GESANG_TECHNOLOGY Posted February 14, 2014 Share Posted February 14, 2014 Looks like we should require people who took part in the Rockstar make GTA 5, so this mod works. Sorry for my bad English. Link to comment Share on other sites More sharing options...
gtaswat58 Posted February 14, 2014 Share Posted February 14, 2014 i see the problem now lol i have it too guys Link to comment Share on other sites More sharing options...
maddy_max Posted February 14, 2014 Share Posted February 14, 2014 - 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 Link to comment Share on other sites More sharing options...
ReEvolution Posted February 14, 2014 Share Posted February 14, 2014 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. Link to comment Share on other sites More sharing options...
gta4police Posted February 15, 2014 Share Posted February 15, 2014 If you wan't answers to all your problems and questions Go here http://gtaforums.com/topic/683789-wip-gta-v-to-iv-package/ It is the forum being used now Link to comment Share on other sites More sharing options...
Tayyab2k16 Posted November 19, 2016 Share Posted November 19, 2016 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: Plz Send me the link to download this mod Link to comment Share on other sites More sharing options...
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