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El Dorado

[REL|SA] PS2 map + map fixes

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RM76

There's probably benches placed inside the walls. Classic R*.

Edited by RM76

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Deadstroke

There are some mods that you could join in your project:

- http://www.mixmods.com.br/2013/09/doherty-garage-camera-fix.html(sfse_12.col and sfse.ipl) This you can only join some lines and files, I did in my personal game.

 

- http://www.mixmods.com.br/2013/12/doherty-colision-fixtexturas.html(sfse_12.col and some textures). I didn't join both, maybe you could get it.

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pep legal

removed

Edited by pep legal

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Deadstroke

.

Hey Eldorado...

 

...since you are "touching" on Bus Stops...how about putting some of them along pathways followed by those buses created by T&T ?

 

I can give you the coordinates. Let's give some usefulness for those objects after all.

 

I think some extra bus stops wouldn't break vanilla game atmosphere, even for people not using T&T.

 

By the way...it would be good putting those bus stops not so close to asphalt...in order to give some space for Peds getting on/off the bus. :cool:

 

Thanks.

It better ask for @Reyks for this project http://gtaforums.com/topic/759595-wipsa-san-andreas-remapped/ .

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pep legal

 

.

Hey Eldorado...

 

...since you are "touching" on Bus Stops...how about putting some of them along pathways followed by those buses created by T&T ?

 

I can give you the coordinates. Let's give some usefulness for those objects after all.

 

I think some extra bus stops wouldn't break vanilla game atmosphere, even for people not using T&T.

 

By the way...it would be good putting those bus stops not so close to asphalt...in order to give some space for Peds getting on/off the bus. :cool:

 

Thanks.

It better ask for @Reyks for this project http://gtaforums.com/topic/759595-wipsa-san-andreas-remapped/ .

 

 

 

 

You're right !

 

I'm totally ignorant about what's going on out of script session (the only place I visit on this forum).

 

Forget it Eldorado....moving to Reyks thread (as soon as He unlocks it)

 

 

Thanks.

Edited by pep legal

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Reyks

Forget it Eldorado....moving to Reyks thread (as soon as He unlocks it)

I'm waiting for a new map editor to be able to continue that project... MEd is really outdated and full of annoying bugs, and the MTA map editor is very limited when it comes to rotations and more precise position values.

 

I want to fix every single object related bug in the game, but unfortunately that's close to impossible with the current tools available.

 

Until then that thread will remain locked unfortunately, but I will be sure to contact you when I get back to it.

 

EDIT:

 

On a side note adding objects to the map is VERY easy with the MTA map editor(available with the latest builds of MTA), I wrote a small but very useful little tutorial on how to do it in this post:

 

The game crashed because the rotations in MTA use the regular "Euler" format while the rotations in a .ipl file use "Quaternions".

 

Also do not insert anything into existing .ipl files, it's better to create a new .ipl for the added objects.

 

The delux IPL converter is incomplete so that's why it doesn't convert the rotations, but there is a way around it.

 

Here's how I do it:

 

1) Before anything make sure you have these mods/tools installed:

 

- ModLoader (for installing mods)

- Open Limit Adjuster (increases the game limits, more importantly IPL limits)

- map2ipl (a tool for converting the .map files to .ipl with rotation)

 

2) Add the objects you want with the MTA Map Editor and save it.

 

3) Go to the file location in the MTA folder --> server\mods\deathmatch\resources\"your map name folder"\"your-map-name.map".

 

4) Open the .map file you want and copy everything that's inside it.

 

5) Go to the Delux Converter website and paste the stuff you copied.

 

6) Select "MTA:Race Map" and let the converter do it's thing.

 

7) Copy the converted stuff into an empty .map file and save it.

 

8) Move the .map file you just created into the map2ipl installation folder.

 

9) Run the file called "Start.bat" and type something like this in front of the "map2ipl>" line:

 

your-map-name.map your-map-name.ipl <--------- Depends on the name of your file.

 

And hit ENTER

 

10) Copy the converted .ipl file the program created.

 

11) Create a new folder inside modloader (whatever name you want).

 

12) Inside that folder create another folder called "data" (without the quotes obviously).

 

13) Inside the "data" folder create another folder called "maps".

 

14) Inside the "maps" folder create yet another folder of whatever name you want, for example: "My Map Mod", and paste your .ipl file in there.

 

15) Finally go back to the "data" folder and create a new .txt file with something like this inside it:

 

IPL DATA\MAPS\My Map Mod\your-map-name.ipl <--------- Again, depends on the name of your file/folder.

 

Save the .txt file with whatever name you want inside the "data" folder (the one you created for your mod folder).

 

16) Done! now go in game and test to see if everything works properly.

 

NOTE: the map2ipl program isn't perfect, it doesn't convert Y-axis (vertical) rotations correctly, so keep that in mind.

 

If you have any doubts about anything related to adding stuff to the map, send me a PM and I may be able to help you out :).

Edited by Reyks

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El Dorado

Noticed peds sitting in mid air around this area:

TqvaiXV.jpg

 

map-wise, there's nothing wrong in that location, no hidden bench or weird collision (but I'm no expert about collisions)

 

if you spot the same behaviour on other areas, try posting it on the fastman92 limit adjuster thread

 

EDIT - CURSE YOU SILENT

Edited by El Dorado

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Wesser

Indeed, HillClif06 model (ID: 13734) contains 2d Effect data which includes two PED_SEAT_ATTRACTOR entries (type 3). You can get rid of the theorical faulty section using RW Analyze under Clump->Geometry List->Geometry->Extension->2d Effect or attempt to fix the object-space offset of pedestrian spawns (see 2d Effect documentation). The followings are the default values (with all due approximations for the absolute coordinates):

 

Offset X        Offset Y        Offset Z        Position X      Position Y      Position Z46.033142       -6.0721436      -4.059597       412.150342      -1232.3065436   54.09665341.11087        -2.7050781      -4.1367645      407.22807       -1228.9394781   54.0194855
Edited by Wesser

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RM76

Now that I think of it - that bug is present on PS2. So is this one:
12680338488420204544_20160825151605_1.pn

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El Dorado

this one is a dead end, see, even if one edit the z position there...

 

 

qxsKHhp.png

 

 

...it then offsets here

 

 

lQY61k3.png

 

 

the only way out would be editing the model directly

Edited by El Dorado

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∞Phantasm

Any way to use these fixes without removing the stuff Rockstar added, such as trash bags, boxes, fire hydrants, etc.?

Edited by ∞Phantasm

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El Dorado

Do you like my little garden?

 

 

WBdTfry.jpg

1YgSJsg.jpg

6RKkbd0.jpg

CN6EIH9.jpg

0Z1KP10.png

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Kingbing

Do you like my little garden?

 

 

WBdTfry.jpg

 

 

 

 

someone's been listening to gardening with maurice.

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Shapaer

Do you like my little garden?

 

-screens-

 

 

 

 

 

Can you release it?

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El Dorado

https://www.dropbox.com/s/zgil9o5cswawvvq/sfe_stream2.ipl?dl=0

 

EDIT - DO NOT DOWNLOAD THIS

EDIT 2 - Or do... and if you find out to how to fix a wild tree stuck mid ground in montgomery (see the screenshot in the post below) caused by this file, let me know.

Edited by El Dorado

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Joshuaninfo

 

bbbb13538435777.jpg 9e4905538435808.jpg da891f538435859.jpg

 

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El Dorado

first image it's a model bug, nothing I can do

second image, floating tree, already fixed

 

now the third image... honestly, I dunno what's going on. I have the same thing on my game. But, to be sure I downloaded the pack again, installed on a clean game and everything is fine. So I dunno. Please, install the pack on a clean game, check the location and report back, I need to be sure it's not caused by one of my edits.

 

EDIT - I figured it out. It's caused by that edit I did in front of the driving school in SF. Not sure why or if it can be fixed, but it's coming from that file.

 

EDIT 2 - Here's a update with the fixed floating tree pointed out by Joshuaninfo, alongside some minor revisions

 

https://www.dropbox.com/s/m5u6cy2423300nz/ps2%20map%20%2B%20fixes%20march%202017.zip?dl=0

Edited by El Dorado

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Joshuaninfo

Latest version only :

 

03487c539064366.jpg

 

When Installed Insanity vegetation:

1d344d539064398.jpg

 

Another bush

 

e2619d539064411.jpg

Edited by Joshuaninfo

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El Dorado

procedural grass is out of my league

 

that bush, I considered removing in the past, but it actually makes sense to be placed there, now only if I could resize that

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Joshuaninfo

Ok,but that grass only appeared in your latest update, in june 2016 version it's alright.

* And, you could replace that bush with something smaller.

Edited by Joshuaninfo

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Joshuaninfo

2fbfbd541986921.jpg

 

Fort Carson

Edited by Joshuaninfo

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Jimmy

Interesting Mod. I never knew of the differences between PS2 and PC maps. I'll give this a try later and get back to you.

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El Dorado

Updated to adress the floating post in fort carson pointed out by joshuaninfo

 

At least it's only one, the first time I checked fort carson almost every post was floating. Also, this post is on the countn2 stream0 wich I never had to edit before, while fort carson placement is usually on countn2 stream1. Curious.

 

https://www.dropbox.com/s/xddqs0m6a9ki9sh/ps2%20map%20%2B%20fixes%20april%202017.zip?dl=0

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maxim444

guys the missing 4 dragon casino objects are not present even after i put the mod in the game

any idea why?

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El Dorado

you somehow installed it wrong - see if it windows isn't bitching about files and folders permissions, it happened to me before

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maxim444

you somehow installed it wrong - see if it windows isn't bitching about files and folders permissions, it happened to me before

I installed it millions of times already : the DATA files i replaced with those of original games and the GTA3.IMG folder i put into modloader

what have i done wrong?

Edited by maxim444

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LaDiDa

The data files go into modloader too.

 

So just as a failsafe: create a folder in modloader folder and call it whatever you want > put all files from download in the created folder and done.

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maxim444

The data files go into modloader too.

 

So just as a failsafe: create a folder in modloader folder and call it whatever you want > put all files from download in the created folder and done.

" put all files from download in the created folder and done" - without the sub-folders?

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LaDiDa

nvm, just open the zip file and drag and drop the folder in there into modloader and it should be fine.

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Tomas.

What about PS2 restored objects only?

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