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BMWSauberF1.08

[WIP|SA] GTA San Andreas Map Fixes

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BMWSauberF1.08

alright :^: ,so i guess the hero's tool doesn't convert the ped spawns inside zero's rc shop,right?

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_RJSingh_

Some Paths stored in nodes.dat(64 found in img) and others in GTA-SanAndreas\data\Paths.

Ped_attractor is a 2dfx which spawns people in Zero RC Shop.

Edited by RJSanModder

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Niles Crane

Some Paths stored in nodes.dat(64 found in img) and others in GTA-SanAndreas\data\Paths.

Ped_attractor is a 2dfx which spawns people in Zero RC Shop.

I think those nodes in GTA-SanAndreas\data\Paths are unused.

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Inadequate

Somebody convert that f*cking paths please! Haha, now is just like the PS2 reflections, a mistery.

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uncaged

I'm with you, Bro! Really want peds everywhere too :)

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Niles Crane

Ask The Hero if he can do something with his dff convertor.

Edited by Tomasak

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Blackbird88

alright :^: ,so i guess the hero's tool doesn't convert the ped spawns inside zero's rc shop,right?

There are no ped spawns to begin with. None of Zero RC's models on PS2 have that 2dfx attached to them sadly :(

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Niles Crane

 

alright :^: ,so i guess the hero's tool doesn't convert the ped spawns inside zero's rc shop,right?

There are no ped spawns to begin with. None of Zero RC's models on PS2 have that 2dfx attached to them sadly :(

 

W-w-whaaaat? So what actually spawn them? I though shelves were spawning them in RC shop.

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Blackbird88

 

 

alright :^: ,so i guess the hero's tool doesn't convert the ped spawns inside zero's rc shop,right?

There are no ped spawns to begin with. None of Zero RC's models on PS2 have that 2dfx attached to them sadly :(

 

W-w-whaaaat? So what actually spawn them? I though shelves were spawning them in RC shop.

 

Sadly I have no idea. I couldn't find anything after all teh searching through DFFs and other files so that's why I never posted about any further progress. I tried to view the paths using some tool, but it only works properly on XP :/

Edited by Blackbird88

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savidge

just wondering,aren't paths stored in nodes0-63.dat?or am i wrong?

nodes0-63.dat are unused. you can safely delete these files, run the game and no bad side-effects will occur.

 

also, has anybody posted this bug yet (I apologise if somebody already has; I've been off for a month or so)?

 

408dc83b5b.png

 

there's an untextured line in one of the alleys near Grove Street that only appears when you face west.

Edited by SergeantSavidge

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sinofff

Use 3DS MAX to create new ped path and is the best way.

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Inadequate

Nope, we want the original PS2 paths.

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The Hero

Maybe it's a memory limitation or something like that? I really don't know anything about paths and I don't have the time to figure that stuff out sadly. Or maybe R* is using different code for the paths in the PS2 version like with those fog effects.

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Inadequate

^

You can download and extract it from the PS2 map + fixes.

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379Thiago

^

You can download and extract it from the PS2 map + fixes.

 

but the PS2 map + fixes remove some objects from LS, doesn't it?

Edited by 379Thiago

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YOEL_44

^

You can download and extract it from the PS2 map + fixes.

Thats a big pack, were should we look at to get just that, any indications?

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Crspy

why some peds are removed which i usually see sitting near santa maria beach

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TWIST_OF_HATE

Issues:

 

 

1. Collision ( I think )

km9uravp6asn.jpg

2. Wrong sidewalk position

bw9vzyl05g9c.jpg

 

 

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Inadequate

Mugetsuga: You know if the map fixes (exclusively and only DFFs) works on the PS2 map? I didn't test them yet on it.

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El Dorado

Half of San Fierro have this flipped sidewalk issue, by the way

 

Just a few ones

 

 

gESuLMA.jpg
X3jgAuy.jpg
5GeKxLf.jpg

 

Edited by El Dorado

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Mugetsuga

Mugetsuga: You know if the map fixes (exclusively and only DFFs) works on the PS2 map? I didn't test them yet on it.

The game won't crash, but maybe the probem will be the textures, some have changed name between PS2 and PC.

Edited by Mugetsuga

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hr75

could anyone fix it?

plzfix.jpg

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firefly0607

Issues:

 

 

1. Collision ( I think )

km9uravp6asn.jpg

2. Wrong sidewalk position

bw9vzyl05g9c.jpg

 

 

 

I did :colgate:http://www.mediafire.com/download/u2s4z4xvhfht764/COL+FIX+01+BY+Firefly.7z

wRN2tBL.jpg

A few more collision errors? send a photo of the error + location on the map.
-
I found this error http://i.imgur.com/v7zK7CO.png , I tried to fix in ZModeler but when I put the model in the game he is still original.
Edited by firefly0607

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Mugetsuga

That's great what you did on the col but I have 3 things to report:

- First, the col is too bright, the default col has different values of brightness.

- Second, still related to brightness but not noticeable on your pic because your game is in low quality, the grass is too bright or too dark (see the pic below).

- Third:

 

xggukBN.png

 

It seems you made all this part of grass, normally it's just to the middle, right now there's grass in mid air and on the road.

If you could fix those 3 things, it would be nice.

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firefly0607

Now it's good ?

wFTE6m1.jpg

http://www.mediafire.com/download/lx385ee6tn20q18/COL+FIX+01+BY+Firefly+V1.0.7z

 

maybe the lighting problem still goes on, but I can not see many differences comparing the original and the mod http://i.imgur.com/I51Yj4Q.jpg .

 

EDIT: Yes, I can see that was a bit brighter than the original.
How can I see the default brightness settings of the original collision?
Edited by firefly0607

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Mugetsuga

Still not. If you compare the back of CJ you can see a difference.

It doesn't bother you if I edit it? Even at night the grass is bright.

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firefly0607

How can I see the default brightness settings of the original collision?

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Mugetsuga

Collision File Editor II>Edit mode>Face:

There's a line for brightness.

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