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dexyfex

CodeWalker 3D Map Viewer for GTAV

Recommended Posts

dexyfex

[Edit: Merged contents with previous message due to page break!]

Edited by dexyfex

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dr0yed

snip

 

That worked, I guess it had something to do with the flags because I have traffic on liberty city now in-game and those were the only things I edited. I'm going to have some fun with this, thank you!

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dexyfex

That's great!
I made another quick tutorial video which covers these issues:

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Mr.Arrow

^@dr0yed Yea I noticed about this too.

 

Honestly, the flags are so subtle you won't even realized whats going on until you run the program .

Edited by Mr.Arrow

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dexyfex

Hopefully with more playing around with this, we can figure out what all the different flags are... I guess they will be very similar to SA and IV node and links flags. I'm hoping to get some help from the community on this matter, as I need to focus my time on developing the app, and I think this will unfortunately be a fairly time consuming task.

 

It's also worth noting that in some testing I've done, if you get some flags incorrect on a node or a link, it can cause the game to crash - but not always instantly, it might only crash when you leave the modified area. So, a lot more testing needs to be done with this stuff as well. But I'm sure you can all understand because this is a new thing we are dealing with!

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dr0yed

 

The amount of cars! LOL.

 

I'll be toying around with different flags copied from other stock nodes and see what I can find. Right now I want to find the flags that cause bikers to spawn in

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hellya2011

Well i watched the tutorial, and i'll try to give it another go. The only thing that i saw that you did differently than me (besides location) is you made a loop, where as i made a straight line... maybe it has to be looped? I also was trying to add traffic to the ViceV mod, and it had an areaID of 30, but i don't know if that made a difference. Hypothetically it still should work... i'll give it another go soon. Thanks for the in-depth tutorial video!

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Wakka387

 

The amount of cars! LOL.

 

I'll be toying around with different flags copied from other stock nodes and see what I can find. Right now I want to find the flags that cause bikers to spawn in

hopefully we see a full on GTA IV version of this map editor :) GTA IV & EFLC need a proper map editor

Edited by Wakka387

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dr0yed

Well i watched the tutorial, and i'll try to give it another go. The only thing that i saw that you did differently than me (besides location) is you made a loop, where as i made a straight line... maybe it has to be looped? I also was trying to add traffic to the ViceV mod, and it had an areaID of 30, but i don't know if that made a difference. Hypothetically it still should work... i'll give it another go soon. Thanks for the in-depth tutorial video!

This does not need to be looped. Mine isn't looped and it works perfectly on LC. I'll be trying it on Vice V and see what I can find

 

Copy all the flags from the image posted by dexyfex, and make sure to set the flags for the forward and back links

 

As long as you see your nodes within the blue box, you're good to go.

Edited by dr0yed

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Mr.Arrow

You can use GTA 4 paths as a reference https://www.gtamodding.com/wiki/Paths_(GTA4)

 

Its quite similar, but not everything is the same so take it with a pinch of salt.

 

Taken from GTA IV

 

Flag 0: Unknown but used

Flag 1-2: Unknown

Flag 3: Dont Wander

Flag 4: Ignored?

Flag 5: Emergency Only?

Flag 6: isWaterNode

Flag 7: Unknown

 

Flag 8: Ignored Node?

Flag 9-11: SpeedLimit?

Flag 12-15: Link Count

 

Flag 16: Disable Linking?

Flag 17: Slow Trafiic

Flag 18: Highway

Flag 19: Dirt Road

 

Flag 20: Unknown Ped Flag

Flag 21: Boat Movement

Flag 22: Unknown

Flag 23: Using only in Manhat?

 

Flag 24-27: Behaviour

Flag 28-31: Spawn Rate?

 

 

Edited by Mr.Arrow

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dexyfex

Yeah I think a lot of those same flags are present, but just in different positions. There's also apparently some new data.

E.g. when it comes to the intersections - there's an extra set of data in the .ynd for those, which includes a small 2D array of bytes (of variable size). I haven't had a chance to play around with that yet, so I still have no idea what it does. But the CodeWalker editor allows it to be modified...

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Mr.Arrow

Lakeside Custom Map

 

 

E3FhDNA.jpg

bxR7EmA.jpg

Edited by Mr.Arrow

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dr0yed

For some reason my nodes gray out after importing the ynd files into openIV. I would finish a project, reopen it and when I click on the nodes, they just gray out and won't let me move them at all.

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dexyfex

For some reason my nodes gray out after importing the ynd files into openIV. I would finish a project, reopen it and when I click on the nodes, they just gray out and won't let me move them at all.

Hmm, I'm not sure what would cause this... I guess it happened after restarting CodeWalker? Also are you using the mods folder for this?

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dr0yed

 

For some reason my nodes gray out after importing the ynd files into openIV. I would finish a project, reopen it and when I click on the nodes, they just gray out and won't let me move them at all.

Hmm, I'm not sure what would cause this... I guess it happened after restarting CodeWalker? Also are you using the mods folder for this?

It happens when I restart codewalker and yes I'm using the mod folder..sometimes it shows a gray little circle around the node too or the arrows would be greyed out.

Edited by dr0yed

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dexyfex

Ahh I think I know what the issue is... The grey circle means that the tool is in rotate mode, which doesn't apply to the path nodes.
Press T in the world window to open the toolbar, and make sure that the Move tool is selected.
There are default keyboard shortcuts of Q,W,E and R when in edit mode, and those will override the default camera movement unless the mouse is being dragged. Those keyboard shortcuts will change the tool between no tool, rotation, position and scale, because they are commonly used shortcuts in 3D editors. You can change these key bindings in Tools > Options if you find them getting in the way.

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Mr.Arrow

There's a bug whenever you got an error message from the node, the program will go time lapse like crazy ( That's why I turned off the right click drag).

Edited by Mr.Arrow

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BlackScout

Spider-Vice told me about this, I decided to share this funny curiosity with you guys.

 

Your face when:

 

https://twitter.com/RockstarGames/status/880071232858710016

 

This tweet has an image with some GTA V code...

 

DDakFD6XgAAblkj.jpg

 

plz put :large at the end of link for full size

 

Some transcriptions:

slowSpeed = rage::Min(targetSpeed + 10, fastSpeed);SetCruiseSpeed((36.0f + (pVeh-)GetRandomSeed() & 3))); //(u8)m_oVehicleFlags.bVehicleColProcessed = true;WorldProbe::CShapeTestProbeDesc probeDesc;

The interesting one that got me to post this here:

int nTestTypes = (ArchetypeFlags::GTA_MAP_TYPE_MOVER static bool USE_PROBE_BATCH = false if(USE_PROBE...

Perhaps we can now name one of those flags...

In case it hasn't been named yet. Ty R* <3 LMAO.

 

A pseudo celebrity posts the same thing 40 minutes later (ITT) without (by any means) the same effort describing the details and providing sources.

YET, attracts more attention. You know, I think some people should shut up about YouTubers and other sorts of cancers of the GTA Community.

Edited by BlackScout

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Fun 2

2da2ddca8109b4db6afa0a86dab1142643f0475b

 

From newswire.

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dexyfex

There's a bug whenever you got an error message from the node, the program will go time lapse like crazy ( That's why I turned off the right click drag).

Do you know what caused that error message?

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Mr.Arrow

 

There's a bug whenever you got an error message from the node, the program will go time lapse like crazy ( That's why I turned off the right click drag).

Do you know what caused that error message?

 

 

The error happens when you made some unintentional mistake, like deleting an existing node or putting a wrong link value.

 

WMY11A0.png

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dexyfex

The error happens when you made some unintentional mistake, like deleting an existing node or putting a wrong link value.

Thanks, I'll try fix that for the next version.

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ArthurLopes

 

The error happens when you made some unintentional mistake, like deleting an existing node or putting a wrong link value.

Thanks, I'll try fix that for the next version.

 

Are you going to make a ytyp editor?

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dexyfex

Are you going to make a ytyp editor?

Eventually, because it is necessary for editing interiors.

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dexyfex

v.24 should be available soon!

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Headshots_Ops

Your tool gets more awesome each update. I'm working on a project and it wouldn't have been possible without you.

Also i was wondering if you (or someone else) know anything about the path limit, i've currently placed my map pretty far away outside of the vanilla path boundaries and i'd like to know if expanding them has been figured out yet. If not, i guess I should move it closer inside the boundaries untill someone figures it out.

Thanks.

Edited by Headshots_Ops

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IgorX

Pretty nice progress with navmeshes.

Anyway can you make some important stuff like:

1. Dialogue window that allow you to select what images.meta need to be loaded. Currently it doesn't support images.meta from "mods/update/update.rpf -> etc.. so it loads a full map but in my case I removed that.

2. Make an external file of hash tables.. It should understand some user-created files when I add names.

 

p.s. some map objects have hashes instead of names so here I have some of them:

<code>

1401567988 = HW1_RD_02_LOD04

1091966476 = HW1_RD_02_LOD07

</code>

Basically some lods are unnamed.

 

Also I wonder how uint32 rgb color is structured. Is it combined rgba values or they're generated?

Edited by IgorX

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dexyfex

Thanks! :lol:

 

The paths limit is -8192,-8192 to +8192,+8192. I'm not sure on the feasibility of increasing the size, this limit seems fairly fundamental to how .YND files work.

 

The images.meta is one big thing still on my todo list, at the moment it's ignoring that file. It will be important for me to get that working properly for testing eg total conversions...

 

The external strings file for hashes is probably a good idea. Also, the missing names in a lot of the LOD objects is because they are assets in YDD's. I'm not sure of how to get the names of those easily yet, without having an external file with all the strings, as you suggested.

 

The colours for navmesh polygons I have generated manually based on the flags, to make it easier to see the different values.

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D T

I'm not very knowledgeable when it comes to modding, so forgive me if this is a dumb question: is it possible to easily copy/paste trees around the map with this tool now? If so, can somebody restore the trees seen in earlier builds of the game?

 

 

ftBN266.jpg

DXmK2x2.jpg

 

 

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_CP_

@D T
Of course, it's very easy.

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