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nkjellman

GTA V Cut Interiors Add On

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nkjellman

I'm working on adding two interiors to GTA V that you may not have seen before. Since the placements are in the ytyp for interiors, all I need to do now is place the whole interiors into the world.

 

Here is my progress.

 

The High Life Update garage (originally found by me):

 

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The timecycmodifer being used here, I am not very crazy about. It is too foggy. I may play around with different ones that are used elsewhere in the game. Possibly the ones from the 3 story 20 car garage will do. Additionally, it seems that the radio emitters are working in here too. I turned on all of the radio emitters in the Simple Trainer, so it seems that one of those emitters is for this garage. So long story short, you can hear Self Radio playing if you set up the trainer's emitters properly in the ini.

 

The beta FIB office. (Originally found by TaazR):

 

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The placement of this interior is subject to change. I only put it under the map because this was a test. In fact, someones swimming pool is making it so part of the server room is underwater. lol

 

 

 

Regarding the placement of the FIB interior. It is too long to be placed in the upper floors of the FIB building. I want to place it here.

 

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The interior does not fit in the FIB building very well. The hallway to the left of the conference rooms even sticks out of the building so I had to push it back from the exterior windows. The whole interior fits in the bottom part, so I will place it on the 7th floor. Note that the whine bottle represents the interiors pivot point. Also, since it doesn't match, a script will be needed to access the interior from the lobby. I am thinking that the FIB building would be hidden, sorta like how the High End apartments work.

 

There is just one problem. The collision mesh on the FIB building was done so it goes right through the interior. The narrower part at the top goes down through the fattest part at the bottom. Here are some pics of the collision for the FIB building exterior.

 

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Here are some images from code walker showing where the meshes and collisions sit. It is easy to see in the first two images, but the second two are a little tougher due to that side being taller. However, the issue is the same on both sides.

 

North East side:

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South West side:

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I am no professional modeler. I am wondering, could someone make a modified collision mesh for the FIB building? Have it where it isn't effected on the outside, but the collision doesn't block off the inside at the first few floors of the tower (at the widest part of the building). The interior will be placed on the 7th floor. It needs to be done on both sides so it doesn't block off the conference rooms and the server room. Who ever does it will receive credit.

 

 

Anyways, once this collision issue is resolved, I will move the FIB interior and release the DLC Pack.

Edited by nkjellman

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ArthurLopes

Nice :D

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nkjellman

Nice :D

Hopefully I'll have this one ready soon.

 

It also has given me a few other ideas as well. For example, I may use the Stilt houses interiors to make a few beach houses in Vespucci Beach, Pacific Bluffs, Malibu, and Paleto Bay. It could work. I just need to position the interior shell with Menyoo to see where it would sit.

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_CP_

I was trying to spawn cut biker interior, but it's still nothing. Name is v_carmod2 in v_int_43.

wz5Rmj1h.jpg

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Mega

Are there any leftover assets from the cut stunt arena at all? Always wanted to mess around with its collision file(it's in Solomon Office's folder).

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nkjellman

Both the Vagos hideout and the Stunt Arena are just collisions so that doesn't do me any good.

 

@_CP_ Did you find out the name from the ytyp or does your game actually have those files? Are you on the Social Club version which has files the Steam version doesn't have? If all of those are true, please send them over so I can attempt to add it in.

 

If you don't have those files, who knows. Maybe you steal guns from the Vagos in the next update. lol. They did go out of there way to make that building support an interior in the Biker Update, so we probably will get the interior officially. They did the same thing with the Lost Clubhouse long before the Biker Update. I think it was in Heists.

Edited by nkjellman

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_CP_

@nkjellman

v_int_43 has only a safe, chair and dummy model, but all other props are actually placed in ytyp, so it's just a matter of spawning an interior by ymap.

Shell ia missing but it's better than nothing.

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nkjellman

@nkjellman

v_int_43 has only a safe, chair and dummy model, but all other props are actually placed in ytyp, so it's just a matter of spawning an interior by ymap.

Shell ia missing but it's better than nothing.

You might be right about that. Guess we need someone to create one.

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_CP_

I'm curious how did you spawn new interiors using YMAP files. I wanted to put high class apartment from Online to a new place, I did everything OK in manifest.ymf, but when I'm near to this place, game crashed. Could you explain to me? Thank you.

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nkjellman

I'm curious how did you spawn new interiors using YMAP files. I wanted to put high class apartment from Online to a new place, I did everything OK in manifest.ymf, but when I'm near to this place, game crashed. Could you explain to me? Thank you.

Not sure if you need to do anthing in manifest since that code is already in for those apartments.

 

You may need to have your file in the same RPF for it to work. After a Rockstar puts all of theirs in hollywood_metadata.rpf.

 

You spawn the interior like its an object, and use the name of the interior assigned in the ytyp. You can use Menyoo to spawn the shell of the interior to place it. You will need to convert the rotation from degrees to quadernion. I used this.

http://quaternions.online/

 

Personally I have not tried it, but I wonder if it is possible to flip an interior upside down.

 

 

Edit: Here is another thing. Since we are able to make instances of LS Customs, Ammunation, Clothing Stores, Barber Shops, and Tattoo Shops easily, I wonder if it is possible that the added shops will work. If so, we can integrate the GTA V shops into map mods so we have working stores in custom maps.

 

Not sure about that though. It is a different shop keeper at the different stores. However some of them repeat. I think that some of them could work, but not all. Its also possible that the added shops would half work. Like you can buy things in them, but the shop keeper wouldn't spawn.

Edited by nkjellman

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