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The thread that started it all


Demarest
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@kipo- thanks for the advice. I more or less found out about the traffic-density-distance relation already. Though it doesn't seem to work everywhere. But I think that's because I'm doing something wrong in combining paths. Not at intersections, but halfway up a road. You can put several blue nodes to one green node, then you have to make a new line. I think im doing something wrong when combining those.

I'll tweak it some more and release it. Then someone can go over it and tell me what I'm forgetting.

Maybe someone knows a place where I can find some more info about pathmaking? A tutorial or forum thread somewhere? There is no help file with the editor so I kinda figured it out myself...

Edited by Guest
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Demarest if everything is defined in the main.scm

It's not. Not even close. A large amount of the files in the data folder contain coords in one form or another. I feel the code will be different because it's not like some of the text files where all the coords are in nice, neat columns. Plus, not all the numbers in the code are coords. It might be possible, but would be more complicated for the toolers to make over having to edit some of the other files.

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just to clarify something that could be misunderstood, by never putting 2 green nodes together, I meant like one green node connected to another green node in a different coordinate, because, as it is obvious, 2 green nodes in the same coordinate is a must to have continuous paths.

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this is the progress so far since last night:

user posted image

the dense part is actually also the part I made first, and the no-traffic zone is what I did last. Any ideas? It would help if anyone is also using PathEditor 1.5, or a closely related version, so I can ask some specific questions.

I'm guessing it must be the way I connect green nodes.

I'll keep looking...

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Good Idea, not to move the city. Far too many files would need to be edited and would cause more problems than we have now.

 

IPL

Paths

Main.scm

Waterpro.dat

 

and probobly some more, we already have problems with the water at the moment, so moving the city would make that even worse.

 

Ill run a few more searches for the coords that Dem gave me and ill see if i can find anything to do with them at all.

 

Thanks

adam broke it.

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why do I have a sensation of my job being stolen? I won't have anything to do after that...when a part of shoreside was done, it was ok since it would take a while before to get there but Stauton, I worked on that the last week.... (yes, I worked on paths). I think it would be more helpful if is was for the peds... since I didn't even started them ( and will take more time). I wanted to do a surprise with a new paths file but seems like I can't.

 

sorry, no pic of teh progress right now, I'm not home.

 

 

Edited by Knux
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Mark Pagliaro

On the topic of searching the exe I tried searching for R/G/B values of the hues of the hud but since there are alot of diffent values of hues to look at it proved unlikely. On a side note I searched for the word color and found html tags for what I think is the stats menu screen.

 

Demarest:

Just to clarify I wasn't stating everything in the man.scm as defined rather asking if. - It was a stupid question as I know there are alot of undefined stuff. I still think it is possible for programmers to make a tool to edit pick ups and parked cars but the other stuff would most likely have to be hand edited.

 

Well it looks like this topic is more active now as it was dead for awhile.

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ghost_master2000

 

1. Hardcoded.

2. No, because the hardcodedness is where the game is told that the water level is base throughout the city.

 

Man, what the f*ck are you talking about? The water isn't hardcoded you fool. Teh water level, and where the water is, is all stored in teh WATERPRO.DAT, and you can easily change it with ST. MU.'s tool. I' surprised you didn't know such a thing.

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@Knux: Thats why I completely stopped working on the paths after ssv, because I knew you were already working on the second island, but if you say ped paths is what you need, Ill start working on them, unless largopredator wants to help with that, in which case we can split the work.

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@Knux - Sorry for the misunderstanding. I don't have any problem with you continuing to make the paths. You can probably do a better job anyway. smile.gif

 

@Kipo - since you already showed some excellent ped paths in ssv, you go on ahead and start the other islands.

Gives me some more time to figure out how this program works.

Edited by Guest
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1. Hardcoded.

2. No, because the hardcodedness is where the game is told that the water level is base throughout the city.

 

Man, what the f*ck are you talking about? The water isn't hardcoded you fool. Teh water level, and where the water is, is all stored in teh WATERPRO.DAT, and you can easily change it with ST. MU.'s tool. I' surprised you didn't know such a thing.

He's talking about the wakes made by boats, and the second water layer (3 units under the actual water), which do NOT move when you modify Waterpro.dat. I took pics of this yesterday when I lowered the water level in Vice City, but I seen to have lost them.

 

While on the subject of the water, it shouldn't be too hard to remove the water from the junkyard and tunnels...it's just a matter of modifiying the water profile. I'll take a stab at this a little later.

 

EDIT. After taking one look at the Water map, and one look at a regular map, it's immediately obvious that upper edge of Portland is completely missing.

 

I also never got a loading screen. Odd...

 

Also, Smithers, the fix for the airport tunnel isn't on your site. Guess I'll have to hunt through the thread for it. :-\

Edited by [4D]Outback
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@Knux: Nothing was stolen. Kipo said he was waiting to hear from you and largopredator said he was learning, but wasn't doing the best job. We all appreciate your paths and I see keep it up if that's what you feel like doing.

 

@gm2k: Then perhaps you can explain to me that the wakes appeared a certain distance above the water (and consequently above the vehicle making them). And then maybe you can additionally tell me why the distance between water surface and wakes made just happens to be the exact same difference between water level of GTA3 and VC. I believe it is because the wakes are created at a hard coded level. That's what the conversation was about at the time and that was also why when the conversation was about moving the city, I was saying we would also need to raise it. None of that matters now though because madbitch accrately blanked them out. You just can't use ViceTXD to install that tweak, because that's where I was going wrong.

 

@Outback: The loading screens are defined by the ZON file. If you're not getting it, it's because you're using older files. Please don't report "bugs" concerning files that are out of date. Besides, the current loading screen sich is awkward because the ultra LODs don't seem to be in place. The airport fix is actually included in Skidz's most recent map fix too. Get your files current, THEN tell us about bugs you're noticing. Thank you smile.gif

Edited by Demarest
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Outback: The loading screens are defined by the ZON file. If you're not getting it, it's because you're using older files. Please don't report "bugs" concerning files that are out of date. Besides, the current loading screen sich is awkward because the ultra LODs don't seem to be in place. The airport fix is actually included in Skidz's most recent map fix too. Get your files current, THEN tell us about bugs you're noticing. Thank you smile.gif

As far as I know, my files are current.

 

Guess I'm looking at another reinstall. :-\

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Well, here's my report on the water problem. The junkyard is fixable, as is PART of the tunnel entrance, but the water is too close to the entrance to fix it 100%. There can either be a section over the tunnel opening where you will drown if you fall off the top, OR a section on the water side where you'll just fall into oblivion (If you're on foot, you end up in SSV. If you're in a vehicle, you'll be dropped back onto the road into the tunnel).

 

Other than that, if someone's up to it, a new piece of seawall could be made to cover the exposed area. I think this would be a great spot for a small marina. Unfortunately, I don't have 3DSM nor a clue how to use it, or I'd do this myself. If anyone knows how to get IPLs into ZMod, let me know.

Edited by [4D]Outback
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Besides, the current loading screen sich is awkward because the ultra LODs don't seem to be in place.

Not sure what you mean Dem, just checked it out with Skidz latest map.zon and everything's where it's meant to be.

 

All the LOD's I've seen so far have a neutral local axis, and beyond that their position is governed by their entry in the relevant IPL. As far as I can tell they should be showing up in the same position as the previous LOD's. notify.gif

 

[EDIT] Just finished the new coll for the stadium, and it's occurred to me now that it's arena is accessible by air would anybody prefer there to be access by foot as well. Any opinions please. smile.gif

 

Outback, the IPL just governs where the model's going to be positioned on the map. Use Moo Mapper to find the model & it's associated TXD, then you'll be able to import it into ZMod.

Edited by killer.ip
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PineCreek-Skidz

For the people wondering why the water is in the junkyard and the tunnel, go look at my post HERE

Its down the page a bit.

 

Also, on sunday when I get home ill be glad to help anyone with the water. Ive used Steve's program many times befor and I know exactly how to use it.

 

Gez, this thread is really coming back to life smile.gif

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quick question, will any of you post the link to the webpage with all the updates,

i totally lost track of things and this thread is freakingly big notify.gif

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Hey there Aztlan, sounds like you've got your machine back up and running again. Bet you're just twitching to see if the card ATi sent back works as advertised. colgate.gif

 

You can grab most of the bits & pieces over at Smithers page. I've uploaded some more assorted files here, plus the Hi-Detail LOD's yesterday, although I'm just waiting to hear if those are 100% with everyone. There's still a million & one files to assemble I'm afraid, but with the release happening at some point it's going to get a lot easier very soon. wink.gif

Edited by killer.ip
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thanks for the links, but unfortunately my pc is down still, i am just using my bro's pc ATm

which thankfully has an ati 9700 pro

 

 

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@ Dem, Skidz' Mapfix v2 fixes the airport itself, but not the untextured tunnel section.

 

Well anyway, I finally found it.

 

EDIT. Geez, I'm acting dense today. It's been on Smither's site all along, but I must have glossed over it since it's marked as NOT being up-to-date, which as far as I know, it is.

 

EDIT 2. the VC water system is a PAIN! Especially around Cochrane Dam. Grrrrr...

Edited by [4D]Outback
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I think what you are doing here is the best thing that could happen to

GTA-VC i think this has got to be the best mod i have ever seen and i spend a great deel of time looking at mods!!!11 biggrin.gif If you could get the rest of the city's traffic working it would be as good as done in the eyes of any of the people i know that have beaten the game 2or3or4times if you could build a garage to save at would also realy rock, it would make it much easier to test and check the game i would be eternatly thankful a friend in support

P.S. if you need help ill try im not smart enough to do code or C++

im good with with adding cars an such and testing ill if i can help let me know

[email protected]

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@killer.ip: I was referring to the ultra LODs. The LOD responsible for appearing across all borders. Like the stuff sticking out at your feet when you first start with Nomad v3. Here's a graphical rep of what I mean:

 

user posted image user posted image
It's too bad Opius is spoken for elsewhere, because I'm sure he could have that sorted in no time. Maybe Skidz can too...

 

I guess it's time to prod illspirit again about the possibility of our own subforum again. I hate to bug him, especially with the upgrade and all. But I haven't heard back from him on that in a while.

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Im gona update the site again when i get my new computer, which should be on Thursday. So keep prodding me people and it will get done.

 

No luck with the game boundaries, if they are in there, then they cant be using the same system as the rest of the coords. Its strange.

 

Just out of interest, hows the progress goin on the Dodo? Oh yeah, and if anybody needs another chopper, has anyone tried using COASTMAV before. Its got all the right things. Im gona see if theres a dodo handling or any reminents in the exe file.

adam broke it.

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Just out of curiosity, to you guys who tried to replace the Skimmer with the Dodo, did you remember to delete the Skimmer's handling line from the Boat section of Default.ide?

 

Anyway, I'm going to attempt to put the Dodo in one of VC's extra slots.

 

And speaking of extra slots, what's going to be done with the ones freed up when using GTA3 vehicles?

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I was referring to the ultra LODs. The LOD responsible for appearing across all borders. Like the stuff sticking out at your feet when you first start with Nomad v3.

There's me going and getting my wires crossed again. blush.gif I remember Opius popping in and mentioning it was a LOD problem last week, but without being able to pin down a reference in any IPL I've no idea how to tackle it myself.

 

Couple of other things while I'm here. Anybody express any preference to removing the gate barring the entrance to the stadium?

 

user posted image

 

 

If anybody needs another chopper, has anyone tried using COASTMAV before.

Just an idea but we could delete existing non-mobile chopper on the pad at the Casino and replace it with the coastmav... erm, may need a bit of a reskin though. wink.gif

 

user posted image

 

 

And speaking of extra slots, what's going to be done with the ones freed up when using GTA3 vehicles?

I'd imagine probably just having their class set to ignore in the default.ide. That would add the flexibility of having only the GTA3 cars available in the release, but providing the ability for folk to use the slots at a later date if they so wished.

Edited by killer.ip
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@Outback: I for one would like to have the Skimmer AND the Dodo. Based on info presented by Delfi, our best bet is trying to replace the RC Baron with the Dodo. Crazydude and I have both taken a poke at it unsuccessfully. I have yet to take a 2nd stab at it based on his findings yet. As any modder should, we're going to avoid using extra car slots. The game gets buggy and considering GTA3 had less cars than VC, we'll have plenty of slots to fool with.

 

@killer.ip: You already know I'm going to say keep the gates closed at first. After we release the port, we can make a mod with teleporter at the front gate that warps you inside for some derby mission or something. As for the Casino heli, your wires are crossed again. I covered that many pages ago. The most recent Nomad was supposed to replace the heli at the airport helipad and the one on the Casino with parked ones. For whatever reason, the one at the casino has 2 COLs to it and I've tried using code and editing COLs to get rid of it so I can park one there. I've had no luck and it is totally unexplainable.

 

I just wanted to add that I've mentioned to some of you before that I was going through some things in my personal life and that that's why I've been stagnant (as well as the ped and GXT thing). Well if you click here you can read more about exactly what it is.

Edited by Demarest
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Theres a code that replaces a model, that will also replace the col file, i use it in my mod to open up cortez pier. If you found an empty model or summat, then you could just replace it with that, could you not?

 

Just an idea.

adam broke it.

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Like I said, I tried. My success with the other heli is proof. I know that sounds snappy, but believe me it's not. Just informing that I did try that. There was still a COL box there. So I editied the COL and eliminated it. Same issue. Don't know why.

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