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CodeWalker 3D Map Viewer for GTAV

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D T
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#181

Posted 21 July 2017 - 08:34 AM Edited by D T, 21 July 2017 - 08:36 AM.

@D T
Of course, it's very easy.

Is there a quick tutorial for this somewhere? I haven't been able to figure it out. :panic:

Mr.Arrow
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#182

Posted 21 July 2017 - 08:54 AM

Make sure you change the flags value to <flags value="1572865" /> when its moved.

@D TOf course, it's very easy.

Is there a quick tutorial for this somewhere? I haven't been able to figure it out. :panic:

Headshots_Ops
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#183

Posted 21 July 2017 - 11:24 AM Edited by Headshots_Ops, 21 July 2017 - 12:05 PM.

 

Is there a quick tutorial for this somewhere? I haven't been able to figure it out. :panic:

 

In codewalker you can search around the map untill you find the tree of your likings.
- go to the selection tab and check the "mouse select" box
- right click the tree you want to use somewhere else
- The name of the archetype will apear in the box, (sometimes it apears as a hash value but it will still work). copy it to somewhere so you wont have to find it again later.
- If you want to place this particular object (tree in your case), click the tools button in the left hand upper corner of the menu, create a new project window and add a new ymap file.
- there you can add a new entity to the ymap and place it where you desire
- save the ymap when you are done and add it to the game

Hope it helps!

EDIT:

Here is a little example of what you wanted (its just a test)
108cvwl.png

Make sure you change the flags value to <flags value="1572865" /> when its moved.

 

What does this flag do?
Thanks.

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Mr.Arrow
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#184

Posted 21 July 2017 - 01:39 PM

What flag do is to enable embedded collisions. The reason for this is because whenever a prop is moved from the original position, it won't have collision ( I don't know why).

Headshots_Ops
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#185

Posted 21 July 2017 - 09:37 PM

Hmm, i suppose this is only the issue when moving existing props?

With the method described above I don't need to set any particular flags to make the collision work.

The flags are set to "0" and it works as expected.


D T
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#186

Posted 22 July 2017 - 03:17 AM

Is there a quick tutorial for this somewhere? I haven't been able to figure it out. :panic:

In codewalker you can search around the map untill you find the tree of your likings.
- go to the selection tab and check the "mouse select" box
- right click the tree you want to use somewhere else
- The name of the archetype will apear in the box, (sometimes it apears as a hash value but it will still work). copy it to somewhere so you wont have to find it again later.
- If you want to place this particular object (tree in your case), click the tools button in the left hand upper corner of the menu, create a new project window and add a new ymap file.
- there you can add a new entity to the ymap and place it where you desire
- save the ymap when you are done and add it to the game

Hope it helps!

Amazing! I'll try it later today. Thank you!

ljochoam
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#187

Posted 30 July 2017 - 03:14 AM

Awesome tool! :lol:

Is there a way to export the entire GTAV map to 3Ds max?

Thanks.
 


Headshots_Ops
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#188

Posted 30 July 2017 - 09:40 AM

Awesome tool! :lol:

Is there a way to export the entire GTAV map to 3Ds max?

Thanks.
 

As in the high detailed version or a low LOD version? As far as I know there is no ymap importer for 3ds max available so without it you'd have to place every model in it's correct position by hand. Which would be a unefficient task, imagine having to place all trees of paleto bay alone by hand after you've imported them.
If, however you're not really interested in the detailed content of the map then there's a low LOD model available in the files.
Hope it helps

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ljochoam
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#189

Posted 30 July 2017 - 02:46 PM Edited by ljochoam, 30 July 2017 - 02:47 PM.

 

Awesome tool! :lol:

Is there a way to export the entire GTAV map to 3Ds max?

Thanks.
 

As in the high detailed version or a low LOD version? As far as I know there is no ymap importer for 3ds max available so without it you'd have to place every model in it's correct position by hand. Which would be a unefficient task, imagine having to place all trees of paleto bay alone by hand after you've imported them.
If, however you're not really interested in the detailed content of the map then there's a low LOD model available in the files.
Hope it helps

 

 

That's what I'm doing with high-quality objects. :r*:

Image: https://drive.google...iew?usp=sharing


Headshots_Ops
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#190

Posted 30 July 2017 - 04:09 PM

 


 


 

That's what I'm doing with high-quality objects. :r*:

Image: https://drive.google...iew?usp=sharing

 

You did all that by hand? How long did that take?

Also are you puzzeling the models or are you using the ymap data as reference?
 


ljochoam
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#191

Posted 31 July 2017 - 01:01 AM

 

 


 


 

That's what I'm doing with high-quality objects. :r*:

Image: https://drive.google...iew?usp=sharing

 

You did all that by hand? How long did that take?

Also are you puzzeling the models or are you using the ymap data as reference?
 

 

Yes, I did all that by hand. This took about a year using OpenIV (CodeWalker helped a lot) :cool:
I'm using the ymap data as reference.


Yoha
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#192

Posted 02 August 2017 - 07:08 AM

Hi dexyfex,

Thanks for you developed this great tool~

I'm a new user of your tool.

I've successed to add path on my own dlc map.

But I have a few questions.

 

(1) How to modify the line of cars on the road.

I followed your tutorial to add nodes.ynd, flags of each node are also follow your video.

And I see 2 lines on my map, one line in one direction.

 

How about I want add 4 lines? like two lines in each direction.

By change flags number?

 

(2) Can I control the type of car on my new road?

I mean like make it only spawn moto or bicycle.

Does it also by change flags number?

 

(3) I saw ped section on project pannel, vehicles: ___  ped:_____

In your tutorial, you set vehicles as 54. ped is zero.

And I didn't see any path of ped on original map.

Does it means we can not add ped at this moment?

 

---

Thanks~~


Yoha
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#193

Posted 02 August 2017 - 07:56 AM

Oh oh, two more quesiotn~

(1) How do I control or set number of cars on the road.

Does it by set vehicle number in project pannel. like the place you set vehicles 54.

If I set it to 10, then it will only spawn 10 vehicles on the road?

 

(2) How do I set traffic by time.

I mean, can I make the number of car is big in day time, and less number in night time?

 

Thanks~~~


Mr.Arrow
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#194

Posted 02 August 2017 - 09:00 AM

Ped paths are mostly stored in .ynv, which we called them navmesh.


dexyfex
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#195

Posted 08 August 2017 - 01:28 AM

Coming soon:

image.png

 

 

CodeWalker displaying contents of Scenarios .YMT files. In these files are spawns and paths for peds, animals, cars, aircraft, boats, etc. for all the "ambience" that happens around GTAV.

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mockba.the.borg
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#196

Posted 08 August 2017 - 12:45 PM

Cool stuff! Looking forward to try it.


P2FX
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#197

Posted 09 August 2017 - 04:16 PM

Still waiting for the ability to edit entity extension……


dexyfex
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#198

Posted 10 August 2017 - 03:50 AM

v.25 is now available to download from gta5-mods.

 

P2FX: Will get there eventually. Entity extensions are quite complex and the UI for it requires a lot of work. And I'm still finding new file types to read...
 

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Mr.Arrow
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#199

Posted 10 August 2017 - 04:52 AM

Scenarios are predefined ? Can it change?


INTERIORS_GUY_420
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#200

Posted 10 August 2017 - 05:07 AM

Hello. Very nice tool. Great job. I am new to modding GTA V and I have been playing around with CodeWalker, Open IV, and GIMS Evo for the past few days to see if I could add more interiors to the game. Has there been any progress on ytyp editing/MLO interior placement?

 

I put in part of the GTA IV Burger Shot LOD to test if it fits. But it's not a real interior and I'd like to add proper MLO interiors that flow seamlessly with the game.

 

YUGGOtEl.jpg

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D T
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#201

Posted 10 August 2017 - 09:27 AM Edited by D T, 10 August 2017 - 09:28 AM.

image.png

I don't even think Rockstar's in-house tools are made this well. Just incredible.

@INTERIORS_GUY_420 That looks amazing. Please don't give up on it! You have no idea how disappointed I was when I found out Burger Shot didn't have an interior.
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MrGTAmodsgerman
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#202

Posted 12 August 2017 - 05:20 AM

Hello. Very nice tool. Great job. I am new to modding GTA V and I have been playing around with CodeWalker, Open IV, and GIMS Evo for the past few days to see if I could add more interiors to the game. Has there been any progress on ytyp editing/MLO interior placement?

 

I put in part of the GTA IV Burger Shot LOD to test if it fits. But it's not a real interior and I'd like to add proper MLO interiors that flow seamlessly with the game.

 

YUGGOtEl.jpg

Lol, that is crazy! Mabe R* tried to do the BS back in the beta version?


dexyfex
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#203

Posted 14 August 2017 - 10:47 AM

Just having some fun with a new feature...  :lol:

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Yoha
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#204

Posted 15 August 2017 - 01:53 PM Edited by Yoha, 15 August 2017 - 01:57 PM.

hi dexyfex,

Here I show you some works with codewalker~ :lol:

This tool is amazing~

 

I added an addon map into game which built by myself.

And, I added minimap and radarmap for my own addonmap, which you can see it in below images.

 

Now, below is the codewalker part:

 

I added trees and streetlights by codewalker.

And, I added traffic path which follow your tutorial.

And one thing new is, I connected the path from my own map to original game path.

Then, the navigator of game is working~~ it can show the path from game map to my own map~ :lol:

Quite interesting~

Now my own map more like an original game map~

 

But still I don't know how to add traffic lights, and set the day-time traffic and night-time traffic.  I need study the codewalker more.

And wait for the function that allow us edit or add ped path~

It's good process that we can check the scenairo.

 

Here are screenshots:

69da15bfgy1fikah7asndj20zk0go41w.jpg

69da15bfgy1fikah6u21rj20zk0goato.jpg

69da15bfgy1fikah333npj20zk0gokcp.jpg

69da15bfgy1fikagywh3uj20zk0goe36.jpg

69da15bfgy1fikagq6372j20zk0go7wh.jpg

69da15bfgy1fikagjmfstj20zk0go7wh.jpg

69da15bfgy1fikagdcwe6j20zk0go4qp.jpg

69da15bfgy1fikamgb73nj20zk0gob29.jpg

69da15bfgy1fikag7r23zj20zk0go7ql.jpg

 

---------

 

69da15bfgy1fikmle57x4j21260kyhdt.jpg

69da15bfgy1fikml6z25aj21260ky1kx.jpg

69da15bfgy1fikml1xul9j20zk0gok8g.jpg

69da15bfgy1fikmkz296dj20zk0gonh8.jpg

69da15bfgy1fikmkvna9mj20zk0go1cq.jpg

69da15bfgy1fikmksee3kj20zk0goqk3.jpg

69da15bfgy1fikmksee3kj20zk0goqk3.jpg

69da15bfgy1fikmkjsex4j20zk0go1kx.jpg

69da15bfgy1fikmkf66zij20zk0gohbb.jpg

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dexyfex
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#205

Posted 16 August 2017 - 05:24 AM

That is brilliant! Well done with everything, hopefully more people in the future will add these features to the map mods  :colgate: 
Also thanks for your kind words about the tool! I can see you have put it to good use :)

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MrGTAmodsgerman
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#206

Posted 17 August 2017 - 12:14 PM

hi dexyfex,

Here I show you some works with codewalker~ :lol:

This tool is amazing~

 

I added an addon map into game which built by myself.

And, I added minimap and radarmap for my own addonmap, which you can see it in below images.

 

Spoiler

Very nice work! Badly i am not able to add a collision model to the north yankton map in any way. Its still don't work, and Codewalker can't find it by enabling the mods folder :/ Something is different with NY


Yoha
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#207

Posted 17 August 2017 - 02:41 PM

Very nice work! Badly i am not able to add a collision model to the north yankton map in any way. Its still don't work, and Codewalker can't find it by enabling the mods folder :/ Something is different with NY


Thank you~~ :)

On youtube, there's a video call "FULL GTA IV to GTA V(Single-Player) Map Conversion full HD", it may help you to solve collision problem.

That is brilliant! Well done with everything, hopefully more people in the future will add these features to the map mods  :colgate: 
Also thanks for your kind words about the tool! I can see you have put it to good use :)

It's all thanks to your great work~ :D
I'm sure more and more people will enjoy to use codewalker~
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MrGTAmodsgerman
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#208

Posted 19 August 2017 - 02:47 AM

 

Very nice work! Badly i am not able to add a collision model to the north yankton map in any way. Its still don't work, and Codewalker can't find it by enabling the mods folder :/ Something is different with NY


Thank you~~ :)

On youtube, there's a video call "FULL GTA IV to GTA V(Single-Player) Map Conversion full HD", it may help you to solve collision problem.

That is brilliant! Well done with everything, hopefully more people in the future will add these features to the map mods  :colgate: 
Also thanks for your kind words about the tool! I can see you have put it to good use :)

It's all thanks to your great work~ :D
I'm sure more and more people will enjoy to use codewalker~

 

Thank you, i already know the video. I also asked him about adding a collision model. It don't work. And it won't showed up in Codewalker like any other vanilla collision.

 

BTW: How did you managed to load up a dlc map in Codewalker?


D T
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#209

Posted 20 August 2017 - 02:07 AM Edited by D T, 20 August 2017 - 02:12 AM.

Just found this on your patreon:

It looks f*cking mindblowing. Are you still working on it? It deserves way more attention. Somebody needs to fund that sh*t.
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Mr.Arrow
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#210

Posted 20 August 2017 - 02:49 AM Edited by Mr.Arrow, 20 August 2017 - 02:49 AM.

Any plan for timecycle editor soon?




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