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BlackScout

[REL|V] V PropRestore

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Spider-Vice

Continuing my thoughts from here.

 

I think Rockstar made it so props with Low priority would never load their imap extensions. After all, it makes sense, low priority props would probably be reserved for very small props without any other properties attached - extensions apply properties like particles and sound to props and objects around the map. Probably because it was too much hassle to remove them from the map completely, it was probably easier for them to set them to low priority and call it a day. Not 100% sure why they did this - I know during development they were plagued with memory and streaming issues, but thus far there seem to be no issues with the gameplay or streaming engine with those props being forced to spawn.

 

These props actually trigger scenarios that were otherwise not available in the stock game. Double or triple the peds spawning in sunloungers at the Richman Hotel, people sitting at tables in their homes in Vinewood, triple to quadruple the beach props available at any given moment, bollards placed  inplaces where they otherwise weren't available, aircon units spawned at the side of houses or properties that weren't available either, LOTS of missing litter and trash around the map - and I think I've seen extra hobos spawning near Grove Street with extra props too, amongst a  lot of other things - like security cameras at Michael's House, and a dreamcatcher near his house too that even makes sound! The video posted above should be pretty elucidating, but otherwise you can check it out for yourself. Looking at a custom list made in Codewalker, there are THOUSANDS of props around the map, smaller or bigger, with priorities set to Low that will NEVER spawn.

 

I personally reverted the PC game back to the release 2015 build and none of those props were available so it wasn't the result of patching over the years. trust me, I'm a sucker for detail and these small things make the world A LOT more lively for me.

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Sam Lake

I wonder, couldn't this be fixed via some script too? Like forcing to always spawn in low priority models or something.

Nonethless great job! It really feels more alive. 👌

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BlackScout
1 minute ago, George Costanza said:

I wonder, couldn't this be fixed via some script too? Like forcing to always spawn in low priority models or something.

Nonethless great job! It really feels more alive. 👌

I wish I had the knowledge on how to do that, it would be way easier this way. Hopefully someone will pickup on this and will make an ASI that fixes that problem :D

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Claude_Lib

My guess is that they thought about enabling them on NextGen/PC, but then realized that these props could possibly collide with user made GTA Online races, so they decided to leave it. On the other hand, there are props here and there around the map that are not loaded in Online, so who knows.

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mrpotsworth

This is like looking at a beta build done gods work well done!!

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BlackScout

Just updated the mod. There was a bug that would cause the map to go completely empty if the player attempted to load MP Maps.

I still have to make it so props show up in MP Maps... 😛

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nkjellman

Well this is quite interesting.

I will say that one thing I did notice in current gen/PC is that most of the 747 spawns at the airport hardly ever work. They may work once in a while. This includes the scenario for the 747 taking off.

 

Also regarding making this work in the Online map, it is a little confusing with the ymaps. Rockstar overrides ymaps in the Heist dlc.rpf. Then the Low Riders dlc.rpf overrides more ymaps. Then the Executive and Other Criminals dlc.rpf was added and it overrides more ymaps, even ones that the Heist dlc.rpf overrides. Finally, the mpheist folder in update.rpf/dlc_patch overrides the heist ymaps again, and has the updates from Import/Export

 

Also I am not sure how you could actually override the Online ymaps with a DLC.rpf but I don't think it can be regular level DLC pack, but a content pack.

 

Now days, when Rockstar updates the map, they seem to just add objects on top of the map without overriding anything, so you may not have to worry about a patch breaking it, once you get the right ymaps working.

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Ash_735

This seems like something Rockstar could've easily fixed themselves if they actually bothered, but alas, modders to the rescue again. Great work and yes, thank you for just restoring what Rockstar had instead of adding more like the other person. 

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BlackScout
7 hours ago, Ash_735 said:

This seems like something Rockstar could've easily fixed themselves if they actually bothered, but alas, modders to the rescue again. Great work and yes, thank you for just restoring what Rockstar had instead of adding more like the other person. 

Thanks :D. Perhaps there is a more simple way of fixing this (even with modding).
The solutions that I thought of were:

  1. Delete Extensions (No way)
  2. Change the priority
  3. Edit game code (I have no idea how to do this)

You know what else bothers me? There are empty spots with dirt patches on some grass surfaces...

 

VpvLGJN.png


These once had trees, they probably have a brush tool to place trees and removed them for whatever design choice. Seeing those holes is like "Oh, well, there once was a tree..."

 

Worst part, you can never know for sure what was there exactly. So, even if you add anything there via modding, it just won't look right. Which is what tons of mods do.
I mean, for a single placement there are dozens of variables. Scale, Size, Rotation, Model Choice.

You can't just put a huge tree in a tiny spot... Even if you scale it down, you have to scale down the correct model.
 

Edited by BlackScout

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Sleepwalking
On 11/17/2018 at 9:35 PM, BlackScout said:

I wish I had the knowledge on how to do that, it would be way easier this way. Hopefully someone will pickup on this and will make an ASI that fixes that problem :D

https://gta5-mods.com/scripts/low-priority-prop-restore

 

I guess someone did.

 

Thanks for the effort you put in your mod & topic. Damn Rockstar, how could you forget about all those props!

Edited by Sleepwalking

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crypter

This does not seem directly related to extension definitions whatsoever, but rather to the standard value of rage::fwMapData::ms_entityLevelCap (39 47 5C 7E - 4). For whatever reason, no matter whether the freemode map behavior is configured or not, the level cap defaults to 2 (PRI_OPTIONAL_MEDIUM), which leads to rage::fwMapDataContents::Entities_Create (0F 29 70 B8 8A 05 - 0x22) deciding not to spawn the entity.

 

The fact that some entities set to PRI_OPTIONAL_LOW do spawn seems related to that they either pass the conditions required for rage::fwArchetype::IsAffectedByPersistence (both archetypeDef flag 32 and 134217728 being set, or another unknown condition related to fwDynamicArchetypeComponent passing), or have entityDef flag 32 set.

 

The modification on GTA5-Mods linked above seems to override the parser to not ever set the priority level of entities lower than PRI_OPTIONAL_MEDIUM, rather than what would be the proper fix of forcing the ms_entityLevelCap to be set to PRI_OPTIONAL_LOW.

 

It is weird that this value is set like this even in SP - probably this is one of many traditional R* oversights. It is evidently meant to default to 3 by the RAGE suite, however some complex logic in the GTA project code involving PC-specific configuration seems to mean this value typically is set to 2, leading to low-priority objects only spawning if the game considers them to have a definite benefit.

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nkjellman
1 hour ago, crypter said:

This does not seem directly related to extension definitions whatsoever, but rather to the standard value of rage::fwMapData::ms_entityLevelCap (39 47 5C 7E - 4). For whatever reason, no matter whether the freemode map behavior is configured or not, the level cap defaults to 2 (PRI_OPTIONAL_MEDIUM), which leads to rage::fwMapDataContents::Entities_Create (0F 29 70 B8 8A 05 - 0x22) deciding not to spawn the entity.

 

The fact that some entities set to PRI_OPTIONAL_LOW do spawn seems related to that they either pass the conditions required for rage::fwArchetype::IsAffectedByPersistence (both archetypeDef flag 32 and 134217728 being set, or another unknown condition related to fwDynamicArchetypeComponent passing), or have entityDef flag 32 set.

 

The modification on GTA5-Mods linked above seems to override the parser to not ever set the priority level of entities lower than PRI_OPTIONAL_MEDIUM, rather than what would be the proper fix of forcing the ms_entityLevelCap to be set to PRI_OPTIONAL_LOW.

 

It is weird that this value is set like this even in SP - probably this is one of many traditional R* oversights. It is evidently meant to default to 3 by the RAGE suite, however some complex logic in the GTA project code involving PC-specific configuration seems to mean this value typically is set to 2, leading to low-priority objects only spawning if the game considers them to have a definite benefit.

I see what you mean there. I'll admit that these props were probably supposed to be disabled when Freemode Map Behavior is active.

 

But I do believe that some props were designed to not always spawn. For example, all the towels, umbrellas, sand castles, etc. on the beach. I get the impression that they are supposed to be a little more dynamic. so it doesn't look like it has the same layout every time you visit the area.

 

@BlackScout You should maybe try and run your tool on the interiors too. I get the impression that they could have some of these too.

 

As for the Online maps, you may be able to override them via a DLC pack if you don't wanna have people replacing them manually. You just need to invalidate the files and set your map version for each of the sections.

Alternatively, you could override the MP maps by having the user drag and drop a dlc_patch folder into the update.rpf. I know that the Biker DLC also has some overriding ymap areas I forgot to mention.

 

Edit: To help you out, I'll list out the overridden sections where a metadata.rpf was overridden. The newest one is the most current for that section.

_citye

downtown_01_metadata.rpf: mpheist -> mpheist (dlc_patch)

hollywood_metadata.rpf: mpheist -> mpheist (dlc_patch)

indust_01_metadata.rpf: mpheist -> mplowrider -> mpbiker

indust_02_metadata.rpf: mpheist

port_metadata.rpf: mpheist -> mpheist (dlc_patch)

scentral_metadata.rpf: mpheist -> mplowrider

sunset_metadata.rpf: mpheist -> mpapartment

 

_cityw

airport_metadata.rpf: mpheist

beverly_metadata.rpf: mpheist

koreatown_metadata.rpf: mpheist

santamon_metadata.rpf: mpheist -> mpheist (dlc_patch)

venice_metadata.rpf: mpheist

 

_hills

cityhills_01_metadata.rpf: mpheist

cityhills_02_metadata.rpf: mpheist -> mpapartment

cityhills_03_metadata.rpf: mpheist

country_01_metadata.rpf: mpheist

country_02_metadata.rpf: mpheist

country_03_metadata.rpf: mpheist -> mpheist (dlc_patch)

country_04_metadata.rpf: mpheist -> mplowrider -> mplowrider (dlc_patch)

country_06_metadata.rpf: mpheist -> mplowrider

 

You probably could override these with a DLC pack, but you'd probably have to come up with your own prefix for it and I am not 100% certain how that works. It probably takes the map group which has the highest value in overlayinfo.xml, or which ever dlc pack loaded last.

The other way is to override all of these metadata.rpf files through dlc_patch in update.rpf as you could set up the folder structure to put them all of them in one drag and drop. For all the ones that aren't in dlc_patch, just adding them in there should do the trick.

Edited by nkjellman

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BlackScout
9 hours ago, crypter said:

<snip>

Oh, that's the kind of investigation I couldn't do. The extensions were the only thing that I could notice that made a difference, so I assumed that was the main cause. But interesting analysis!
 

10 hours ago, Sleepwalking said:

https://gta5-mods.com/scripts/low-priority-prop-restore

 

I guess someone did.

 

Thanks for the effort you put in your mod & topic. Damn Rockstar, how could you forget about all those props!

Oh, that's great. Especially if you can compare the differences while playing.

__

 

@nkjellman Yeah I thought about interiors too but I didn't take any time to properly check them... I believe they aren't affected but I could be wrong...

Well, I tried to fix MP Maps but all I got was either:
Enable MP Maps, have weird blur spots everywhere and after disabling have half of the map disappear.
This whole DLC system that Rockstar has created is a huge confusion for me.

 

I thought about just processing the props into different YMAPs... I even got to the point of setting up some of the basic stuff: The _manifest.ymf and etc. But I haven't tried that out yet.

 

I also thought about the update.rpf method, haven't tried it though.

 

 

Edited by BlackScout

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nkjellman
39 minutes ago, BlackScout said:

Oh, that's the kind of investigation I couldn't do. The extensions were the only thing that I could notice that made a difference, so I assumed that was the main cause. But interesting analysis!
 

Oh, that's great. Especially if you can compare the differences while playing.

__

 

@nkjellman Yeah I thought about interiors too but I didn't take any time to properly check them... I believe they aren't affected but I could be wrong...

Well, I tried to fix MP Maps but all I got was either:
Enable MP Maps, have weird blur spots everywhere and after disabling have half of the map disappear.
This whole DLC system that Rockstar has created is a huge confusion for me.

 

I thought about just processing the props into different YMAPs... I even got to the point of setting up some of the basic stuff: The _manifest.ymf and etc. But I haven't tried that out yet.

 

I also thought about the update.rpf method, haven't tried it though.

 

 

It is a little more confusing than the base map, I'll admit.

But I don't think it is necessary as there was a script released which does it via memory editing. No need to modify ymaps.

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crypter

Fun fact: Red Dead Redemption 2 still overrides this with PRI_OPTIONAL_MEDIUM as maximum level from the GTA project code. I don't know if the mappers were aware of that this time as we don't have .#map files at this point, but I can imagine this mod becoming needed again if/when Red Dead hits PC...

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nkjellman
5 minutes ago, crypter said:

Fun fact: Red Dead Redemption 2 still overrides this with PRI_OPTIONAL_MEDIUM as maximum level from the GTA project code. I don't know if the mappers were aware of that this time as we don't have .#map files at this point, but I can imagine this mod becoming needed again if/when Red Dead hits PC...

RDR 2 still uses GTA V's mapping system?

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crypter
27 minutes ago, nkjellman said:

RDR 2 still uses GTA V's mapping system? 

Yes, it's practically GTA-based, and they didn't rework the map system yet again. There's even the whole vehicle system including vehicle classes that are not used in RDR at all such as helicopters and bikes.

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nkjellman
4 minutes ago, crypter said:

Yes, it's practically GTA-based, and they didn't rework the map system yet again. There's even the whole vehicle system including vehicle classes that are not used in RDR at all such as helicopters and bikes.

Lol. Modding that game will be fun.

Plus I hope to convert some of the procedural models and vegetation to V.

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Spider-Vice

I still wonder if it's not some kind of strange workaround they made up to easily enable/disable certain props in given locations though. I know this is Rockstar but you'd think they'd fix this in RDR2, and if it still works the same way... I also wonder what would decide low priority props to spawn, given PRI_OPTIONAL_HIGH is spawned by the draw distance setting being above a certain value.

 

Massive thanks for the insight @crypter, that actually makes it even more interesting, lol!

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Guest

@BlackScoutI just had to log back in to offer thanks for this mod.

 

Back in June I was writing my CCTV watcher mod, that lets me view through (and operate) every CCTV camera in the game. I had seen extra ones in Codewalker but couldn't work out why the game wasn't showing them. I had found 957 through literally driving round the map several times, which I thought was everything. I put this mod in last night, drove round the map with my collector running again and I now have 1597, so a huge increase. At some point I will write a small C# app to strip all CCTV cameras from the ymaps, just to make sure I have got them all... my collector (and tracker) just gives me an excuse to drive round the map again.

 

I'm also glad you did this ymap version rather than the asi version, as some of these props conflict with my scripted scenarios in other mods, like the chairs under the canopy at Ronnie's Carwash. So I could remove them again in the ymaps, which I wouldn't have been able to do with the asi... sometimes control > convenience. On another plus side at that location, all the carwash related props are now added, so another welcomed enhancement there.

 

So a genuine and sincere thank you, for adding the missing pieces to a couple of my mods. 👍

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Sleepwalking
12 hours ago, crypter said:

Fun fact: Red Dead Redemption 2 still overrides this with PRI_OPTIONAL_MEDIUM as maximum level from the GTA project code. I don't know if the mappers were aware of that this time as we don't have .#map files at this point, but I can imagine this mod becoming needed again if/when Red Dead hits PC...

 

I wonder if this is a bug or something intended by devolopers at Rockstar. (For Trailer purposes etc)

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BlackScout

They've done a lot more to make trailers look shiny... This isn't the case.

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nkjellman

@BlackScout @crypter

 

Regarding this issue now fixed with props, I know that there is a similar one with scenarios and vehicle spawns. For example, at the airport there are parked 747 plane spawns, as well as a scenario of one taking off. This worked pretty well on last gen, but on current gen and PC, they do not work about 99% of the time. I get a feeling that this could be the case for other scenarios as well.

I have managed to get them to work by modifying their population group, but they don't work very well. I feel like there is something else preventing them from working as well as the rest, and I believe that there very well could be plenty of other scenarios doing the same thing that I hadn't noticed.

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BlackScout
2 hours ago, nkjellman said:

@BlackScout @crypter

 

Regarding this issue now fixed with props, I know that there is a similar one with scenarios and vehicle spawns. For example, at the airport there are parked 747 plane spawns, as well as a scenario of one taking off. This worked pretty well on last gen, but on current gen and PC, they do not work about 99% of the time. I get a feeling that this could be the case for other scenarios as well.

I have managed to get them to work by modifying their population group, but they don't work very well. I feel like there is something else preventing them from working as well as the rest, and I believe that there very well could be plenty of other scenarios doing the same thing that I hadn't noticed.

I investigated that too. Spider suggested that I take a look at the files inside the "x64a.rpf\levels\gta5\scenario" folder.
There are about 143 meta files. YMT format.

He noticed that there are a couple Scenario Items inside this file with a flag called NoSpawn. This flag, well, does exactly what you are thinking.

So, once again, I wrote a script to get rid of this flag (although a very sh*tty one, it didn't go through all cases...) I sent the files to him and we tested that out.

 

The conclusion was: There are scenarios missing in GTA V. However, it seems that some of those scenarios are set to not spawn for reasons (game script overrides these flags I assume).

 

One of the weird scenarios we found was related to Triathlons. We found dozens of people around LS cheering to the wind, that didn't make any sense.

Alternatively, some scenarios actually made sense. I saw NPCs joggling at the UCLA ?stadium? language barrier. Something that normally doesn't happen.

 

Those are really impressive details that seem not to spawn normally. I checked in CodeWalker, and there were indeed non-specific scenarios that were set to "NoSpawn".

 

F1uTZkL.jpg

 

Some of them wouldn't harm to be enabled. As they would contribute tons to the liveliness of the game. However, I am not sure which to enable and how weird it could make the game look.
Plus, I think World of Variety already does that. So, perhaps it's a little pointless? Nonetheless, I could try to release something like that too.

 

 

Edited by BlackScout

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HeySlickThatsMe

Speaking of scenarios you can also enable Beta Vagos Safehouse spawns, Beta Lost MC Clubhouse spawns and Beta Police Station spawns, all reserved for Online use

 

Obviously Vagos Safehouse is missing so peds will spawn falling into the ground but you can enable the other two

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SkylineGTRFreak
On 11/22/2018 at 9:09 AM, nkjellman said:

@BlackScout @crypter

 

Regarding this issue now fixed with props, I know that there is a similar one with scenarios and vehicle spawns. For example, at the airport there are parked 747 plane spawns, as well as a scenario of one taking off. This worked pretty well on last gen, but on current gen and PC, they do not work about 99% of the time. I get a feeling that this could be the case for other scenarios as well.

I have managed to get them to work by modifying their population group, but they don't work very well. I feel like there is something else preventing them from working as well as the rest, and I believe that there very well could be plenty of other scenarios doing the same thing that I hadn't noticed.

Well, there's still the "visibleSpawnDistScale" value in vehicles.meta. Dropping it from 6.000000 to 2.000000 makes the parked 747, as well as the one taking off, spawn a lot more often. 

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nkjellman
6 hours ago, SkylineGTRFreak said:

Well, there's still the "visibleSpawnDistScale" value in vehicles.meta. Dropping it from 6.000000 to 2.000000 makes the parked 747, as well as the one taking off, spawn a lot more often. 

Didn't seem to help. They still do not spawn as often and it makes the ones in the sky spawn less often.

 

Its like it only wants to have a certain amount, and the ones in the sky fill it up before the planes on the ground get a chance to spawn.

Edited by nkjellman

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cp1dell
On 11/18/2018 at 5:11 PM, crypter said:

The modification on GTA5-Mods linked above seems to override the parser to not ever set the priority level of entities lower than PRI_OPTIONAL_MEDIUM, rather than what would be the proper fix of forcing the ms_entityLevelCap to be set to PRI_OPTIONAL_LOW.

 

Considering this - is it better to use @BlackScout‘s version that directly edits the files instead?

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BlackScout

It would be better if Rockstar fixed this issue...

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