BLlTZ Posted April 21, 2012 Share Posted April 21, 2012 So basically it's simple. I add new objects into the game as LOD, but why is asking for .COL support when all the LODs from the game don't have any .COL system, is because I add a new object into the game with new ID, IDE/IPL and without it the game don't want to run. Is there any chances too add without .COL, I don't know, to change some values, something in IDE/IPL lines. :-? Link to comment Share on other sites More sharing options...
ZAZ Posted April 21, 2012 Share Posted April 21, 2012 So basically it's simple. I add new objects into the game as LOD, but why is asking for .COL support when all the LODs from the game don't have any .COL system, is because I add a new object into the game with new ID, IDE/IPL and without it the game don't want to run. Is there any chances too add without .COL, I don't know, to change some values, something in IDE/IPL lines. :-? have you installed the lodmodel right? it needs to link to the loadmodel by writing the linenumber at the end of the ipl line of the corresponding object example inst9296, lodo_buildkb09, 0, 190.6573334, -1425.8302, 19.48402786, 0, 0, 0, 1, -19186, deco_buildkb09, 0, 190.6573334, -1425.8302, 19.48399925, 0, 0, 0, 1, 09216, LODo_polgrnda12, 0, 253.0283661, -970.9776001, 18.67569351, 0, 0, 0, 1, -19187, deco_polgrnda12, 0, 253.0283661, -970.9780273, 18.6760006, 0, 0, 0, 1, 29188, deco_polgrnda13, 0, 233.9021149, -1095.858154, 14.00500011, 0, 0, 0, 1, 59217, LODo_polgrnda13, 0, 233.9021149, -1095.858154, 14.00501251, 0, 0, 0, 1, -1end first ipl line is line 0 inst9296, lodo_buildkb09, lodmodel at line 09186, deco_buildkb09, refers to line 09216, LODo_polgrnda12, lodmodel at line 29187, deco_polgrnda12, refers to line 29188, deco_polgrnda13, refers to line 59217, LODo_polgrnda13, lodmodel at line 5end the basic map object in sa are placed in the stream.ipl files and they are linking to the corresponding LOD object which are placed in the ipl files of map folder LOD objects don't work in stream.ipl files CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
BLlTZ Posted April 21, 2012 Author Share Posted April 21, 2012 So is like: I'm not sure what I'm going to say is good so here it is. 0, 2, 5 are connect each other with IDE and IPL and the end of their lines. Well actually what I'm trying to do is to fill some gaps in SA. There are some merged objects in LOD where in normal map they aren't, of course, but those normal objects are having -1 at the end of their lines in both IDE and IPL and stream if is necessary to go there because you know they don't have any LOD to support them. Yes, is true, the reason that you find all the LOD in IPL Data/maps is because there aren't any in STREAM.IMG. I tried myself numerous time to make them work but they don't. Now because there is that -1 at the end, what number I need to set instead -1 in order to connect with the new objects that needs to fill the gap because there are lot of numbers from what I see into IPL/IDEs randomly set. Which one is the last one. Link to comment Share on other sites More sharing options...
ZAZ Posted April 21, 2012 Share Posted April 21, 2012 So is like: I'm not sure what I'm going to say is good so here it is.0, 2, 5 are connect each other with IDE and IPL and the end of their lines. No, only IPL Well actually what I'm trying to do is to fill some gaps in SA. There are some merged objects in LOD where in normal map they aren't, of course, if there is now one LOD object instead of maybe 3 for 3 normal objects, then link only one of the 3 normal objects to the LOD object but those normal objects are having -1 at the end of their lines in both IDE and IPLLast paramater of IDE lines are flags to set transparency, backfacing, interior and such but normally never -10 instead -1 would be right and stream if is necessary to go there because you know they don't have any LOD to support them. Yes, is true, the reason that you find all the LOD in IPL Data/maps is because there aren't any in STREAM.IMG. I tried myself numerous time to make them work but they don't. Now because there is that -1 at the end, what number I need to set instead -1 in order to connect with the new objects that needs to fill the gap because there are lot of numbers from what I see into IPL/IDEs randomly set. Which one is the last one. LOD objects must have -1 at the end only objects which should link to a corresponding LOD object must not have -1 at the end objects which should link to a corresponding LOD object must have the line number of the corresponding LOD object example, 3 objects which links to their corresponding LOD object mynice_home links to LODice_home at line 3, mynice_garage to LODice_garage at line 4 ad so on inst5001, mynice_home, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, 35002, mynice_garage, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, 45003, mynice_shop, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, 55004, LODice_home, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -15005, LODice_garage, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -15006, LODice_shop, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -1end then you merged the 3 LOD objects into LODice_home so only mynice_home needs to link to LODice_home at line 3 inst5001, mynice_home, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, 35002, mynice_garage, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -15003, mynice_shop, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -15004, LODice_home, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -1end this work is diffycult to do without mistake and just one wrong linenumber cause a crash at gameload the linenumbering of the stream ipl's will be wrong when you remove an ipl line in that part where the LOD objects are placed Best way is, to extract and convert the stream.ipl's and make them all together with new numbering (i mean for example all vegase_streamX.ipl into vegasE.ipl) CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
BLlTZ Posted April 22, 2012 Author Share Posted April 22, 2012 (edited) No, only IPLif there is now one LOD object instead of maybe 3 for 3 normal objects, then link only one of the 3 normal objects to the LOD object Yes, of course. Isn't necessary to link to each one, thinking that if you don't do that, your game will not load. Last paramater of IDE lines are flags to set transparency, backfacing, interior and such but normally never -10 instead -1 would be right Yes indeed, I accidently put everything all together because of seeing -1 everywhere . Med Editor can teach and give you this info very well. LOD objects must have -1 at the endonly objects which should link to a corresponding LOD object must not have -1 at the end objects which should link to a corresponding LOD object must have the line number of the corresponding LOD object Now it makes sense. I took for example VegasE and took the second object, ballys03_lvs with 207 at the end so I looked into Med Editor, found out its LOD then I come back to VegasE IPL and search for the LOD lodlys03_lvs. I drag from lodlys03_lvs until I reached ballys03_lvs and copy everything in NOTEPad ++ because there the tool shows your numbers in lines, and I found out that lodlys03_lvs is actually the 207th line So actually the normal objects contains all the lines, doesn't matter if other objects are more than one, like trees until it hits the specific LOD. That's why somehow I saw them randomly set but is not true because everything is set as normal as it is. Now because all my new objects are placed at the bottom of my IPLs I just simple copy everything from IPL to NOTEPad++, I see the specific line of LOD, I find the normal object, I set the xth line and I hope to work. I will do some test and come back to tell the results. this work is diffycult to do without mistake and just one wrong linenumber cause a crash at gameloadthe linenumbering of the stream ipl's will be wrong when you remove an ipl line in that part where the LOD objects are placed Best way is, to extract and convert the stream.ipl's and make them all together with new numbering (i mean for example all vegase_streamX.ipl into vegasE.ipl) Oh, yeah; such a pain when you set something by mistake and delete even a number and the game crashes around the middle, then you need to find out where you messed up. EDIT! ================================= Nop, wait. Trying to find out the LOD line by connecting with the normal object, using NOTEPAD++ doesn't seems to work because the line it doesn't correspond with the new LOD. I wake to see that is connected with other LOD in Med Editor, but after I notice this, I manually connected them through Med Editor with the proper LOD, Med Editor making the right number line and now is actually working. The game loads fine without COL, plus now the new LOD object can bee seen only in LOD world and not in both worlds as I usually getting. Thank you ZAZ, is not the first time when you saved me. Lot of good things I learned. Edited April 22, 2012 by -BLITZ- Link to comment Share on other sites More sharing options...
ZAZ Posted April 22, 2012 Share Posted April 22, 2012 Fine, i wish you success for you hard job CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
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