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Sonny F

about traffic speed and Aschratts Path Editor APE

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Sonny F

http://www.gtaforums.com/index.php?showtopic=295628

sorry im new here, my question is how can i edit traffic speed on freeways with this tool? just i supposed that i need to check "Is Highway" and "Is Not Highway" flags coded in nodes .dat files.

 

i read the tutorial but the "Open" button in this tool doesnt work for me! wow.gif

user posted image

so i cant open any of the 64 nodes.

also, does anybody know what the hell is "row-major order"? biggrin.gif

user posted image

am i right?

 

and, finally, maybe i need to edit another files, not paths? i just want all vehicles on highways to drive slower, with same speed as in the city! thank you very much! ph34r.gif

Edited by Sonny Red

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ZAZ

 

http://www.gtaforums.com/index.php?showtopic=295628

sorry im new here, my question is how can i edit traffic speed on freeways with this tool? just i supposed that i need to check "Is Highway" and "Is Not Highway" flags coded in nodes .dat files.

 

i read the tutorial but the "Open" button in this tool doesnt work for me! wow.gif

user posted image

so i cant open any of the 64 nodes.

also, does anybody know what the hell is "row-major order"? biggrin.gif

user posted image

am i right?

 

and, finally, maybe i need to edit another files, not paths? i just want all vehicles on highways to drive slower, with same speed as in the city! thank you very much! ph34r.gif

People who made paths are very rarely because it's a difficult and annoying work

Nobody reportet about making paths with APE

I tested the tool and know how to use it but I never made paths and imported such ingame

At first you need the version 1.1

download APE 1.1

I believe, it requires Netframe 3 or 3.5 or higher

 

The nodes.dat:

You can't open nodes.dat in APE

First you must convert the files in a *.dnf -file

 

convert all nodesX.dat in a *.dnf -file:

exmport all nodesX.dat from gta3.img into a new folder,

then choose function "Decompile" in APE menue: FILE and navigate then to the new folder

 

loading dnf -file-Path into editor:

choose function "Open" in APE menue: FILE and navigate then to the folder with *.dnf -file

 

Empty paths:

You should use empty paths for your first attempt

If you import empty paths into your gta3.img the game don't have traffic then, no cars, no peds

 

Create empty paths:

choose Tools in APE menue, then "create empty Nodes"

 

Save paths:

save the path as *.dnf file

 

convert *.dnf file:

choose function "Compile" in APE menue: FILE, open the *.dnf file and give a folder to store the nodesX.dat

 

Making paths ingame with memory hack:

Start the game and go the point where you wanna beginn your first path

then press ECS and go back to windows

 

Now start APE and load empty paths into the editor

 

Now open Tutorial.pdf which comes with APE 1.1 download, find it in Tutorials & ReadMe folder

READ IT!!!! (requires Adobe Acrobat Reader)

especially the theme 2. Path Editing

 

As next go to APE and start MemHack

in APE menue: Tools

 

then go ingame and use this keys to make paths

F4 - Close MemHack

F6 - Mark last PED Node

F7 - Open PED Path | Add PED Node

F8 - Close PED Path | Add last PED Node

F10 - Mark last Car Node

F11 - Open Car Path | Add Car Node

F12 - Close Car Path | Add last Car Node

 

invalid function:

so far I remember right does this function not work:

" Start GTA San Andreas" of in APE menue: Tools

 

Please report if you made paths successfull

and describe which keypress you have used to create paths

Edited by ZAZ

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