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[WIP] PathUltimatum Path Creation Toolkit (VC, SA, IV, V)

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Poll: Poll (95 member(s) have cast votes)

Should full support for IV/V be added?

  1. Yes (86 votes [90.53%] - View)

    Percentage of vote: 90.53%

  2. No, other tools allow that already (9 votes [9.47%] - View)

    Percentage of vote: 9.47%

Should support for GTA III be added?

  1. Yes (77 votes [81.05%] - View)

    Percentage of vote: 81.05%

  2. No (18 votes [18.95%] - View)

    Percentage of vote: 18.95%

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Swoorup
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#1

Posted 04 September 2015 - 06:53 PM Edited by Swoorup, 20 September 2015 - 09:33 AM.

A toolkit/add-on for designing paths seamlessly and accurately by using a mesh-based path network, instead of traditional spline ones. 
 
I have seen many total conversion mods usually the map overhaul ones with totally empty paths. I hope those mods can get some lively feeling through this. Even though we have 3ds max plugins for creating paths, i have found it un-intuitive and hard to actually use. It might be because we lacked documentation at that time. Also the tools represented the paths as splines which are actually difficult to get it right. I am talking about deniska or steve-m's scripts.

So I have been developing an add-on for modeling toolkit for creating paths. While R* probably actually used splines to represent paths judging from their paths.ipl its much easier to create them as a vertex-edge only mesh. To represent things like junction you can just easily extrude vertices, instead of adding intersected splines. If you are familiar with polygon modelling, pushing/pulling vertex there there isn't much to really know on using it.

This toolkit actually introduces a new common waypoint format in which games/3D modelling tools can import/export from/to respectively. However it only supports waypoint based paths at the moment. I am looking at the possibility of other games too such as manhunt.

Primarily GTA Vice City (paths.ipl) and GTA San Andreas (nodesXX.dat) will have full functionality that includes import/export functionality. You can even combine paths from one game to other and export to any of these games (useful for mods like GTA: State of Liberty or Platinum Serbs GTA LCxVCxSA).

However, at the moment you can only import vehicle paths from GTA IV and V (Need help on researching these format, especially flags). Navigational Meshes are also not supported, so you cant do pedestrian paths for rage engine. 
 
It is currently realized as a blender plugin. I have had a few requests for 3Ds max version too. There is no ETA yet, as I have got a bit more work to do.
 
In a nutshell, following are the features I am planning to add.

  • Import all paths from GTA VC
  • Import all paths from GTA SA  
  • Import from IV (Vehicle Paths Only)
  • Import from V (Vehicle Paths Only)
  • Export all paths from GTA VC
  • Export all paths from GTA SA  
  • Automatically place traffic lights in paths. This is required for SA. Vice City does not need this.
  • All flags from VC and SA have been discovered and you can edit them to through node or link attributes panel
  • Visualize some attributes such as left or right lane into the modelling toolkit
  • Edit Car, Boat and Ped path meshes seperately
  • Support exporting to fastman92's extended path format for SA http://gtaforums.com...-limit-adjuster (this allows for path outside boundaries) 

Legend:

  • DONE
  • WIP
  • NOT STARTED


vB8Js8c.png
x8vGkOt.png
Imported Paths from IV

PM7GcmW.png
Imported Paths from VC

GXL3rng.png
Imported Paths From SA

HD55AP7.png
Panel to edit Node and Link Attributes

 

 
 

Some useful stuff: 

 

  • Some people have asked Vice City Paths, converted to SA format. So I am posting here if anyone requires this. Traffic Light works well. Car speeds, restricted areas should all work. However boats NPC's path might seem a bit off. If I'll fix this, I'll re-upload here.

    http://joshdex.com/?wpdmdl=70

 

* Please put credit where necessary and due.

 

Stop making your map mods lifeless, not anymore!!! 
Note: Please feel free to comment and/or add ideas. I am creating a bunch of wishlist I find interesting and might add it along the roadmap!

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fastman92
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#2

Posted 04 September 2015 - 08:14 PM

Good work.
I hope my unlimited path format(s) will be supported.
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Swoorup
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#3

Posted 04 September 2015 - 08:21 PM

Good work.
I hope my unlimited path format(s) will be supported.

 

Yes, I forgot I added some support for it already. Added to the list

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Inadequate
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#4

Posted 04 September 2015 - 08:34 PM

Nice, this will be useful for restore the missing SA PS2 ped paths to PC, finally.  :^:

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Swoorup
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#5

Posted 04 September 2015 - 09:13 PM Edited by Swoorup, 04 September 2015 - 09:13 PM.

Nice, this will be useful for restore the missing SA PS2 ped paths to PC, finally.  :^:

 

Hmm, are there any difference in PS2 versus PC nodesXX.dat files?


SilverRST
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#6

Posted 05 September 2015 - 12:44 AM

Nice, this will be useful for restore the missing SA PS2 ped paths to PC, finally.  :^:

Lel, SA PC 2005 released as a unfinished piece of sh*t beta and now it can be fully finished in 2015.

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Mr.Arrow
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#7

Posted 05 September 2015 - 12:59 AM

Im kinda surprise that no one support Blender script for gta after all these years .....
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#8

Posted 05 September 2015 - 08:51 AM

Interesting. I'll hopefully release my RAGE CNavMesh tooling in the future - I did a fairly accurate and fully-functional generator for IV (based on the Recast library) already taking OpenIV .obn files (and some weirdly-exported SA ped paths for marking as ped-spawnable) and outputting .onv, but for the RageDK/rage:formats:x toolchain this'll need to be made fully integrated...
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#9

Posted 06 September 2015 - 03:39 PM Edited by dkluin, 18 February 2016 - 07:51 PM.

Amazing job, I'm going to use this tool for sure, now I dont have to fix OpenVice's buggy paths anymore.

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#10

Posted 06 September 2015 - 08:18 PM

Small Update: 

 

Added support for visualizing car/boat lanes and direction.

 

xfekQtw.gif

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#11

Posted 10 September 2015 - 10:04 PM Edited by Swoorup, 10 September 2015 - 10:05 PM.

Update: Finished with ped exporting feature for Vice City's paths.ipl. Peds can go for swimming now. ;)

 

FDyDsqc.jpg

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SilverRST
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#12

Posted 11 September 2015 - 12:27 AM Edited by SilverRST, 11 September 2015 - 12:28 AM.

Lel, you are a cruel person. And your avatar fits how what you are doing XD

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#13

Posted 12 September 2015 - 03:49 AM Edited by Swoorup, 12 September 2015 - 05:38 AM.

Lel, you are a cruel person. And your avatar fits how what you are doing XD

 

Haha :p.

 

Vehicles paths.ipl were a bit difficult for exporting but I am testing it rigorously for bugs. Seems to work ok here

 

hXYzbUR.jpg

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shantam777
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#14

Posted 12 September 2015 - 07:03 AM

This looks really promising, and will definitely simplify path making. Great job!  :cookie:

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dkluin
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#15

Posted 12 September 2015 - 12:46 PM

 

Lel, you are a cruel person. And your avatar fits how what you are doing XD

 

Haha :p.

 

Vehicles paths.ipl were a bit difficult for exporting but I am testing it rigorously for bugs. Seems to work ok here

 

hXYzbUR.jpg

 

I wonder if traffic lights, path width, and all of these things will be working aswell.


SilverRST
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#16

Posted 12 September 2015 - 03:41 PM

It's really awesome what you are making for those old GTA Era games :) It never gets boring.

 

Btw, just wondering, could you also create a tool for map editing? MEd (Map Editor 0.32) is way too old and it has a reliability of a goat.


dkluin
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#17

Posted 12 September 2015 - 07:07 PM

It's really awesome what you are making for those old GTA Era games :) It never gets boring.

 

Btw, just wondering, could you also create a tool for map editing? MEd (Map Editor 0.32) is way too old and it has a reliability of a goat.

Agreed, there should be a more stable and better map editor which supports hacked ID limit by fastman92.

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#18

Posted 12 September 2015 - 08:44 PM Edited by Swoorup, 12 September 2015 - 08:48 PM.

Lel, you are a cruel person. And your avatar fits how what you are doing XD

 
Haha :p.
 
Vehicles paths.ipl were a bit difficult for exporting but I am testing it rigorously for bugs. Seems to work ok here
 
Spoiler

I wonder if traffic lights, path width, and all of these things will be working aswell.

Btw, vice city paths does not require traffic lights to placed in paths. Only games SA and above require this, which is not done at this point. Width works fine. :)
O7XVxXe.png
 
 

It's really awesome what you are making for those old GTA Era games :) It never gets boring.
 
Btw, just wondering, could you also create a tool for map editing? MEd (Map Editor 0.32) is way too old and it has a reliability of a goat.


I wish the same but I am not sure if I have the time for this.
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SilverRST
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#19

Posted 12 September 2015 - 09:19 PM Edited by SilverRST, 12 September 2015 - 09:21 PM.

 

 

 

Lel, you are a cruel person. And your avatar fits how what you are doing XD

 
Haha :p.
 
Vehicles paths.ipl were a bit difficult for exporting but I am testing it rigorously for bugs. Seems to work ok here
 
Spoiler

 

I wonder if traffic lights, path width, and all of these things will be working aswell.

 

Btw, vice city paths does not require traffic lights to placed in paths. Only games SA and above require this, which is not done at this point. Width works fine. :)

 
 

It's really awesome what you are making for those old GTA Era games :) It never gets boring.
 
Btw, just wondering, could you also create a tool for map editing? MEd (Map Editor 0.32) is way too old and it has a reliability of a goat.


I wish the same but I am not sure if I have the time for this.

 

We have waited 11 years for a better map editor. So it's not a big deal to wait another 6 months :p

Just like we have waited 11 years for this path creation tool. As long as there will be a better map editor, it would be awesome.

And much more indeed to support the hacked limits by fastman.


dkluin
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#20

Posted 13 September 2015 - 05:44 AM Edited by dkluin, 13 September 2015 - 05:50 AM.

Lel, you are a cruel person. And your avatar fits how what you are doing XD

 
Haha :p.
 
Vehicles paths.ipl were a bit difficult for exporting but I am testing it rigorously for bugs. Seems to work ok here
 
Spoiler
I wonder if traffic lights, path width, and all of these things will be working aswell.
Btw, vice city paths does not require traffic lights to placed in paths. Only games SA and above require this, which is not done at this point. Width works fine. :)
O7XVxXe.png
 
 

It's really awesome what you are making for those old GTA Era games :) It never gets boring.
 
Btw, just wondering, could you also create a tool for map editing? MEd (Map Editor 0.32) is way too old and it has a reliability of a goat.

I wish the same but I am not sure if I have the time for this.
I meant, traffic lights get imported when importing VC paths.ipl. i know that VC doesnt have that feature, the engine controls it. But still, cant you add the support for it?

Swoorup
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#21

Posted 13 September 2015 - 06:58 AM

If you want this for SA, I have it in the todo list. Btw if you are looking for Vice City's path converted to SA, I have added the download link in the last paragraph of the topic post.

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dkluin
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#22

Posted 13 September 2015 - 12:03 PM Edited by dkluin, 13 September 2015 - 12:04 PM.

If you want this for SA, I have it in the todo list. Btw if you are looking for Vice City's path converted to SA, I have added the download link in the last paragraph of the topic post.

Okay.

 

I'll shift them to Underground's VC location and see how it works so far ;)


SilverRST
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#23

Posted 13 September 2015 - 01:59 PM Edited by SilverRST, 13 September 2015 - 03:57 PM.

If you want this for SA, I have it in the todo list. Btw if you are looking for Vice City's path converted to SA, I have added the download link in the last paragraph of the topic post.

Wait, what do you mean with traffic lights? The actual lights or the objects traffics lights?


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#24

Posted 13 September 2015 - 03:45 PM

when the release is? presumably


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#25

Posted 13 September 2015 - 07:09 PM

If you want this for SA, I have it in the todo list. Btw if you are looking for Vice City's path converted to SA, I have added the download link in the last paragraph of the topic post.

Wait, what do you mean with traffic lights? The actual lights or the objects traffics lights?
The node feature.

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#26

Posted 13 September 2015 - 10:03 PM

 

If you want this for SA, I have it in the todo list. Btw if you are looking for Vice City's path converted to SA, I have added the download link in the last paragraph of the topic post.

Wait, what do you mean with traffic lights? The actual lights or the objects traffics lights?

 

 

For Cars to stop properly at red lights, flags must be set at the Navi Link Nodes for SA.

 

when the release is? presumably

 

Probably a week or two.

 

 

On the other note, I am considering to drop 3Ds max support until someone decides to lend a hand. It looks too much work and I am not much familiar with the maxscript.

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#27

Posted 15 September 2015 - 01:48 PM

 

 

If you want this for SA, I have it in the todo list. Btw if you are looking for Vice City's path converted to SA, I have added the download link in the last paragraph of the topic post.

Wait, what do you mean with traffic lights? The actual lights or the objects traffics lights?

 

 

For Cars to stop properly at red lights, flags must be set at the Navi Link Nodes for SA.

 

when the release is? presumably

 

Probably a week or two.

 

 

On the other note, I am considering to drop 3Ds max support until someone decides to lend a hand. It looks too much work and I am not much familiar with the maxscript.

 

You shouldn't drop 3ds max support.

I barely use Blender, 3ds max support is very neccessairy.

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Mr.Arrow
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#28

Posted 15 September 2015 - 01:52 PM

 

 

If you want this for SA, I have it in the todo list. Btw if you are looking for Vice City's path converted to SA, I have added the download link in the last paragraph of the topic post.

Wait, what do you mean with traffic lights? The actual lights or the objects traffics lights?
 
 
For Cars to stop properly at red lights, flags must be set at the Navi Link Nodes for SA.
 

when the release is? presumably

 
Probably a week or two.
 
 
On the other note, I am considering to drop 3Ds max support until someone decides to lend a hand. It looks too much work and I am not much familiar with the maxscript.
 
You shouldn't drop 3ds max support.
I barely use Blender, 3ds max support is very neccessairy.

His not familiar with maxscript

maybe you could help him lol

dkluin
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#29

Posted 15 September 2015 - 03:58 PM Edited by dkluin, 15 September 2015 - 03:59 PM.

 

 

 

 

If you want this for SA, I have it in the todo list. Btw if you are looking for Vice City's path converted to SA, I have added the download link in the last paragraph of the topic post.

Wait, what do you mean with traffic lights? The actual lights or the objects traffics lights?
 
 
For Cars to stop properly at red lights, flags must be set at the Navi Link Nodes for SA.
 

when the release is? presumably

 
Probably a week or two.
 
 
On the other note, I am considering to drop 3Ds max support until someone decides to lend a hand. It looks too much work and I am not much familiar with the maxscript.
 
You shouldn't drop 3ds max support.
I barely use Blender, 3ds max support is very neccessairy.

His not familiar with maxscript

maybe you could help him lol

 

I know he isn't and neither am I.

I'm not a coder, I prefer 3ds max since it's a reliable program which is easy to use and shouldn't be forgotten.

I can only really write SCM code, nothing else really.

My C++/C# coding skills are therefore also limited so I won't be able to help.


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#30

Posted 16 September 2015 - 12:04 AM Edited by Swoorup, 16 September 2015 - 12:09 AM.

Btw, for this you don't necessarily need to use blender completely if you prefer 3ds max.

 

I have been saying this. You can simply create paths in 3ds max as a edge-vertex only mesh and import it in blender. In blender, all you need to do is to set the vertex and edge properties (spawnrate, width, leftlanes, rightlanes) and then export it to the game. I'll probably create a tutorial sometime later. You'll probably utilize 0 blender's feature this way, except for the tool's interface 





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