Mr.Arrow 762 Posted May 23, 2017 Share Posted May 23, 2017 CodeWalker crash when it tries to read and load modified .ymap. This happens when I replace vanilla to a modded .ymap ( it doesn't crash in-game since its working). Link to post Share on other sites
_CP_ 9,630 Posted May 23, 2017 Share Posted May 23, 2017 @Mr. Arrow You have to encrypt an archive using affix. Link to post Share on other sites
Mr.Arrow 762 Posted May 23, 2017 Share Posted May 23, 2017 (edited) ^ Quite an unorthodox method, but it works ( at least on Steam). edit : It would be nice if we could customize the hotkeys and the controls. Edited May 23, 2017 by Mr.Arrow Link to post Share on other sites
Alex106 58 Posted May 23, 2017 Share Posted May 23, 2017 What <contentFlags value=""/> i need to use to make props show inside an interior?Right now they are invisible I tried already with "65 - Stream" and "73 - Interior" Link to post Share on other sites
dexyfex 239 Posted May 24, 2017 Author Share Posted May 24, 2017 What <contentFlags value=""/> i need to use to make props show inside an interior?Right now they are invisible I tried already with "65 - Stream" and "73 - Interior" Unfortunately, entities in interiors are not supported yet, as they are generally stored in the ytyp files which aren't being saved just yet. Link to post Share on other sites
dexyfex 239 Posted May 24, 2017 Author Share Posted May 24, 2017 CodeWalker crash when it tries to read and load modified .ymap. This happens when I replace vanilla to a modded .ymap ( it doesn't crash in-game since its working). For the time being at least, the intended workflow for using CodeWalker for editing is to be using the dlc.rpf approach, instead of directly modifying the game files. The main reason for this is as you discovered - CodeWalker currently has issues with files in the original RPF's that are modified and not encrypted. It seems that OpenIV doesn't bother to encrypt the files, but the RPF header still says the file is encrypted. CW makes errors after that because it tries to decrypt the unencrypted file, and is not able to tell that something went wrong at that stage. I've been thinking about how to fix this issue for a while, but haven't come to any solutions yet, sadly. Link to post Share on other sites
Mr.Arrow 762 Posted May 24, 2017 Share Posted May 24, 2017 Well, you can always make a RPF archive browser if the external tool (like OpenIV) is incompatible to yours. Maybe my words are not making sense but you get what I mean. Link to post Share on other sites
dexyfex 239 Posted May 25, 2017 Author Share Posted May 25, 2017 Well, I think I have finally fixed this problem.It turns out that when you modify a file in an existing RPF archive with OpenIV (eg. update.rpf), it changes the archive's encryption setting to "none". So the modified file was actually being read just fine by CW, but all the other files are still encrypted in there, and it was crashing reading those, because the RPF archive is set to no encryption. Anyway, I will do some more testing on this, and upload a new version later today which will hopefully fix this issue (and some similar issues that other users are having). Link to post Share on other sites
P2FX 281 Posted May 25, 2017 Share Posted May 25, 2017 Are vehicle spawn points stored in ymap files? Link to post Share on other sites
Alex106 58 Posted May 27, 2017 Share Posted May 27, 2017 I think i have found a bug.Whenever i right click a MP Map entity(for example the props of the heist yacht)it gets deleted instead of getting selected Link to post Share on other sites
_CP_ 9,630 Posted May 27, 2017 Share Posted May 27, 2017 Because interior models are not editable yet. Link to post Share on other sites
Alex106 58 Posted May 27, 2017 Share Posted May 27, 2017 (edited) I know that.But i'm not trying to edit them,but just to select(infact now i did the same thing with some props inside Michael's house and they don't get deleted) Anyway,bug or not i'm not going to die for waiting for the interiors support I'm sure it will be worth the same way it was for the .ymap editing(no,i'm not sarcastic) Edit:i now tried by enabling the mpheist dlc instead of mpspecialraces and they not getting deleted Edited May 27, 2017 by .Alex. Link to post Share on other sites
dexyfex 239 Posted May 27, 2017 Author Share Posted May 27, 2017 Thanks Alex, I have noticed this problem myself. Seems to happen when the gizmo/widget is in editing mode, and you select an interior entity. Editing interior entities is not supported yet, but they should always be selectable (and not disappear when you select them!). Anyways, it's on my todo list to fix this one Link to post Share on other sites
D T 3,212 Posted May 27, 2017 Share Posted May 27, 2017 dexyfex you work at R* North right? No way you built this program without some inside knowledge. Incredible work! 1 Link to post Share on other sites
P2FX 281 Posted June 5, 2017 Share Posted June 5, 2017 So What does GUID and Flags do? Link to post Share on other sites
dexyfex 239 Posted June 7, 2017 Author Share Posted June 7, 2017 The GUID is I assume a globally unique identifier... Just a random number unique to each entity. The flags are still mostly unknown, but it seems that some are to indicate if an entity is to be used in a shadow casting, or reflections only. 1 Link to post Share on other sites
P2FX 281 Posted June 8, 2017 Share Posted June 8, 2017 The GUID is I assume a globally unique identifier... Just a random number unique to each entity. The flags are still mostly unknown, but it seems that some are to indicate if an entity is to be used in a shadow casting, or reflections only. Thanks for the reply man So the vehicle spawn points seems very simple: <carGenerators> <Item> <position x="-1549.59000000" y="132.81450000" z="57.17906000"/> <orientX value="4.59758300"/> <orientY value="-3.85355900"/> <perpendicularLength value="2.80000000"/> <carModel/> <flags value="3680"/> <bodyColorRemap1 value="-1"/> <bodyColorRemap2 value="-1"/> <bodyColorRemap3 value="-1"/> <bodyColorRemap4 value="-1"/> <popGroup/> <livery value="-1"/> </Item> </carGenerators> Any chance to see car spawn point editing in the future? I try to manually edit them but I have no idea how to convert 0-360 angle to this xy orientation. Link to post Share on other sites
dexyfex 239 Posted June 8, 2017 Author Share Posted June 8, 2017 Viewing CarGenerator data is already implemented for v.22 which I will release soon. The editing of this data will probably be in v.23. The orientX/Y values in the CarGenerator just form a 2D direction from 0,0. So, the normalised vector produced with those values will indicate the direction the vehicle should be facing. 1 Link to post Share on other sites
dexyfex 239 Posted June 10, 2017 Author Share Posted June 10, 2017 v.22 is now available. New things include:- Select and inspect time cycle mods, car generators, grass batches, distant LOD lights groups, MLO instances, water quads, path nodes and collision boxes - Configurable key bindings, settings window - Keyboard bindings for zoom in/out (default: Z/X) - Moon is now displayed - Support for mods folder, and map mods (WIP) - Dropdowns now no longer capture keyboard input - Bug fixes and performance improvements - Rendering improvements 10 Link to post Share on other sites
Alex106 58 Posted June 11, 2017 Share Posted June 11, 2017 With the newest version i get this error when i try to load .ymaps It happens with custom and even the original ones ************** Text of the exception **************System.ArgumentNullException: The value can not be null.Parameter name: fileName in System.IO.FileInfo..ctor(String fileName) in CodeWalker.Project.ProjectFile.GetFullFilePath(String relpath) in CodeWalker.Project.ProjectFile.AddYmapFile(String filename) in CodeWalker.ProjectForm.OpenYmap() in System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) in System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) in System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) in System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) in System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) in System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) in System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) in System.Windows.Forms.Control.WndProc(Message& m) in System.Windows.Forms.ToolStrip.WndProc(Message& m) in System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) in System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) Link to post Share on other sites
_CP_ 9,630 Posted June 11, 2017 Share Posted June 11, 2017 @.Alex Send your custom ymap file. Link to post Share on other sites
Alex106 58 Posted June 11, 2017 Share Posted June 11, 2017 Here it is <?xml version="1.0" encoding="UTF-8" standalone="no"?><CMapData> <name>phillbox_hill</name> <parent/> <flags value="0"/> <contentFlags value="65"/> <streamingExtentsMin x="-584.62570000" y="-1335.48400000" z="-197.47570000"/> <streamingExtentsMax x="47.69249000" y="-713.61080000" z="244.93360000"/> <entitiesExtentsMin x="-384.62570000" y="-1135.48400000" z="2.52427100"/> <entitiesExtentsMax x="-152.30750000" y="-913.61080000" z="44.93361000"/> <entities> <Item type="CEntityDef"> <archetypeName>Prop_Palm_Med_01b</archetypeName> <flags value="1572872"/> <guid value="0"/> <position x="-317.65000000" y="-1119.55000000" z="22.20000000"/> <rotation x="0.00000000" y="0.00000000" z="0.00000000" w="1.00000000"/> <scaleXY value="1.00000000"/> <scaleZ value="1.00000000"/> <parentIndex value="-1"/> <lodDist value="200.00000000"/> <childLodDist value="0.00000000"/> <lodLevel>LODTYPES_DEPTH_ORPHANHD</lodLevel> <numChildren value="0"/> <priorityLevel>PRI_REQUIRED</priorityLevel> <extensions/> <ambientOcclusionMultiplier value="255"/> <artificialAmbientOcclusion value="255"/> <tintValue value="0"/> </Item> <Item type="CEntityDef"> <archetypeName>Prop_Palm_Med_01b</archetypeName> <flags value="1572872"/> <guid value="0"/> <position x="-320.80000000" y="-1118.75000000" z="22.80000000"/> <rotation x="0.00000000" y="0.00000000" z="0.00000000" w="1.00000000"/> <scaleXY value="1.00000000"/> <scaleZ value="1.00000000"/> <parentIndex value="-1"/> <lodDist value="200.00000000"/> <childLodDist value="0.00000000"/> <lodLevel>LODTYPES_DEPTH_ORPHANHD</lodLevel> <numChildren value="0"/> <priorityLevel>PRI_REQUIRED</priorityLevel> <extensions/> <ambientOcclusionMultiplier value="255"/> <artificialAmbientOcclusion value="255"/> <tintValue value="0"/> </Item> <Item type="CEntityDef"> <archetypeName>Prop_Palm_Med_01b</archetypeName> <flags value="1572872"/> <guid value="0"/> <position x="-327.70000000" y="-1116.35000000" 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<lodLevel>LODTYPES_DEPTH_ORPHANHD</lodLevel> <numChildren value="0"/> <priorityLevel>PRI_REQUIRED</priorityLevel> <extensions/> <ambientOcclusionMultiplier value="255"/> <artificialAmbientOcclusion value="255"/> <tintValue value="0"/> </Item> </entities> <containerLods/> <boxOccluders/> <occludeModels/> <physicsDictionaries/> <instancedData> <ImapLink/> <PropInstanceList/> <GrassInstanceList/> </instancedData> <timeCycleModifiers/> <carGenerators/> <LODLightsSOA> <direction/> <falloff/> <falloffExponent/> <timeAndStateFlags/> <hash/> <coneInnerAngle/> <coneOuterAngleOrCapExt/> <coronaIntensity/> </LODLightsSOA> <DistantLODLightsSOA> <position/> <RGBI/> <numStreetLights value="0"/> <category value="0"/> </DistantLODLightsSOA> <block> <version value="0"/> <flags value="0"/> <name>phillbox_hill</name> <exportedBy>CodeWalker</exportedBy> <owner/> <time>15 maggio 2017 08:07</time> </block></CMapData> Link to post Share on other sites
dexyfex 239 Posted June 11, 2017 Author Share Posted June 11, 2017 With the newest version i get this error when i try to load .ymaps It happens with custom and even the original ones That's an interesting one, thanks. It's a bug with new/unsaved projects. You should be able to work around this issue for now by creating a new project and saving it before opening ymap files. Link to post Share on other sites
Alex106 58 Posted June 11, 2017 Share Posted June 11, 2017 Yes,it works in that way.Thanks Link to post Share on other sites
Neos7 44 Posted June 12, 2017 Share Posted June 12, 2017 Can you add an option to make new or edit InstancedGrass? Link to post Share on other sites
dexyfex 239 Posted June 13, 2017 Author Share Posted June 13, 2017 Can you add an option to make new or edit InstancedGrass? It's on the list of things to do... I guess also a tool for "painting" the grass easily would be great... Link to post Share on other sites
dav90 2 Posted June 14, 2017 Share Posted June 14, 2017 (edited) Maybe I missed something, but from what I found in source code, it seems you are not loading DLCs with overwrites from \update.rpf\dlc_patch\*. So map does not have to match 100% with in-game map. Edited June 14, 2017 by dav90 Link to post Share on other sites
Mr.Arrow 762 Posted June 14, 2017 Share Posted June 14, 2017 (edited) I guess your tool has to go open source this time....OpenIV just got C&D. Edit: It doesn't matter anyways, any progress regarding nodes? I hope you're still working this. The last thing we need is a living map. Edited June 15, 2017 by Mr.Arrow 2 Link to post Share on other sites
dexyfex 239 Posted June 15, 2017 Author Share Posted June 15, 2017 I'm hoping it's all just some big crazy misunderstanding... 2 Link to post Share on other sites