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GTA V Minimap to GTA IV


DRUZZRIN12296
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GESANG_TECHNOLOGY

Looks like we should require people who took part in the Rockstar make GTA 5, so this mod works. :cry: Sorry for my bad English.

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- Gta V crosshair 100% complete
- Gta V text massage HUD 100% complete
- Gta V purple way point 100% complete
- Gta V Blips 100% complete
- Gta V fight Anims 100% complete
- Gta V Hiding from cops (Hide in bushes and behind the walls and...) 100% complete
- Gta V vehicles accident Injury 100% complete
- Gta V health Healing 100% complete
- Gta V fonts 100% complete
- Gta V Fist icon 100% complete
- Gta V weapon flash Light 100% complete
- Special abilitys 100% complete
- Five wanted stars with Gta V textures 100% complete
- Gta V Weapons 20% complete (Not in the package)
- Gta V camera 10% complete
Release date is still unknown sorry for that but I can say it's about 3 or 2 days left to release or maybe more.
Flash light does not have gta v textures it's just a light.

 

i know how to fix the bit where your wanted and you cant see the map but i cant help you at the moment cuz i have no computer to do it its realy easy

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Just crashes my game into the desktop...

I get to see the "Loading" part, but then a black screen occurs and IV closes inexpectedly.

I've cleant my script folders just in case there was a faulty one interfering with yours, but it's still crashing.

Is there any reason?

Pretty much thanks for the mod, by the way.

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  • 2 years later...

Hey,

 

so the current work from XForce and me :)

we're still working on this due the problem that it's hard to convert the blips viewport positions from circle to square ....

 

 

View it in action:

http://www.youtube.com/watch?v=cmJyBQRGuf8&feature=youtu.be

 

Code(if you want to use it, just rebuild some parts(like Math::Clamp, you'll find a funtion example via google ;)):

Pastebin: http://pastebin.com/a625kTDS

void RenderUIElements(){  // Render Images  float fX, fY, sX, sY;  CIVScript_NativeInvoke::Invoke<unsigned int>(CIVScript::NATIVE_GET_VIEWPORT_POS_AND_SIZE, 3, &fX, &fY, &sX, &sY);  D3DVIEWPORT9 viewport;  g_pCore>GetGraphics()>GetDevice()>GetViewport(&viewport);  g_pCore>GetGraphics()>GetSprite()>Begin(0);  D3DXVECTOR2 spriteCentre = D3DXVECTOR2(0, 0);  D3DXVECTOR2 trans= D3DXVECTOR2(viewport.Width * fX  6.5, viewport.Height * fY  6.5);  D3DXMATRIX mat;  D3DXVECTOR2 scaling2((viewport.Width * sX) / 990, (viewport.Height*sY) / 460);  float rotation=0.0f;  D3DXMatrixTransformation2D(&mat,NULL,0.0,&scaling2,&spriteCentre,rotation,&trans);  g_pCore>GetGraphics()>GetSprite()>SetTransform(&mat);  g_pCore>GetGraphics()>GetSprite()>Draw(g_pCore>GetGraphics()>m_pRadarOverlayTexture,NULL, NULL,&D3DXVECTOR3(0.0f, 0.0f, 0.0f), D3DCOLOR_ARGB(255,255,255,255));  // Draw health bar  float fxPos = viewport.Width * fX  6.5;  float fyPos = viewport.Height * fY  6.5;  float fWidth = viewport.Width/12.4;  float fHeight = viewport.Height/50;  D3DXVECTOR2 scaling3((viewport.Width * sX) / 1000, (viewport.Height*sY) / 460);  CVector3 vecScreen = CVector3(trans.x, (trans.y+scaling3.y), 0.0f);  vecScreen.fY += (viewport.Height/10)*2;    if(m_pLocalPlayer && m_pLocalPlayer>IsSpawned()) {  g_pCore>GetGraphics()>DrawBox(((vecScreen.fX + 6)), (vecScreen.fY + 18), (fWidth  4), (fHeight  4), D3DCOLOR_ARGB(120, 125, 157, 120) );  g_pCore>GetGraphics()>DrawBox(((vecScreen.fX + 6)), (vecScreen.fY + 18), (((Math::Clamp( 0.0f, m_pLocalPlayer>GetHealth(), 720.0f ) * 100.0f) / 720.0f) / 100 * (fWidth  4)), (fHeight  4), D3DCOLOR_ARGB(255, 125, 157, 120) );  vecScreen.fX += fWidth;  g_pCore>GetGraphics()>DrawBox(((vecScreen.fX + 6)), (vecScreen.fY + 18), (fWidth  4), (fHeight  4), D3DCOLOR_ARGB(210, 0, 79, 96) );  g_pCore>GetGraphics()>DrawBox(((vecScreen.fX + 6)), (vecScreen.fY + 18), (((Math::Clamp( 0.0f, m_pLocalPlayer>GetHealth(), 720.0f ) * 100.0f) / 720.0f) / 100 * (fWidth  4)), (fHeight  4), D3DCOLOR_ARGB(255, 0, 79, 96) );  g_pCore>GetGraphics()>GetSprite()>Flush();  g_pCore>GetGraphics()>GetSprite()>End();}Vector2 * v12;Vector2 * pViewportSize = new Vector2();float center;int bAbsolut;#define MIN_X 0.025f#define MAX_X 0.975f#define MIN_Y 0.025f#define MAX_Y 0.975f#define ZERO 0.0ffloat fOriginalX;float fOriginalY;void _declspec(naked) Keks(){  _asm  mov v12, edx;  _asm  push eax; get absolute flag  _asm  mov eax, [ebp+14h] ; 3th parameter  _asm  mov bAbsolut, eax;  _asm  pop eax;  fOriginalX = v12>fX;  fOriginalY = v12>fY;  // Calculate and check our coordinates   if(!bAbsolut) {    if(v12>fX < MAX_X && v12>fX > MIN_X) { // Check if the X axis is smaller than 1, but still positive      if(v12>fY < MAX_Y && v12>fY > MIN_Y) // Check if the Y Acis is smaller than 1, but still positive      {        goto out; // Let GTA calc the position on itself      }      else {        if(v12>fY > MAX_Y) // Check if the Y Axis is bigger than 1 (set it 0.05 so it's not cutted of)          v12>fY = MAX_Y;        if(v12>fY < MIN_Y) // Check if the Y Axis is smaller than 0 (set it +0.05 so it's not cutted of)          v12>fY = MIN_Y;      }      goto out;    }    else    {      if(v12>fX > MAX_X)        v12>fX = MAX_X; // Check if the X Axis is bigger than 1 (set it 0.05 so it's not cutted of)      if(v12>fX < MIN_X)        v12>fX = MIN_X; // Check if the X Axis is smaller than 0 (set it +0.05 so it's not cutted of)    }    if(v12>fY < MAX_Y && v12>fY > MIN_Y) { // Check if the Y Acis is smaller than 1, but still positive      if(v12>fX < MAX_X && v12>fX > MIN_X)// Check if the X axis is smaller than 1, but still positive      {        goto out;      }      else      {        if(v12>fX > MAX_X) // Check if the X Axis is bigger than 1 (set it 0.05 so it's not cutted of)          v12>fX = MAX_X;        if(v12>fX < 0) // Check if the X Axis is smaller than 0 (set it +0.05 so it's not cutted of)          v12>fX = MIN_X;      }      goto out;    }    else {      if(v12>fY > MAX_Y) // Check if the Y Axis is bigger than 1 (set it 0.05 so it's not cutted of)        v12>fY = MAX_Y;      if(v12>fY < MIN_Y) // Check if the Y Axis is smaller than 0 (set it +0.05 so it's not cutted of)        v12>fY = MIN_Y;    }    goto out;  }out:  _asm    mov esp, ebp;  _asm    pop ebp;  _asm    retn;}DWORD ResizeMapJmpBack;int a1, a2, a3;_declspec(naked) signed int ResizeMap(){  _asm push eax;  _asm mov eax, [ebp+4];  _asm mov a1, eax;  _asm mov eax, [ebp+8];  _asm mov a2, eax;  _asm mov eax, [ebp+0Ch];  _asm mov a3, eax;  _asm pushad;  ResizeMapJmpBack = (g_pCore>GetBase() + 0x8364D7);  _asm popad;  _asm pop eax;  _asm jmp ResizeMapJmpBack; }DWORD sub_849BC0;_declspec(naked) void RenderMap(){  sub_849BC0 = (g_pCore>GetBase() + 0x849BC0);  _asm  call sub_849BC0;  _asm  add esp, 4;  _asm  pushad;  g_pCore>GetGame()>SetRadarVisible(true);    _asm  popad;  _asm  retn;}// Other section// Change calc from circle to square(blips)*(BYTE*)(g_pCore->GetBase() + 0x8385E7 + 0x6) = 0x1;PatchAddress(false, g_pCore->GetBase() + 0x8386AB, (DWORD)Keks); // E9// Enable square map(instead of circle map)PatchAddress(false, g_pCore->GetBase() + 0xA22C53, g_pCore->GetBase() + 0xA22EF3); // E9// Enable big radar*(BYTE *)(g_pCore->GetBase() + 0x08364D0 + 0x6) = 0x1;// Hook resize map functionPatchAddress(false, (g_pCore->GetBase() + 0x8364D0), (DWORD)ResizeMap); // E9*(WORD *)(g_pCore->GetBase() + 0x8364D0 + 0x5) = 0x9090;// Make blip small*(BYTE *)(g_pCore->GetBase() + 0x4B516F + 0x6) = 0x1; // cmp VAR_DEVMODE, 1*(BYTE *)(g_pCore->GetBase() + 0x4B516F + 0x6) = 0x1; // cmp VAR_DEVMODE, 1// Hook render map functionPatchAddress(true,(g_pCore->GetBase() + 0xA22E71), (DWORD)RenderMap); // E8// Example for call and jump:/*void PatchAddress(bool bJmp, DWORD dwAddress, DWORD dwNewAddress){	if(bJmp)		*(BYTE *)(dwAddress) = 0xE9; // jmp	else		*(BYTE *)(dwAddress) = 0xE8; // call			*(DWORD *)(dwAddress + 0x1) = (DWORD)dwNewAddress;} 

Preview:

 

utj3a8uc.png

 

6degpvm3.png

 

rem4psmh.png

Plz Send me the link to download this mod

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