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Hiding GTA Online apartment exteriors


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I have discovered this native INTERIOR::_0xA97F257D0151A6AB which is used to hide the exterior of GTA Online apartments/houses in the scripts when the player is inside their apartment/house. Basically it hides some map object (they seem to be .ymap files, .ydr files and LODs) for 1 frame, so it would have to be looped for every frame.

 

Example pictures:

Before using native:

zFZFlIW.jpg

After using native:

CWRpBeI.jpg

This has the same effect on every single apartment/stilt house exterior to make the view look nice.

 

I have renamed the native to

INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(Any mapObjectHash)

Now for each apartment building/stilt house, there is a particular group of map objects that are hidden. I went through the scripts and found each group:

//apartment buildings:INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ss1_11_flats"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ss1_11_ss1_emissive_a"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ss1_11_detail01b"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ss1_11_Flats_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("SS1_02_Building01_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("SS1_LOD_01_02_08_09_10_11"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("SS1_02_SLOD1"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("hei_dt1_20_build2"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("dt1_20_dt1_emissive_dt1_20"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("sm_14_emissive"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("hei_sm_14_bld2"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("hei_bh1_09_bld_01"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("bh1_09_ema"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("prop_wall_light_12a"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("hei_dt1_03_build1x"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("DT1_Emissive_DT1_03_b1"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("dt1_03_dt1_Emissive_b1"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("hei_bh1_08_bld2"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("bh1_emissive_bh1_08"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("bh1_08_bld2_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("hei_bh1_08_bld2"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("bh1_08_em"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ss1_02_building01"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("SS1_Emissive_SS1_02a_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ss1_02_ss1_emissive_ss1_02"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ss1_02_building01"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("SS1_02_Building01_LOD"));// houses:INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_05e_res5"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_05e_res5_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_04_house02"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_04_house02_d"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_04_M_a_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ch2_04_house02_railings"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ch2_04_emissive_04"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ch2_04_emissive_04_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_04_house02_details"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_09b_hs01a_details"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_09b_hs01"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_09b_hs01_balcony"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_09b_Emissive_11_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_09b_Emissive_11"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_CH2_09b_House08_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_09c_hs11"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("CH2_09c_Emissive_11_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("CH2_09c_Emissive_11"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_09c_hs11_details"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_05c_b4"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ch2_05c_emissive_07"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ch2_05c_decals_05"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ch2_05c_B4_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_09c_hs07"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ch2_09c_build_11_07_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("CH2_09c_Emissive_07_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_09c_build_11_07_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ch2_09c_hs07_details"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("CH2_09c_Emissive_07"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_09c_hs13"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_09c_hs13_details"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_CH2_09c_House11_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ch2_09c_Emissive_13_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ch2_09c_Emissive_13"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_09b_hs02"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_09b_hs02b_details"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_09b_Emissive_09_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ch2_09b_botpoolHouse02_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_09b_Emissive_09"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_09b_hs02_balcony"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_12b_house03mc"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ch2_12b_emissive_02"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ch2_12b_house03_MC_a_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ch2_12b_emissive_02_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ch2_12b_railing_06"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_04_house01"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_04_house01_d"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ch2_04_emissive_05_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ch2_04_M_b_LOD"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ch2_04_emissive_05"));INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ch2_04_house01_details"));

Each group is separated by an empty line. Now I don't know which group represents which apartment building/stilt house, except that the first group is for Eclipse Towers. The rest are up to you guys to find. You must make sure that you only use this native when the player is actually inside the apartment building, because from the outside it will hide the entire building and look like this:

3BUKdYI.jpg

 

Finally here is an example of how to actually use this native to hide the Eclipse Tower exterior:

while (true) {   GRAPHICS::_0x4B5CFC83122DF602();   INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("apa_ss1_11_flats"));   INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ss1_11_ss1_emissive_a"));   INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ss1_11_detail01b"));   INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("ss1_11_Flats_LOD"));   INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("SS1_02_Building01_LOD"));   INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("SS1_LOD_01_02_08_09_10_11"));   INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME(GAMEPLAY::GET_HASH_KEY("SS1_02_SLOD1"));   GRAPHICS::_0x3669F1B198DCAA4F();   WAIT(0);}

Now I don't know what those 2 graphics natives do, but in the scripts they are always called before and after INTERIOR::_HIDE_MAP_OBJECT_THIS_FRAME. However, it seemed to make no difference when I took them out. Maybe you guys can find out what they do.

 

Anyways I thought this would be useful for anyone that is making mods that use the Online safehouses. Enjoy.

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Ok for the mapping of apartments / stilt houses with the right line:

 

apartment buildings:

 

1=Eclipse

2=Alta

3=Del Perro

4=Weazel

5=Integrity

6=Richard Majestic

7=Tinsel

 

Stilt Houses:

 

1=3655 Wild Oats Drive

2=2044 North Conker Avenue

3=2868 Hillcrest Avenue

4=2862 Hillcrest Avenue

5=3677 Whispymound Drive

6=2117 Milton Road

7=2866 Hilcrest Avenue

8=2874 Hilcrest Avenue

9=2113 Mad Wayne Thunder

10=2045 North Conker Avenue

 

Now 3 and 9 (stilt) are not complete, and one railing still remains. Will have a look at the scripts again to find the missing one.

Edited by sjaak327
  • Like 2

Ok for the mapping of apartments / stilt houses with the right line:

 

apartment buildings:

 

1=Eclipse

2=Alta

3=Del Perro

4=Weazel

5=Integrity

6=Richard Majestic

7=Tinsel

 

Stilt Houses:

 

1=3655 Wild Oats Drive

2=2044 North Conker Avenue

3=2868 Hillcrest Avenue

4=2862 Hillcrest Avenue

5=3677 Whispymound Drive

6=2117 Milton Road

7=2866 Hilcrest Avenue

8=2874 Hilcrest Avenue

9=2113 Mad Wayne Thunder

10=2045 North Conker Avenue

 

Now 3 and 9 (stilt) are not complete, and one railing still remains. Will have a look at the scripts again to find the missing one.

Did you find the missing ones? I looked in the code and couldn't find any other ones which is pretty strange :\

Edited by TaazR

 

Ok for the mapping of apartments / stilt houses with the right line:

 

apartment buildings:

 

1=Eclipse

2=Alta

3=Del Perro

4=Weazel

5=Integrity

6=Richard Majestic

7=Tinsel

 

Stilt Houses:

 

1=3655 Wild Oats Drive

2=2044 North Conker Avenue

3=2868 Hillcrest Avenue

4=2862 Hillcrest Avenue

5=3677 Whispymound Drive

6=2117 Milton Road

7=2866 Hilcrest Avenue

8=2874 Hilcrest Avenue

9=2113 Mad Wayne Thunder

10=2045 North Conker Avenue

 

Now 3 and 9 (stilt) are not complete, and one railing still remains. Will have a look at the scripts again to find the missing one.

Did you find the missing ones? I looked in the code and couldn't find any other ones which is pretty strange :\

 

No I didn't, the ones you listed are complete. So two stilt apartments have some railing left, oh my :)

In SP all of the balconies are no longer visible from inside the apartment. Except for one railing on two of the stilt apartments as discussed. Are you saying those remain in MP ? In which case we might be hiding too much.

In SP all of the balconies are no longer visible from inside the apartment. Except for one railing on two of the stilt apartments as discussed. Are you saying those remain in MP ? In which case we might be hiding too much.

They are modified. In Online, to see how it behaved, I teleported into my Stilt House so I would see it load the interior view.

 

The balcony appears to shift so there is no gap between the balcony and the interior windows.

 

In SP all of the balconies are no longer visible from inside the apartment. Except for one railing on two of the stilt apartments as discussed. Are you saying those remain in MP ? In which case we might be hiding too much.

They are modified. In Online, to see how it behaved, I teleported into my Stilt House so I would see it load the interior view.

 

The balcony appears to shift so there is no gap between the balcony and the interior windows.

 

There is a prop called Stilts_Kitchen_Window so maybe enabling that would do the trick.

 

 

In SP all of the balconies are no longer visible from inside the apartment. Except for one railing on two of the stilt apartments as discussed. Are you saying those remain in MP ? In which case we might be hiding too much.

 

They are modified. In Online, to see how it behaved, I teleported into my Stilt House so I would see it load the interior view.

The balcony appears to shift so there is no gap between the balcony and the interior windows.

 

There is a prop called Stilts_Kitchen_Window so maybe enabling that would do the trick.That is probably it.

 

By the way, are there any props relating to the yachts?

Edited by nkjellman

 

 

 

In SP all of the balconies are no longer visible from inside the apartment. Except for one railing on two of the stilt apartments as discussed. Are you saying those remain in MP ? In which case we might be hiding too much.

They are modified. In Online, to see how it behaved, I teleported into my Stilt House so I would see it load the interior view.

The balcony appears to shift so there is no gap between the balcony and the interior windows.

There is a prop called Stilts_Kitchen_Window so maybe enabling that would do the trick.
That is probably it.

 

By the way, are there any props relating to the yachts?

 

Nah the props I posted are the only ones I could find. Also, turns out the christmas tree (and probably the heist gear too) is just a regular object being spawned inside the apartments.

 

 

 

 

In SP all of the balconies are no longer visible from inside the apartment. Except for one railing on two of the stilt apartments as discussed. Are you saying those remain in MP ? In which case we might be hiding too much.

 

They are modified. In Online, to see how it behaved, I teleported into my Stilt House so I would see it load the interior view.

The balcony appears to shift so there is no gap between the balcony and the interior windows.

There is a prop called Stilts_Kitchen_Window so maybe enabling that would do the trick.
That is probably it.

By the way, are there any props relating to the yachts?

 

Nah the props I posted are the only ones I could find. Also, turns out the christmas tree (and probably the heist gear too) is just a regular object being spawned inside the apartments.That or it's something that is server side. Sorta like Content Creator Game Modes.
qiangqiang101

 

 

In SP all of the balconies are no longer visible from inside the apartment. Except for one railing on two of the stilt apartments as discussed. Are you saying those remain in MP ? In which case we might be hiding too much.

They are modified. In Online, to see how it behaved, I teleported into my Stilt House so I would see it load the interior view.

 

The balcony appears to shift so there is no gap between the balcony and the interior windows.

 

There is a prop called Stilts_Kitchen_Window so maybe enabling that would do the trick.

 

Enabling Stilts_Kitchen_Window does not do the trick, the balcony still hidden in the apartment

 

 

 

In SP all of the balconies are no longer visible from inside the apartment. Except for one railing on two of the stilt apartments as discussed. Are you saying those remain in MP ? In which case we might be hiding too much.

They are modified. In Online, to see how it behaved, I teleported into my Stilt House so I would see it load the interior view.

 

The balcony appears to shift so there is no gap between the balcony and the interior windows.

 

There is a prop called Stilts_Kitchen_Window so maybe enabling that would do the trick.

 

Enabling Stilts_Kitchen_Window does not do the trick, the balcony still hidden in the apartment

 

If we can't find the native, a workaround could be to simply spawn the balconies the way we would spawn a object with the map editor.

 

BUT, there could be another native we need to find. It is possible that there is a native which swaps objects. This might be being used to swap the full house model with the balcony. If this is true, it could also be how Rockstar changes the colors of the yacht. It sounds to me like efficient coding so it is a possibility.

 

Edit: Found out how to load the balconies outside the windows in the stilt houses. After quickly looking through the files, the balconies you see outside the window are ymaps that need to be loaded when your inside the apartment. I found them in the ymap RPF for cityhills02. They are called apa_stilt_ch02_##_ext#.ymap.

Edited by nkjellman

For the balconies to load:

 

2044 North Conker Avenue apa_stilt_ch2_04_ext1

2045 North Conker Avenue apa_stilt_ch2_04_ext2

3677 Whispymound Drive apa_stilt_ch2_05c_ext1

3655 Wild Oats Drive apa_stilt_ch2_05e_ext1

2874 Hillcrest Avenue apa_stilt_ch2_09b_ext2

2868 Hillcrest Avenue apa_stilt_ch2_09b_ext3

2866 Hilcrest Avenue apa_stilt_ch2_09c_ext1

2862 Hillcrest Avenue apa_stilt_ch2_09c_ext2

2117 Milton Road apa_stilt_ch2_09c_ext3

2113 Mad Wayne Thunder apa_stilt_ch2_12b_ext1

 

Request those IPL's once player is inside, remove when not.

Edited by sjaak327
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