henry_™ Posted September 14, 2014 Share Posted September 14, 2014 Hey, just wanted to update the viiv mod with improved Paths since the current nodes make peds rarely spawn. Thanks. Link to comment Share on other sites More sharing options...
NTAuthority Posted September 14, 2014 Share Posted September 14, 2014 (edited) There is no proper/correct way to manually make pedestrian paths for IV+ - the ones shipping with the game are automatically generated by a tool reading the collision files, with manual helpers placed around the map to indicate which surfaces should be marked as sidewalk/crosswalk/whatnot. Still, usual .onv exporters for Max may work for somewhat-functioning pedestrian spawns. Edited September 14, 2014 by NTAuthority henry_™ 1 Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
henry_™ Posted September 15, 2014 Author Share Posted September 15, 2014 (edited) There is no proper/correct way to manually make pedestrian paths for IV+ - the ones shipping with the game are automatically generated by a tool reading the collision files, with manual helpers placed around the map to indicate which surfaces should be marked as sidewalk/crosswalk/whatnot. Still, usual .onv exporters for Max may work for somewhat-functioning pedestrian spawns. Yeah I still need to learn how to use 3DS Max and GIMS IV. Also can you define a .onv file? As I can't find any in GTA IV's files through a basic windows search or are they packed in a .img or .rpf? Edited September 15, 2014 by henry_™ Link to comment Share on other sites More sharing options...
NTAuthority Posted September 15, 2014 Share Posted September 15, 2014 Also can you define a .onv file? As I can't find any in GTA IV's files through a basic windows search or are they packed in a .img or .rpf?In this context, .onv is what OpenIV exports the .wnv files (navmeshes.img) as. It's also the equivalent of .wnv files on the PS4 version of RAGE, but that's mostly irrelevant for the next few years. Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
Frank.s Posted September 15, 2014 Share Posted September 15, 2014 (edited) OpenFormats I/O max scripts by Alexander Blade supports ped navmeshes. http://gtaforums.com/topic/560813-3dsmaxrel-openiv-openformats-io/ http://dev-c.com/gtaiv/ofio Edited September 15, 2014 by Frank.s Link to comment Share on other sites More sharing options...
henry_™ Posted September 16, 2014 Author Share Posted September 16, 2014 (edited) Also can you define a .onv file? As I can't find any in GTA IV's files through a basic windows search or are they packed in a .img or .rpf? In this context, .onv is what OpenIV exports the .wnv files (navmeshes.img) as. It's also the equivalent of .wnv files on the PS4 version of RAGE, but that's mostly irrelevant for the next few years. OpenFormats I/O max scripts by Alexander Blade supports ped navmeshes. http://gtaforums.com/topic/560813-3dsmaxrel-openiv-openformats-io/ http://dev-c.com/gtaiv/ofio Thanks. Both of you really appreciate it. Edited September 16, 2014 by henry_™ Link to comment Share on other sites More sharing options...
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