marienusjee Posted July 22, 2013 Share Posted July 22, 2013 aahw please i want this for eflc!! very nice mod! Link to comment Share on other sites More sharing options...
hassalilo Posted July 28, 2013 Share Posted July 28, 2013 thx for a greet map. can u pleas make a radar modification for it. thx a lot. excuse my bad english ! Link to comment Share on other sites More sharing options...
fakespyder Posted August 26, 2013 Share Posted August 26, 2013 (edited) It has been a while that this map has been out. I am hoping someone out there has got it running on EFLC 1.1.2.0? If so, please share how you did it. It is a lovely looking map. _________________ I guess no-one's figured it out. A shame. I really wanted to use it as a scene for a clip I'd been setting up. I'll use another map. cheers. Edited September 3, 2013 by fakespyder Link to comment Share on other sites More sharing options...
spreilly Posted October 21, 2013 Share Posted October 21, 2013 Could you make it compatible for EFLC? Link to comment Share on other sites More sharing options...
raggazam Posted March 3, 2014 Share Posted March 3, 2014 QUOTE (Rob.Zombie @ Thursday, Jun 20 2013, 06:29) Can you optimize the map and make it compatible with EFLC? I haven't looked at the .wtd files, and other stuff, but I'm pretty sure you could reduce some textures' sizes, get rid of multiple textures, get rid of unwanted stuff like tiny rocks in the desert etc. Maybe with all that, it'll be possible to run it in EFLC, and one thing for sure, it'll get rid of the texture bug. I actually just went through all of the map files. The main offender as far as file size issues go is DATA/MAPS/route_soixante_six/route66.img This file is 512MB all by itself. By comparison if I add the values of every file in the directory that make up the ENTIRE desert, the hard disk space required is only around 170MB. The route66.img file contains all the road side attractions route 66 is famous for. It has all the restaurants and hotels for the desert area, as well as parked cars and road signs that stretch out into the countryside. I was bummed that I had to get rid of it, but the map is much less of a resource hog without it and it is still a ton of fun to drive though. The missing restaurant and hotels are obviously noticeable, but you don't miss the road signs at all. As someone who is running patch 4 with modded vehicles I really needed to free up some resources. Another thing you can do that is a bit more extreme is remove the country side. The desert road is what I really wanted this mod for, and even though the country side is equally as awesome, I was willing to sacrifice it for performance. The only files I kept are listed below... CODE /DATA/MAPS/route_soixante_six/route_six_can /DATA/MAPS/route_soixante_six/route_six_chn /DATA/MAPS/route_soixante_six/route_six_cnx_lc /DATA/MAPS/route_soixante_six/route_six_cnx_lcr /DATA/MAPS/route_soixante_six/route_six_cnx_lcv /DATA/MAPS/route_soixante_six/route_six_colline /DATA/MAPS/route_soixante_six/route_six_mtn /DATA/MAPS/route_soixante_six/route_six_plus_2 /DATA/MAPS/route_soixante_six/route_six_rck /DATA/MAPS/route_soixante_six/route_six_six /DATA/MAPS/route_soixante_six/route_six_veg_1 This is the entire desert area sans the Restaurants/Motels. It's still amazing for driving super cars. If you guys want to mess with the file combinations to try and optimize performance for yourselves then here is a little index I made that should help you understand what each file does... CODE Country Side ---------------------------------------------------------- route_six_pyl (power lines that extend through entire map) cnx.1 (parts of the countryside map) cnx.2, all numericals (parts of the countryside map) circuit_all (Misc circuit tracks for country side, etc) route_six_rep (patches of sand and rock that mask mountian seams, also telephone lines for countryside) route_six_bush (random bushes for country side) ------------------------------------------------------------------------------------------------------- Resource Intensive -- Do Not Use -- --------------------------------------------------------------------------------- Route 66_route66 (Route 66 freeway signs and roadside attraction/parked vehicles) --------------------------------------------------------------------------------- Desert ------------------------------------------------------------------------- route_six_can (small canyon at beginning of map) route_six_mtn (large mountian at start of map) route_six_plus_2 (all vegetation for first part of map and mountians) route_six_six (actual route 66 roadway) route_six_colline (rocks that hide the collision seems of the map floor) route_six_cnx_lc, lcr, (start of map with canyon archway) route_six_chn (Mountains that cover both side of map) route_six_veg_1 (vegitation file for desert half of map) route_six_rck (small rocks for desert floor and some boulders) route_six_lcv (random bushes near desert archway) route_six_veg_2 (adds trees to the desert) Now I am not the author obviously. I found this by loading pieces at a time and going into the game to see what I had. As far as I could tell this is what they all did. Hopefully that helps some of you guys. Enjoy! ::EDIT:: Seems I have found a bug. After the Roman's Sorrow mission the burned down cab station does not appear where it is supposed to in Broker. It actually ends up below the subway station. Half of it is in the road and the other half is in the carnival area. If I remove: /DATA/MAPS/route_soixante_six/route_six_cnx_lcr the problem goes away. Seems to be an issue within that file. However another model of the cab station appears on the beach near where you get the mission from Dimitri to kill Faustin. The only difference is this model has no collision so you can walk right through it. The file that causes this is: /DATA/MAPS/route_soixante_six/route_six_plus_2 I may dig into the IDE files and see if I can figure out what specifically is causing the issue, but for now I am just using the map without those two files. EFLC you use? Link to comment Share on other sites More sharing options...
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