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GTA Trilogy - The Definitive Edition Modding


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Anyone tried making and running an empty map with a mostly blank scm yet to see if the game explodes from missing level bps?

 

Even without access to the proper source assets, one could make some bonkers maps with marketplace and scratch meshes if it works lol.

Edited by illspirit
  • Like 6

Updated the lamps for DE:

https://www.nexusmods.com/grandtheftautothetrilogy/mods/375?tab=description

 

375-1640765001-1428347005.png

375-1640765000-1163221857.png

375-1640763516-1295116611.png

Edited by Zeneric
-Gaming4Life-
9 hours ago, Zeneric said:

Looking at these makes me want to come back to work on pp using ingame map editor so let's hope Take2 allows this mod to exist because i don't want any trouble...

  • Like 2
58 minutes ago, TTGMR said:

Looking at these makes me want to come back to work on pp using ingame map editor so let's hope Take2 allows this mod to exist because i don't want any trouble...

take two wont take down any mods for the DE

4 hours ago, TTGMR said:

Looking at these makes me want to come back to work on pp using ingame map editor so let's hope Take2 allows this mod to exist because i don't want any trouble...

 

Can't wait for PP for DE XD.

Don't worry about Take2.

  • YEE 1

Visual Car Spawner Ported To RGH 360

Simply a proof of concept that 360 can handle PC Cleo mods. i'm sure this will run on DE, give or take some texture editing. was told it was not possible to add 212 new textures to 360 version.

  • Like 1

Succeeded in replacing carl's home interior (umap/builtdata) with a new empty (mostly) umap/level (put in just sm_carlscrap (carl's home interior) and red sky component).

 

nn77xb.png

Edited by Zeneric
7 hours ago, Zeneric said:

Succeeded in replacing carl's home interior (umap/builtdata) with a new empty (mostly) umap/level (put in just sm_carlscrap (carl's home interior) and red sky component).

Nice! Does the in-game time continue to tick in the replaced map? I was thinking stuff like that might break if they have the day/night cycle hooked up to a skybox BP like most other UE games do.

 

That said, if it's world comp, it might just be grabbing it from the persistent level either way?

Edited by illspirit

Huge problem here.
I only want to add custom songs. Trying to do this with Unreal Engine, but when it comes time to Cook, it takes too long! It's recompiling shaders, which is stupid bcos it's only supposed to Cook the audio files and nothing else.

 

Please, can anyone help? Really need help because this problem is not cool at all.

DavidReyes2250
12 minutes ago, NasranSalleh said:

Huge problem here.
I only want to add custom songs. Trying to do this with Unreal Engine, but when it comes time to Cook, it takes too long! It's recompiling shaders, which is stupid bcos it's only supposed to Cook the audio files and nothing else.

 

Please, can anyone help? Really need help because this problem is not cool at all.

In the part of "Project Settings" when creating a new project, have you changed the option to "No Starter Content" instead of "With Starter Content"? If you create your project with "With Starter Content" it will take longer to cook the files.

3 minutes ago, DavidReyes2250 said:

In the part of "Project Settings" when creating a new project, have you changed the option to "No Starter Content" instead of "With Starter Content"? If you create your project with "With Starter Content" it will take longer to cook the files.

Both options are tried, and both gives the same issue.

Btw here is a log from the Cooking
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2849
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2848
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2847
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2846
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2845
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2844
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2843
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2842
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2841
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2840
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2839
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2838
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2837
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2836
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2835
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2834
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2833
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2832
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2831
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2830
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2829
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2828

Honestly, it is ridiculous. It's just a single audio file.

Edited by NasranSalleh
DavidReyes2250
7 minutes ago, NasranSalleh said:

Both options are tried, and both gives the same issue.

Btw here is a log from the Cooking
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2849
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2848
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2847
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2846
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2845
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2844
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2843
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2842
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2841
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2840
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2839
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2838
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2837
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2836
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2835
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2834
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2833
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2832
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2831
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2830
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2829
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2828

Honestly, it is ridiculous. It's just a single audio file.

Well, you'll have to be patient, UE4 takes its time when cooking files for the first time anyway.
One thing, is your audio file very long?

Just now, DavidReyes2250 said:

Well, you'll have to be patient, UE4 takes its time when cooking files for the first time anyway.
One thing, is your audio file very long?

It's definitely trying my patience.

The audio file is only a few mbs. It's a single .ogg music file

How come the person in the tutorial video can do it in a very short time, then?

 

1 hour ago, illspirit said:

Nice! Does the in-game time continue to tick in the replaced map? I was thinking stuff like that might break if they have the day/night cycle hooked up to a skybox BP like most other UE games do.

 

That said, if it's world comp, it might just be grabbing it from the persistent level either way?

 

Ya. Need to assign de's bp's to follow the game correctly I think.

I saw this:

z49g1x.png

 

A map of san andreas below.

 

edit:

Was messing with point light stuff.

8n3506.png

Edited by Zeneric
DavidReyes2250
6 minutes ago, NasranSalleh said:

It's definitely trying my patience.

The audio file is only a few mbs. It's a single .ogg music file

How come the person in the tutorial video can do it in a very short time, then?

 

I may be somewhat wrong but I think it depends on how good your PC is. In my case, the cooking does take its time but the time is normal so to speak.

If that's the case, you will have to be patient.

First cooking takes longer than the next cookings. (like 500% less next times).

 

Replaced LAe 0 Proxy uasset (LOD models) with normal models from classic as an experiment:

 

p1c2d8.png

 

I assigned MI's only to the grass seen there. There are like 200 to assign for LAe.

Edited by Zeneric
  • Like 1
4 minutes ago, Zeneric said:

First cooking takes longer than the next cookings. (like 500% less next times).

I see. Thank you for this clarification.
I thought there was a setting I missed out.

Thank you, David and Zeneric. It works way faster now.
You are right, the first time cooking is ridiculously long, but the next one is way better.

You can put in videos. Worked for me with .mp4 on the tv in CJ's home interior. But I'm unable to get the static effect on walls/floor even tho it works on unreal (maybe i missed something).

 

 


8z699z.png4m87h1.png

Edited by Zeneric
DavidReyes2250
8 hours ago, NasranSalleh said:

Does anyone know how we can access the text or GXT files for the games?

Game text is stored in .locres files. With UnrealLocres you can edit text strings but not add new text strings.
Topic here: https://gtaforums.com/topic/977646-gtasade-localization-modding-guide/

 

On 11/13/2021 at 12:58 PM, noahvt said:

Anyone have any luck compiling the sa scripts? Seems like the compiler is missing 2 required files:

  • Plugins\\SanAndreas\\Source\\SanAndreas\\Private\\FrontEnd\\TouchInterface_SA.h: Contains an enum WidgetIDs
  • Plugins\\GTABase\\Source\\GTABase\\Classes\\HID_Base.h: Contains an enum HIDMapping

Fortunately enough, the game executable exposes all of the missing string constants to an extent both files are able to be reconstructed with little to no improvisation. Download. Bear in mind the fully qualified path of a main script must not exceed circa 80 characters, else you will get crashes either while loading a source file or right after the compilation ended. This is due to a buffer overrun occuring when printing the main script pathname into the compiler window.

Edited by Wesser
5 hours ago, DavidReyes2250 said:

Game text is stored in .locres files. With UnrealLocres you can edit text strings but not add new text strings.
Topic here: https://gtaforums.com/topic/977646-gtasade-localization-modding-guide/

 

Thank you!

I'm sure you can add custom text to DE, well maybe not right now because the tools are still w.i.p., but the same things were said about console versions from 360/PS3 that you can not add new gxt text or textures. this was false and i have managed to add to the gxt for 360 no problems, just had to make custom tables and add entry's to those. 

 

the DE has no gxt, so i would imagine scm mods involving custom textures & text may be setup different. 

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