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Restoring the PEDS.col


BMWSauberF1.08

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BMWSauberF1.08
- What is the PEDS.col file?


This rather unique file has been included in almost every 3D era Grand Theft Auto. As of now it doesn't really serve any specific purpose as the .exe just expects the file existence, however it seems to check also the .col file's size so I do not recommed to have a modified PEDS.col inside your COLL directory unless you nop/modify the part of the code inside the .exe that reads the .col file, please refer to this thread by fastman92.


This collision file cannot be opened by any collision editor, Coll Editor II doesn't load it and both 3DSMax and ZModeler cannot import a .col made by multiple collision files.


- Why cannot it be opened?


Inside this file there are a lot of collisions, most of them will load flawlessy if loaded one by one.

There are, however, 4 corrupted collisions:

- cop

- male01

- fatmale02

- b_wom1


These collisions will give you a "range check error" when loaded with Coll Editor II by steve-m.


And 2 broken ones:

- playert

- mwat


- How to fix these six files:


We can, however, open PEDS.col with any kind of hex editor, so, download one, install and open it.


- Fixing the "cop" collision


This collision can actually be loaded with Coll Editor II if you extract it manually with an hex editor, but, Coll Editor II will take a quite large amount of time before opening it. This is because it generates 133 unexistent collision boxes once this "cop" file is called, making the editor laggy when viewing it.


Once you open PEDS.col with an hex editor search for the first instance of these 4 bytes: 85000000.

Change the 85 byte to 00, now the "cop" collision will not try to load any unexistent collision box.


This collision also tries to load two missing vertices, causing corruption when loading it.


Search for the first instance of these 4 bytes: 8B000000 and change the 8B byte to 04.

Then, look for the first instance of these 4 bytes: 7F000000 and change the 7F byte to 06.


- Fix the "playert" TFace array


This collision tries to call two missing vertices aswell.


To fix them, search for the first instance of these 4 bytes: 86000000 and change the 86 byte to 06.

Then, look for the first instance of these 4 bytes: 4A000000 and change the 4A byte to 0F.


- Fix the "mwat" TFace array


This collision tries to load a material that does not exist and also a missing vertex.


Look for the second instance, the first instance was mentioned above, of these four bytes: 85000000 and change the byte 85 to 00.

Then, to fix the corrupted vertex, look for the first instance of these 4 bytes: 37000000 and change the byte 37 to 08.


- Fixing the other three files (male01, fatmale02, b_wom1)


These 3 collisions have a corrupted header, in each of them there is a missing byte in the part where the file defines the name of the collision.


To fix the "male01" file search for this hex value: 6D616C65303100.

After the 00, insert/add a byte with the value of 78.


To fix the "fatmale02" file search for this hex value; 6661746D616C653032.

After the 32 value just insert/add an empty byte (00).


To fix the "b_wom1" collision search for this hex value 625F776F6D3100.

After the 00 value, insert/add a byte with the value of 78.


Everything is now fixed, you can save your PEDS.col, close the hex editor and you can now import the .col file without problems with Coll Editor II by steve-m.

Edited by BMWSauberF1.08
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So, are there hidden peds in it or something like that?

No, it's just the original collision models (probably from the alpha/beta phases).

Most of them are a lot less accurate. It's a small detail but important if you plan to restore as many things as you can. :p

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Since it's unused, how do we enable its functionality?

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BMWSauberF1.08

You can replace the vehicle collisions inside the III vehicles.col from this peds.col

It doesn't have anything to do with peds, it shouldn't affect them in any way

Edited by Aztecas_5
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BMWSauberF1.08

I re-edited the first post, now you can fix also the corrupted vertices and material.

 

Edits are marked in light-blue.

 

Enjoy your fully restored peds.col ;).

Edited by Aztecas_5
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BMWSauberF1.08

I had to update the op again since changing the file size of this peds.col file will prevent the game from loading, apologies if that caused any problems to you

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So, does the 3era games use this ped.col to assigne collision for char models? though it is corruptet

 

I tried to fix it for SA but i didn't found 7B0, only 7B is available

Then look for the first instance of this value 7B000000 change the 7B to 06.

It's the only value for fixing, i couldn't find

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So, does the 3era games use this ped.col to assigne collision for char models? though it is corruptet

 

I tried to fix it for SA but i didn't found 7B0, only 7B is available

Then look for the first instance of this value 7B000000 change the 7B to 06.

It's the only value for fixing, i couldn't find

No, collisions from peds.col are unused.

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So peds in SA have an execoded "coll" assignment?

I think so.

 

 

  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelBBox);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelPed1);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelPed2);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelDoor1);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelBumper1);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelPanel1);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelBonnet1);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelBoot1);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelWheel1);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelBodyPart1);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelBodyPart2);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelWeapon);

 

Notice the CTempColModels::ms_colModelPed1

Edited by fastman92
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BMWSauberF1.08

So, does the 3era games use this ped.col to assigne collision for char models? though it is corruptet

 

I tried to fix it for SA but i didn't found 7B0, only 7B is available

Then look for the first instance of this value 7B000000 change the 7B to 06.

It's the only value for fixing, i couldn't find

oops... my fault, I incorrectly typed 7B000000 instead of 7F000000.

 

I've fixed it on the first post aswell.

Edited by Aztecas_5
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So peds in SA have an execoded "coll" assignment?

sh*t..remember when we talk about this..you were right master...

 

 

Aztecas_5 this is nice job you done....But What ZaZ mentioned MAKES ME PUKE...

I wish that peds must be exported with they own collision like cars....

but Why would Rockstar do that...Only one collision can cover all peds in SA

Edited by Ezekiel
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  • 11 months later...
Deathawaits4

 

So peds in SA have an execoded "coll" assignment?

sh*t..remember when we talk about this..you were right master...

 

 

Aztecas_5 this is nice job you done....But What ZaZ mentioned MAKES ME PUKE...

I wish that peds must be exported with they own collision like cars....

but Why would Rockstar do that...Only one collision can cover all peds in SA

 

 

so lets say, i create a animal, something like a elephant or something, does it have to use the collision of a human? that would suck big time.. isnt there some kind of way to assign a collision to a custom model? Maybe when you use that elephant as a vehicle, but you cant interact with it or so..

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yep....I create animals for SA....all they use is Ped collision..

U can attach custom Collision on some object via Cleo Script,But U looking for hardcore Scripter

Edited by Ezekiel
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  • 2 years later...
  • 2 years later...
On 8/13/2018 at 4:49 AM, Dan Slash said:

Simply, you can give us the file already arranged

yeah

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ok ik this is cringe but 

everybody gangsta until fastman92 reacts "like" on newbie/noob's comment

yea thats right folks

  • KEKW 1
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  • 1 year later...
jet ranger
On 7/21/2015 at 12:41 AM, fastman92 said:

I think so.

 

 

  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelBBox);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelPed1);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelPed2);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelDoor1);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelBumper1);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelPanel1);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelBonnet1);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelBoot1);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelWheel1);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelBodyPart1);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelBodyPart2);  CColModel::RemoveCollisionVolumes((CColModel *)CTempColModels::ms_colModelWeapon);

 

Notice the CTempColModels::ms_colModelPed1

But how can i use it ? In Sunny Builder ? In .lua ?

This is very important topic !

 

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