BS_BlackScout Posted September 12, 2016 Share Posted September 12, 2016 Interesting, yesterday I tried adding a prop and nothing happened, no prop was added... Maybe that's because Rockstar is a f*cking cock and keeps dozens of copies of the same file in many different patch folders. Also, patchday3ng substitutions seem not to work, if anything is duplicate between patchday1,2,3, stick with 2 or replace everything. Link to comment Share on other sites More sharing options...
_CP_ Posted September 12, 2016 Share Posted September 12, 2016 Try to modify files in patchday2ng, these should be the newest and read by the game. @GTARandom Do you have any progress? BS_BlackScout 1 Link to comment Share on other sites More sharing options...
BS_BlackScout Posted September 12, 2016 Share Posted September 12, 2016 @_CP_ Yeah, I realized that yesterday ^^. Going to try the collision thing. Link to comment Share on other sites More sharing options...
_CP_ Posted September 12, 2016 Share Posted September 12, 2016 (edited) Confirmed, @Unknown_Modder flag is working. Yeah... Palms collisions aren't so accurate, maybe that's why R* used a static ones (sounds idiotic but hey, it's R*). Edited September 12, 2016 by _CP_ alloc8or, _Raven_ and BS_BlackScout 3 Link to comment Share on other sites More sharing options...
Mr.Arrow Posted September 12, 2016 Share Posted September 12, 2016 (edited) I figured out why. The palms (among other props) are in fact placed in the YBN static collision files. No idea why it has a collision inside the YDR, maybe a leftover. Well sh*t Does the static collision apply to palm trees only,or does it apply to all static props?Mapping is going to be a pain in the butt.... Edited September 12, 2016 by Mr.Arrow Link to comment Share on other sites More sharing options...
BS_BlackScout Posted September 12, 2016 Share Posted September 12, 2016 (edited) This flag actually screwed all the lods... (Which are already not correct due to the model swap + I haven't thought of something that could fix it) The lods are still the ones for prop_tree_birch_04... Even though I replaced all entries with prop_palm_sm_01f Edited September 13, 2016 by BlackScout _Raven_ 1 Link to comment Share on other sites More sharing options...
NTAuthority Posted September 12, 2016 Share Posted September 12, 2016 (edited) No idea why it has a collision inside the YDR, maybe a leftover. ... #dr having collisions? That might be your viewer misinterpreting a skeleton - only #ft contains both a drawable and a bound, or you're talking about #bd as usual? Interesting how V actually added a bound to gtaDrawable, cute change. If you guys manage to find out what fields are used to enable alpha testing for an object it'd be nice, in Cfx I had to patch out a check to get the alpha testing flag to work at all. (also, LOD linking parent relationships in V are clearly more complex than 'all streamed placement entries parent to the non-streamed one', yes they're still 'line' indices relative to rage::fwEntityDef but they're more weird) Does the static collision apply to palm trees only,or does it apply to all static props?Mapping is going to be a pain in the butt....In IV pretty much everything was static world-space collision already, not much changed here except the _manifest-based 'high-quality' collisions. Edited September 13, 2016 by NTAuthority Mr.Arrow, Jestic and _CP_ 3 Link to comment Share on other sites More sharing options...
BS_BlackScout Posted September 12, 2016 Share Posted September 12, 2016 (edited) @NTA Apologies for the meme. Edited September 12, 2016 by BlackScout Link to comment Share on other sites More sharing options...
lunchxbles Posted September 13, 2016 Share Posted September 13, 2016 (edited) Adding Custom Models is currently possible, pretty sure manifest.ymf is just for ytyp and ymaps. Heres how I was able to put a custom model in the game without replacing anything: 1. I started by adding my model vicecity_palm.ydr and the texture vicecity_palm_1.ytd to v_palm.rpf. 2. I modified the v_palm.ytyp and copied one palm tree entry and changed the name and texture dictionary (hash_75D215A1 is the texture slot): 3. I ported the ytyp back into v_palm. 4. I used bh1_04_critical_0.ymap as my ymap file. I copied the entry for one tree and renamed it to match my model like with the ytyp: 5. I put the file back into the folder where I found it and loaded up the game, and this was the result, I replaced no entries in either the ymap or ytyp, all new entries. Edited September 13, 2016 by lunchxbles WildBrick142, HeySlickThatsMe, BS_BlackScout and 3 others 6 Link to comment Share on other sites More sharing options...
FV Mods Posted September 13, 2016 Share Posted September 13, 2016 Someone should write a OPL and IDE to ymap/ytyp(xml) MrGTAmodsgerman and BS_BlackScout 2 Link to comment Share on other sites More sharing options...
lunchxbles Posted September 13, 2016 Share Posted September 13, 2016 Someone should write a OPL and IDE to ymap/ytyp(xml) or better for you and me, json to ymap/ytyp MrGTAmodsgerman and FV Mods 2 Link to comment Share on other sites More sharing options...
_CP_ Posted September 13, 2016 Share Posted September 13, 2016 Why JSON if doing an straight convert will be much better? MrGTAmodsgerman 1 Link to comment Share on other sites More sharing options...
lunchxbles Posted September 13, 2016 Share Posted September 13, 2016 Why JSON if doing an straight convert will be much better? I guess you're right. Testing some things with this, may try porting san fierro in 16 parts, we'll see how big of a mess this is. _Raven_ 1 Link to comment Share on other sites More sharing options...
_CP_ Posted September 13, 2016 Share Posted September 13, 2016 I'm so excited to see any progress, don't dissapoint me fellas. _Raven_ and BS_BlackScout 2 Link to comment Share on other sites More sharing options...
Mr.Arrow Posted September 13, 2016 Share Posted September 13, 2016 (edited) I wonder if it's possible to delete the game map,using this tool without crashing the game.... Edited September 13, 2016 by Mr.Arrow Link to comment Share on other sites More sharing options...
Kaai210 Posted September 13, 2016 Share Posted September 13, 2016 Seems to crash on me when dropping combattasks.ymt onto the .exe am I missing something? Link to comment Share on other sites More sharing options...
nkjellman Posted September 13, 2016 Share Posted September 13, 2016 This looks fantastic. Does this mean that we can throw away the map editor and convert the maps to .ymap? I would love to convert ProjectWood to a ymap. Link to comment Share on other sites More sharing options...
_MK_ Posted September 13, 2016 Share Posted September 13, 2016 (edited) Is anyone having issues with trees not loading unless the player gets close to them ? I'm having this with no matter what tree when replacing prop_tree_pine_02 and prop_tree_cedar_03,increased LOD distance didn't do a thing,any ideas ? EDIT:Can someone please test it? x64o.rpf\levels\gta5\_hills\cityhills_02\cityhills_02_metadata.rpf\ch2_02_critical_4.ymap https://www.mediafire.com/?8471o3dl9r657h6 The trees should show at this location: Edited September 13, 2016 by _MK_ Link to comment Share on other sites More sharing options...
_CP_ Posted September 13, 2016 Share Posted September 13, 2016 (edited) @Mr.Arrow stripped images.meta works, map is fully unloaded @Kaai210 Not all .ymt files are openable. Could you take a look at this? Is this OK to load in the game? http://pastebin.com/n0rqZ9CZ Edited September 13, 2016 by _CP_ Mr.Arrow 1 Link to comment Share on other sites More sharing options...
Mr.Arrow Posted September 13, 2016 Share Posted September 13, 2016 (edited) Clearly I must be doing wrong things;the map still exist. Its located in common.rpf>levels>stripped am I right? Edited September 13, 2016 by Mr.Arrow Link to comment Share on other sites More sharing options...
_CP_ Posted September 13, 2016 Share Posted September 13, 2016 Nope, update.rpf/common/data/levels/gta5. BS_BlackScout 1 Link to comment Share on other sites More sharing options...
BS_BlackScout Posted September 13, 2016 Share Posted September 13, 2016 (edited) Common.rpf is mostly unused I'm willing to try some sh*t later, as soon as I get available... Edited September 13, 2016 by BlackScout Link to comment Share on other sites More sharing options...
Mr.Arrow Posted September 13, 2016 Share Posted September 13, 2016 (edited) The game crashed.Oh well, I will try tomorrow. @_CP_ Nevermind, it works! I manage to delete the game map,but it looks like the lods from the map still exist? Is there a way to remove it? Edited September 13, 2016 by Mr.Arrow Link to comment Share on other sites More sharing options...
_MK_ Posted September 13, 2016 Share Posted September 13, 2016 So with this progress will it be possible to have a in-game tool to remove and replace any prop like the Map Editor but with the ability to directly save to the game's files ? (In the Map Editor you can put the pointer on any of the the props and copy/remove/move that prop and save,but that only works for the props spawned via Map Editor,so a tool exactly like that but does the saving directly to the game). Link to comment Share on other sites More sharing options...
_CP_ Posted September 13, 2016 Share Posted September 13, 2016 Everything is done manually at this moment, which is a bit troublesome. Now my main goal is to get to work at least few custom models. BS_BlackScout 1 Link to comment Share on other sites More sharing options...
BS_BlackScout Posted September 13, 2016 Share Posted September 13, 2016 (edited) Yesterday I tried adding an entry in Stream YTYPs so I could use a LC converted model... However, when I tried to reconvert the xml into ytyp (strm_metadata) the MetaTool crashed. I don't know if it was my fault or not. I'm pretty sure these are compared to San Andreas IDE's, so we need model references in them first before adding it in ymap with coords. Edited September 13, 2016 by BlackScout Link to comment Share on other sites More sharing options...
_CP_ Posted September 13, 2016 Share Posted September 13, 2016 What coulf be wrong? Maybe try to cleanup one .ytyp without any model entries. Link to comment Share on other sites More sharing options...
BS_BlackScout Posted September 13, 2016 Share Posted September 13, 2016 (edited) I think I have some ideas on how to erase lods. They are always managed in for example Venice Beach (area name in game files as always original names) vb_01.ymap The start of the file says <CMapData> <name>vb_01</name> <parent>vb_lod</parent>There are some references <lodDist value="500.0" /><hash_CA974BCD value="250.0" /><hash_6C8F1715>LODTYPES_DEPTH_SLOD1</hash_6C8F1715><lodDist value="8000.0" /><hash_CA974BCD value="250.0" /><hash_6C8F1715>LODTYPES_DEPTH_SLOD1</hash_6C8F1715>So, perhaps, erasing entries on it will kill the lods... @_CP_ Yeah, it's complicated when everything is hashed and I don't know what I can remove and/or keep... Edited September 13, 2016 by BlackScout Link to comment Share on other sites More sharing options...
_CP_ Posted September 13, 2016 Share Posted September 13, 2016 LODTYPES_DEPTH_SLOD1 is the reference to a medium LOD, so it's a second level of model, first is the detailed model, and third is a LOD of entire area. Link to comment Share on other sites More sharing options...
BS_BlackScout Posted September 13, 2016 Share Posted September 13, 2016 Hmm, sounds confuse, I was focusing more on the lodDist value... 8000 sounds like the last one, I don't know really. Link to comment Share on other sites More sharing options...
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