NathanHenry Posted December 12, 2005 Share Posted December 12, 2005 Yeah dude Cerbera is right you should post a topic somewhere in the Mod Showroom about your SA Path Editor tool in english of course. This is amazing. Link to comment Share on other sites More sharing options...
JGuntherS@NL Posted December 12, 2005 Share Posted December 12, 2005 (edited) Here you are: [WIP] SA Path Editor Edited December 12, 2005 by JGuntherS@NL Link to comment Share on other sites More sharing options...
JGuntherS@NL Posted December 14, 2005 Share Posted December 14, 2005 (edited) 3D paths builder would be a great addition to it, once the core is made stable. I think the core is pretty stable, I've ported the core to C# and implemented a try/catch/finally block, all the editing will take place in the GUI-thread. Woops. Sorry for double posting. Edited December 14, 2005 by JGuntherS@NL Link to comment Share on other sites More sharing options...
tonywob Posted December 14, 2005 Share Posted December 14, 2005 That's good work, I'm glad someone is finally working on an editor for it. I don't understand why you need to change VB. Net into C#, they work on exactly the same principal (That is, assuming you are using VB.NET and not an older version) You will get alot more speed if you program this straight into C , Minus the error checking. Link to comment Share on other sites More sharing options...
JGuntherS@NL Posted December 14, 2005 Share Posted December 14, 2005 (edited) I don't understand why you need to change VB. Net into C#, they work on exactly the same principal (That is, assuming you are using VB.NET and not an older version) You will get alot more speed if you program this straight into C , Minus the error checking. I'm changing to C# because I'm not very good in C++, so I'm using C# as a step in between of C# and C++ (dutch: een opstapje van C# naar C++). (And C# has unsinged integers/longs and so, and VB hasn't) After it's completely ported, I'll try to learn some C++. (Stopped porting to C#, check the Path Editor-topic) Edited December 15, 2005 by JGuntherS@NL Link to comment Share on other sites More sharing options...
DexX Posted March 1, 2006 Share Posted March 1, 2006 pinned for quick reference Link to comment Share on other sites More sharing options...
ocram88 Posted March 5, 2006 Share Posted March 5, 2006 Hi, i work on a paths compilier. Atm only peds work and my test path work 100% without crash for me. For that reason i post my path. i want to know if it works for other too. download Link to comment Share on other sites More sharing options...
MoeRonimoe Posted March 5, 2006 Share Posted March 5, 2006 I tried it and it seems to work. Nice job Link to comment Share on other sites More sharing options...
ocram88 Posted March 6, 2006 Share Posted March 6, 2006 is moeronimoe the only who has test my paths? Link to comment Share on other sites More sharing options...
JGuntherS@NL Posted March 6, 2006 Share Posted March 6, 2006 I've analysed them, using a hex editor, and using my path editor, but I saw that your section 6 is yust FF FF FF FF etc. That would mean section 6 isn't needed to make the paths working . Link to comment Share on other sites More sharing options...
ocram88 Posted March 6, 2006 Share Posted March 6, 2006 steve m. has written down in the first post, that section 6 the Link lengths in full units is. i've set it to 255, because i was to lazy to calculate the distance between 2 nodes Link to comment Share on other sites More sharing options...
steve-m Posted March 6, 2006 Author Share Posted March 6, 2006 But you have to calculate them, otherwise path finding won't work. Link to comment Share on other sites More sharing options...
ARMax Posted April 4, 2006 Share Posted April 4, 2006 (edited) <Deleted - Im no longer a nub> Edited December 19, 2006 by ARMax Link to comment Share on other sites More sharing options...
Interdictor Posted May 5, 2006 Share Posted May 5, 2006 A note about the train and tracks dat files in SA Both train.dat and train2.dat are NOT used by the game since these files are relicts of previous games (they are identical with the files of the same name in the Vice City data folder where they didn't play any role as well for there was no rail system in VC, of course; I think they come from the first 3d GTA but am too lazy to install and check). This has been tested: I cut both files, but the game didn't complain about it and I haven't experienced any problems, no abnormalities have occured so far. However, tracks.dat files are necessary for proper running of the game. If you cut them, delete them or make a mess in them, your game will get frozen or an error message will appear indicating that something went wrong in SA application. I've found out how the file tracks.dat works, but I keep testing it now and because I want to provide more complex info about it, I don't intend to post it right now. I've been working on a new railroad through SA that would connect villages but it is a real pain in my a.s. Any further development depends on my spare time. Link to comment Share on other sites More sharing options...
sueey Posted July 29, 2006 Share Posted July 29, 2006 Excuse me?the download links doesnt work! Link to comment Share on other sites More sharing options...
ChrisBenoit! Posted August 4, 2006 Share Posted August 4, 2006 I wish me a little tutorial Who can make me a tut. ? Sorry for that bad english^^ Link to comment Share on other sites More sharing options...
steve-m Posted August 4, 2006 Author Share Posted August 4, 2006 If you mean SA's car/ped paths, I'll continue working on that in a few weeks. I'll finish my tool, and then write a short tutorial on how to use it. Link to comment Share on other sites More sharing options...
ocram88 Posted August 18, 2006 Share Posted August 18, 2006 (edited) hi, the last weeks a was to lazy to continue my work on path tool, and atm i'm lazy too. but i will release my current stuff. it is atm only for peds sry, but i hope you have fun with this Download Edit: when you create own path, than the old paths are deleted Edited August 19, 2006 by ocram88 Hovac 1 Link to comment Share on other sites More sharing options...
steve-m Posted August 18, 2006 Author Share Posted August 18, 2006 I didn't have time to continue working on my tool either, but it's still too premature to be uploaded. Still needs much testing, and the car stuff was missing several things. But I still hope I'll be able to release it somewhen this summer. Link to comment Share on other sites More sharing options...
ocram88 Posted August 20, 2006 Share Posted August 20, 2006 sorry guys, i noticed the 'Add paths from another .npf' was always gray. i looked in my code und saw the code is incomplete, so i finished the procedure for adding with multi-import. New Download Hovac 1 Link to comment Share on other sites More sharing options...
ChrisBenoit! Posted August 20, 2006 Share Posted August 20, 2006 Good work Link to comment Share on other sites More sharing options...
Astramak Posted October 20, 2006 Share Posted October 20, 2006 Dont work Link to comment Share on other sites More sharing options...
steve-m Posted November 14, 2006 Author Share Posted November 14, 2006 All file format information moved to the wiki (and heavily extended, especially sec 2). I've been sitting on this stuff way too long... Wiki: GTA SA Paths Also, here is an early and incomplete alpha of my Path Tool. No proper documentation or tutorials available, please refer to the readme (and possibly the file format specs). For in-game examples see the test path releases in Myriad's paths topic. Hovac 1 Link to comment Share on other sites More sharing options...
Mark Posted November 14, 2006 Share Posted November 14, 2006 ooh cool I'll take a look at the wiki and the tool. Probably not the best person to do paths for MI, but meh, it's fun to have a go myself. Link to comment Share on other sites More sharing options...
leviatan Posted December 6, 2006 Share Posted December 6, 2006 Hi everybody. Mr Steve M, Mr Ocram, hello. One more time, that guys shows how incredible they are. Well, i have been experimenting with both tools. But no results . My fault, of course. Ok, let me show my doubts: I think i know how to compile the txt. Check if this is right: I Need to open the console , promp, and then: 1º cd my foler 2º run Executabletool(exe) textFile.txt ENTER I hope so. Well, nother weird thing: if i delete all the original nodes from gta3.img, the game dont crashes and i still see all the cars in game. I am talking about my Speed Island map. I cant understad where is the engine reading that data. Really, its so weird. I hope somebodycould help me. Thank you so so much. Ocram, Steve, you are the ENGINE BREAKER !!! Link to comment Share on other sites More sharing options...
leviatan Posted December 6, 2006 Share Posted December 6, 2006 Oh, dont worry Steve, Ocram, I LOVE YOU Link to comment Share on other sites More sharing options...
leviatan Posted December 7, 2006 Share Posted December 7, 2006 (edited) Damn, i have a troubble. I dont know what´s happening. I already got it, peds + cars, but i dont know what i am doing wrong, because, when i try to do a more elaborated path, and mixing peds and cars....in game, it doesnt work Can somebody tell the rules of the game? Maybe i am doing a wrong line, i have no idea I have got it, but then, i lost it Edited December 7, 2006 by leviatan Link to comment Share on other sites More sharing options...
steve-m Posted December 8, 2006 Author Share Posted December 8, 2006 Well, i have been experimenting with both tools. But no results . My fault, of course.Ok, let me show my doubts: If you want to have a circuit then yes, you have to close the spline. The name doesn't matter, that's just for you to distinguish your paths. However, Max seems to export them sorted alphabetically. It's generally recommended to export paths for big roads first, so the small roads get joined to the big ones at junctions, not vice versa, and alphabetical naming might be useful here. I think i know how to compile the txt. Check if this is right: I Need to open the console , promp, and then:1º cd my foler 2º run Executabletool(exe) textFile.txt ENTER I hope so. Yep, correct. Well, nother weird thing: if i delete all the original nodes from gta3.img, the game dont crashes and i still see all the cars in game. I am talking about my Speed Island map. I cant understad where is the engine reading that data. Really, its so weird. Weird indeed. Did you also delete the separate ones in the paths folder? (Although I'm sure those aren't used.) Damn, i have a troubble. I dont know what´s happening. I already got it, peds + cars, but i dont know what i am doing wrong, because, when i try to do a more elaborated path, and mixing peds and cars....in game, it doesnt work Can somebody tell the rules of the game? Maybe i am doing a wrong line, i have no idea I see the highway flag checked in that one screenshot. Better use only default settings for testing, since I think I never tested that flag. Use default settings, test if paths work, and then play with the settings until it stops working. Oh, and having cars and peds mixed works fine for me, so you might be doing something wrong. For troubleshooting, you can disable paths in the text file temporarily by changing the keywords "vehicle_path" or "ped_path" to something else, then that section will just be skipped by the parser. Theoretically it should work. Link to comment Share on other sites More sharing options...
pingdanlantian Posted May 31, 2007 Share Posted May 31, 2007 (edited) I'm a newhand and who can give me a help? I want the tool empty path nodes, the link is disable. Anyone give the link once again? thanks ~ e, Also I want the tool named Aschratts Path-Editor Edited May 31, 2007 by pingdanlantian Link to comment Share on other sites More sharing options...
Aschratt Posted May 31, 2007 Share Posted May 31, 2007 http://www.aschratt.com => Downloads => Tools (Preloading... so there isnt a direct link to the DL Section). You can create empty nodes using my tool... Just start it up, klick Tools => Create stripped Nodes. Link to comment Share on other sites More sharing options...
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