Spyboii Posted February 16, 2014 Share Posted February 16, 2014 Hello! I've been mapping and on an RP server I've been looking into buying a warehouse and I'd like to do the mapping myself and make it so one of the garage doors opens and closes with a command - anyways, that's besides the point. Whilst mapping it looks like one of the garage doors is cleared (As it's the only operating one) but while in game it looks well.. there's a door in the way. I've looked through the code but haven't found anything and I know it isn't something that I've put there because it's raw. If I am correct it isn't there in one of the story missions but now it is here - I was wondering if anybody knew on how to remove this door. Thanks! SS 1 - Whilst Mapping SS 2 - In Game Oh by the way this is located in White Wood Estates - Coordinates are 1024.2578, 2110.6953, 16.7422 any help is appreciated! Thank-you! Link to comment Share on other sites More sharing options...
ZAZ Posted February 16, 2014 Share Posted February 16, 2014 It's shutter_vegasdefined in levelxre.ide 2938, shutter_vegas, shutter_veg, 100, 0 only used for Mission "You've Had Your Chips" DEFINE MISSION 86 AT @CASINO3 // You've Had Your Chips Placed in Mission 0 DEFINE MISSION 0 AT @INITIAL // Initial 1 029B: $2664 = init_object #SHUTTER_VEGAS at 1055.629 2087.67 12.469 01C7: remove_object_from_mission_cleanup_list $2664 The global var $2664 is used then in the Mission "You've Had Your Chips" to put the door more below :CASINO3_29210001: wait 0 ms 00D6: if 03CA: object $2664 exists 004D: jump_if_false @CASINO3_2961 01BC: put_object $2664 at 1055.629 2087.67 0.299 and back when the mission is finished 00D6: if 03CA: object $2664 exists 004D: jump_if_false @CASINO3_14380 01BC: put_object $2664 at 1055.629 2087.67 12.469 Spyboii 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Spyboii Posted February 16, 2014 Author Share Posted February 16, 2014 Holy sh*t - You're amazing... but how would I add that so it's not there in game? Link to comment Share on other sites More sharing options...
ZAZ Posted February 16, 2014 Share Posted February 16, 2014 (edited) the right way would be by editing main.scm changes of mission 0 needs to start new game because this mission codes run at gamestart changes of CASINO3 will be executed when playing this mission i don't know in which way your RP server is working, if it's SA-MP then the door shouldn't be there anyway because sa-mp use a stripped main about mta, i don't know Another easy way would be to change the door model with an "empty" model Edited February 16, 2014 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Spyboii Posted February 16, 2014 Author Share Posted February 16, 2014 how could i swap it into an empty model? Link to comment Share on other sites More sharing options...
ZAZ Posted February 16, 2014 Share Posted February 16, 2014 the dff don't need a change, the textur must be a transparent, a black alpha textur but the collisions file is important shutter_vegas coll model should be inside of levelxre.col, delete the faces and only the borders will stay have a look for the coll model of shark inside of multobject.col CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Spyboii Posted February 16, 2014 Author Share Posted February 16, 2014 I am so confused... Link to comment Share on other sites More sharing options...
ZAZ Posted February 18, 2014 Share Posted February 18, 2014 yes, that can be, depending to your knowledge about the gtasa map system CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Spyboii Posted February 23, 2014 Author Share Posted February 23, 2014 Is there any way you can put it into terms where I can understand? Because I'm really confused about this whole thing... I don't know much but all I use is like the MEd so I don't even know... Link to comment Share on other sites More sharing options...
ZAZ Posted February 23, 2014 Share Posted February 23, 2014 (edited) Ok, first lesson: Make an empty collisions model that allows walking through the door - read about collisions files at gtamodding (dff and txd is only visual but col models makes the contact, collision) - download Collisions File Editor II - open gta3.img and export levelxre.col levelxre.col is an archive that contains collisions models the collisions model must have the same name as the assigned dff model the collisions file is always an archive, you can extract a single collisions model and add it to img but then will it also be an archive that contains the model example: extract shutter_vegas from levelxre.col and you will get a shutter_vegas.col that contains the shutter_vegas collisions model - start Collisions File Editor II and open levelxre.col - find and select shutter_vegas - change to edit mode (click on Edit button) - select Box (click on Box Tab) - select the Box model (click to the model in the 3d model window) - delete it (press delete key) - save the file ( don't forget to make a backup first) - replace levelxre.col inside of gta3.img with the modified levelxre.col test it ingame, you can walk now through the door --- start Collisions File Editor II and open levelxre.col find and select shutter_vegas, change to edit mode select Box (click on Box Tab) select the Box model (click to the model in the 3d model window) delete it, the model inside the model is removed then, only the borders remain save the file, replace levelxre.col, you can walk now through the door but the visual door is still there to make the door unvisible requires either to edit the dff model with a 3d editor (3dMax) or to make an Alpha textur with grafic editor (Adobe Photoshop) or just extract an propper Alpha textur from game and replace the existing one of shutter_veg.txd Edited February 23, 2014 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
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