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Swoorup

[WIP] PathUltimatum Path Creation Toolkit (VC, SA, IV, V)

Poll  

111 members have voted

  1. 1. Should full support for IV/V be added?

    • Yes
    • No, other tools allow that already
  2. 2. Should support for GTA III be added?



Recommended Posts

fastman92

Good work.

I hope my unlimited path format(s) will be supported.

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Swoorup

Good work.

I hope my unlimited path format(s) will be supported.

 

Yes, I forgot I added some support for it already. Added to the list

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Inadequate

Nice, this will be useful for restore the missing SA PS2 ped paths to PC, finally. :^:

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Swoorup

Nice, this will be useful for restore the missing SA PS2 ped paths to PC, finally. :^:

 

Hmm, are there any difference in PS2 versus PC nodesXX.dat files?

Edited by Swoorup

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SilverRST

Nice, this will be useful for restore the missing SA PS2 ped paths to PC, finally. :^:

Lel, SA PC 2005 released as a unfinished piece of sh*t beta and now it can be fully finished in 2015.

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Mr.Arrow

Im kinda surprise that no one support Blender script for gta after all these years .....

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NTAuthority

Interesting. I'll hopefully release my RAGE CNavMesh tooling in the future - I did a fairly accurate and fully-functional generator for IV (based on the Recast library) already taking OpenIV .obn files (and some weirdly-exported SA ped paths for marking as ped-spawnable) and outputting .onv, but for the RageDK/rage:formats:x toolchain this'll need to be made fully integrated...

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dkluin

Amazing job, I'm going to use this tool for sure, now I dont have to fix OpenVice's buggy paths anymore.

Edited by dkluin

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Swoorup

Small Update:

 

Added support for visualizing car/boat lanes and direction.

 

xfekQtw.gif

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Swoorup

Update: Finished with ped exporting feature for Vice City's paths.ipl. Peds can go for swimming now. ;)

 

FDyDsqc.jpg

Edited by Swoorup

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SilverRST

Lel, you are a cruel person. And your avatar fits how what you are doing XD

Edited by SilverRST

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Swoorup

Lel, you are a cruel person. And your avatar fits how what you are doing XD

 

Haha :p.

 

Vehicles paths.ipl were a bit difficult for exporting but I am testing it rigorously for bugs. Seems to work ok here

 

hXYzbUR.jpg

Edited by Swoorup

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shantam777

This looks really promising, and will definitely simplify path making. Great job! :cookie:

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dkluin

 

Lel, you are a cruel person. And your avatar fits how what you are doing XD

 

Haha :p.

 

Vehicles paths.ipl were a bit difficult for exporting but I am testing it rigorously for bugs. Seems to work ok here

 

hXYzbUR.jpg

 

I wonder if traffic lights, path width, and all of these things will be working aswell.

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SilverRST

It's really awesome what you are making for those old GTA Era games :) It never gets boring.

 

Btw, just wondering, could you also create a tool for map editing? MEd (Map Editor 0.32) is way too old and it has a reliability of a goat.

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dkluin

It's really awesome what you are making for those old GTA Era games :) It never gets boring.

 

Btw, just wondering, could you also create a tool for map editing? MEd (Map Editor 0.32) is way too old and it has a reliability of a goat.

Agreed, there should be a more stable and better map editor which supports hacked ID limit by fastman92.

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Swoorup

 

 

Lel, you are a cruel person. And your avatar fits how what you are doing XD

Haha :p.

 

Vehicles paths.ipl were a bit difficult for exporting but I am testing it rigorously for bugs. Seems to work ok here

 

 

hXYzbUR.jpg

 

 

I wonder if traffic lights, path width, and all of these things will be working aswell.

 

Btw, vice city paths does not require traffic lights to placed in paths. Only games SA and above require this, which is not done at this point. Width works fine. :)

O7XVxXe.png

 

 

 

It's really awesome what you are making for those old GTA Era games :) It never gets boring.

 

Btw, just wondering, could you also create a tool for map editing? MEd (Map Editor 0.32) is way too old and it has a reliability of a goat.

I wish the same but I am not sure if I have the time for this.

Edited by Swoorup

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SilverRST

 

 

 

Lel, you are a cruel person. And your avatar fits how what you are doing XD

Haha :p.

 

Vehicles paths.ipl were a bit difficult for exporting but I am testing it rigorously for bugs. Seems to work ok here

 

 

 

 

 

I wonder if traffic lights, path width, and all of these things will be working aswell.

 

Btw, vice city paths does not require traffic lights to placed in paths. Only games SA and above require this, which is not done at this point. Width works fine. :)

 

 

 

It's really awesome what you are making for those old GTA Era games :) It never gets boring.

 

Btw, just wondering, could you also create a tool for map editing? MEd (Map Editor 0.32) is way too old and it has a reliability of a goat.

I wish the same but I am not sure if I have the time for this.

 

We have waited 11 years for a better map editor. So it's not a big deal to wait another 6 months :p

Just like we have waited 11 years for this path creation tool. As long as there will be a better map editor, it would be awesome.

And much more indeed to support the hacked limits by fastman.

Edited by SilverRST

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dkluin

 

 

 

Lel, you are a cruel person. And your avatar fits how what you are doing XD

Haha :p.

 

Vehicles paths.ipl were a bit difficult for exporting but I am testing it rigorously for bugs. Seems to work ok here

 

 

hXYzbUR.jpg

 

I wonder if traffic lights, path width, and all of these things will be working aswell.Btw, vice city paths does not require traffic lights to placed in paths. Only games SA and above require this, which is not done at this point. Width works fine. :)

O7XVxXe.png

 

 

It's really awesome what you are making for those old GTA Era games :) It never gets boring.

 

Btw, just wondering, could you also create a tool for map editing? MEd (Map Editor 0.32) is way too old and it has a reliability of a goat.

I wish the same but I am not sure if I have the time for this.I meant, traffic lights get imported when importing VC paths.ipl. i know that VC doesnt have that feature, the engine controls it. But still, cant you add the support for it? Edited by dkluin

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Swoorup

If you want this for SA, I have it in the todo list. Btw if you are looking for Vice City's path converted to SA, I have added the download link in the last paragraph of the topic post.

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dkluin

If you want this for SA, I have it in the todo list. Btw if you are looking for Vice City's path converted to SA, I have added the download link in the last paragraph of the topic post.

Okay.

 

I'll shift them to Underground's VC location and see how it works so far ;)

Edited by dkluin

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SilverRST

If you want this for SA, I have it in the todo list. Btw if you are looking for Vice City's path converted to SA, I have added the download link in the last paragraph of the topic post.

Wait, what do you mean with traffic lights? The actual lights or the objects traffics lights?

Edited by SilverRST

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_onyx_

when the release is? presumably

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dkluin

 

If you want this for SA, I have it in the todo list. Btw if you are looking for Vice City's path converted to SA, I have added the download link in the last paragraph of the topic post.

Wait, what do you mean with traffic lights? The actual lights or the objects traffics lights?The node feature.

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Swoorup

 

If you want this for SA, I have it in the todo list. Btw if you are looking for Vice City's path converted to SA, I have added the download link in the last paragraph of the topic post.

Wait, what do you mean with traffic lights? The actual lights or the objects traffics lights?

 

 

For Cars to stop properly at red lights, flags must be set at the Navi Link Nodes for SA.

 

when the release is? presumably

 

Probably a week or two.

 

 

On the other note, I am considering to drop 3Ds max support until someone decides to lend a hand. It looks too much work and I am not much familiar with the maxscript.

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dkluin

 

 

If you want this for SA, I have it in the todo list. Btw if you are looking for Vice City's path converted to SA, I have added the download link in the last paragraph of the topic post.

Wait, what do you mean with traffic lights? The actual lights or the objects traffics lights?

 

 

For Cars to stop properly at red lights, flags must be set at the Navi Link Nodes for SA.

 

when the release is? presumably

 

Probably a week or two.

 

 

On the other note, I am considering to drop 3Ds max support until someone decides to lend a hand. It looks too much work and I am not much familiar with the maxscript.

 

You shouldn't drop 3ds max support.

I barely use Blender, 3ds max support is very neccessairy.

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Mr.Arrow

 

 

 

If you want this for SA, I have it in the todo list. Btw if you are looking for Vice City's path converted to SA, I have added the download link in the last paragraph of the topic post.

Wait, what do you mean with traffic lights? The actual lights or the objects traffics lights?

 

For Cars to stop properly at red lights, flags must be set at the Navi Link Nodes for SA.

 

when the release is? presumably

Probably a week or two.

 

 

On the other note, I am considering to drop 3Ds max support until someone decides to lend a hand. It looks too much work and I am not much familiar with the maxscript.

 

You shouldn't drop 3ds max support.

I barely use Blender, 3ds max support is very neccessairy.

His not familiar with maxscript

 

maybe you could help him lol

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dkluin

 

 

 

 

If you want this for SA, I have it in the todo list. Btw if you are looking for Vice City's path converted to SA, I have added the download link in the last paragraph of the topic post.

Wait, what do you mean with traffic lights? The actual lights or the objects traffics lights?

 

For Cars to stop properly at red lights, flags must be set at the Navi Link Nodes for SA.

 

when the release is? presumably

Probably a week or two.

 

 

On the other note, I am considering to drop 3Ds max support until someone decides to lend a hand. It looks too much work and I am not much familiar with the maxscript.

 

You shouldn't drop 3ds max support.

I barely use Blender, 3ds max support is very neccessairy.

His not familiar with maxscript

 

maybe you could help him lol

 

I know he isn't and neither am I.

I'm not a coder, I prefer 3ds max since it's a reliable program which is easy to use and shouldn't be forgotten.

I can only really write SCM code, nothing else really.

My C++/C# coding skills are therefore also limited so I won't be able to help.

Edited by dkluin

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Swoorup

Btw, for this you don't necessarily need to use blender completely if you prefer 3ds max.

 

I have been saying this. You can simply create paths in 3ds max as a edge-vertex only mesh and import it in blender. In blender, all you need to do is to set the vertex and edge properties (spawnrate, width, leftlanes, rightlanes) and then export it to the game. I'll probably create a tutorial sometime later. You'll probably utilize 0 blender's feature this way, except for the tool's interface

Edited by Swoorup

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