Posted 29 September 2016 - 10:07 AM

Check out my really nifty interactive map of info zones. It shows where each class of vehicle and ped can spawn (not gangs though). The higher the value, the more chances it will spawn. For a class of vehicle, it has a theoretical maximum of 2000 (although none goes that high). For a ped, it has a maximum of 16. It's freaking amazing to me! For example, the Virgo is classed as "normal". The best place to find one is apparently on the South Bridge. Another example, the ped BMYBU (black male young business) works in Downtown during the day and shops in Vice Point during the night.
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