MapBuilderCE object oddness
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I'm experiencing a rather egregious behavior with MapBuilderCE 1.13.1 objects. They spawn just fine... Or do they?! All these objects have a weird notion of disappearing from view when you're not immediately looking at them. This can happen when tilting the camera up a bit, even. See:
https://1drv.ms/i/s!AhSxhQ9g_mrMiSh4ontUPbtO-woI
At first I thought it was just a rendering glitch in-game; but CodeWalker (where the above image was taken in) does the exact same thing!
The MapBuilderCE ytyp is... odd, to say the least. Apart from the rather silly hash-obfuscations (it's broken, so you have to use the MetaTool to even view it, unlike normal ytyp maps OpenIV can view/edit natively), it lists, for instance, DRAWABLES as:
<assetType>ASSET_TYPE_UNINITIALIZED</assetType>
(<assetType>enum_hash_07C0CB71</assetType>, before OpenIV translated it)
Instead of:
<assetType>ASSET_TYPE_DRAWABLE</assetType>
So, I changed those to ASSET_TYPE_DRAWABLE. To no avail, alas. I must be missing something, as I'm not seeing any structural differences between this ytyp map and regular game ones. Anyone else have any idea?!
Thanks.
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I will definitely look into this issue and try to come up with a fix as soon as possible. Thank you for sharing.
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@OmegaKingMods said in MapBuilderCE object oddness:
I will definitely look into this issue and try to come up with a fix as soon as possible. Thank you for sharing.
Thank you very much!
Been building like crazy, of late; and I really need all your shiny objects.
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@OmegaKingMods said in MapBuilderCE object oddness:
I will definitely look into this issue and try to come up with a fix as soon as possible. Thank you for sharing.
Hmm, I tried repackaging, for instance, mb_bathtub_omega, into mpapartment (to which I added an artwork of my own, once, and which I know to have the right ytyp format, as it belongs to the game itself, of course). The issue persists. Which has me rather worried, tbh, as that would indicate there's something inherently wrong with these objects themselves.
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@OmegaKingMods Situation is much worse than I thought, really. For instance, I added misc_wall3 to a ymap, and it didn't show up at all. To add insult to injury, while always invisible, it's PHYSICS are placed! You can climb on top of it, walk on it, but it's never visibly there.
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@meimeiriver I have fixed the gta5-mods version of Map Builder. Now I will start rebuilding Map Builder CE.
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@OmegaKingMods said in MapBuilderCE object oddness:
@meimeiriver I have fixed the gta5-mods version of Map Builder. Now I will start rebuilding Map Builder CE.
Wow! You must have been working incredibly hard! Truly appreciate it. It's nearly 1 AM here, so this will be the first thing on my list to check out tomorrow.
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@OmegaKingMods said in MapBuilderCE object oddness:
@meimeiriver I have fixed the gta5-mods version of Map Builder. Now I will start rebuilding Map Builder CE.
I got some good news, and some bad news.
The good news is, that I tried this on your new wall_art paintings (everything from a ymap, btw), and they always remain in view.
Now, for the bad news, I didn't have my mbpillar_wallwhite prop yet, so I tested it with concrete_pillar. Sadly, though, under the right camera angle, it will still disappear from view:
At which point you can walk thru it as well (aka, with the collision gone too, seems the entire object has vanished).
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@OmegaKingMods said in MapBuilderCE object oddness:
@meimeiriver I have fixed the gta5-mods version of Map Builder. Now I will start rebuilding Map Builder CE.
Did some more testing today, like on wooden_floor_light. That works properly too. The standard edition doesn't have mb_bathtub_omega either, so I can't test that one yet. Only the pillars are still faulting somehow, so far. I dunno, maybe because their outer layer is too thin somehow? Though that isn't be applicable to said bathtub.
The litmus test, btw, is 'spawning' an object via a ymap.
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@meimeiriver I'm not sure why the object would be disappearing if you use the mod correctly. So far I haven't added any official ymap support. I will however look into the props in question and make sure they are coded correctly. Thank you.
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@OmegaKingMods said in MapBuilderCE object oddness:
@meimeiriver I'm not sure why the object would be disappearing if you use the mod correctly. So far I haven't added any official ymap support. I will however look into the props in question and make sure they are coded correctly. Thank you.
Oh, I'm using the dlc correctly alright.
Like I said, though, there's a difference between spawning an object with, say, Menyoo, and via a ymap. There're like 1,500 objects in my current ymap, all loading flawlessly, and always staying visible. But only some of your objects (considerably less now than before) tend to cut out from view under certain camera angles (see image above). I have no clue as to why, as I don't know anything about mesh creation.
EDIT: Also, like I reported, the majority of your objects I tested stay perfectly visible. But a handful just don't. And those just so happen to be the ones I need.
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@Dekurwinator said in MapBuilderCE object oddness:
If created object have skin moddifier will be invisible spawned by ymap but visible spawned by menyoo/map edito
Do you mean texture variations? I recently spawned a race tube, in ymap, with a '<tintValue value="2" />', and it came out just fine. Or did you mean like a livery?
if object is created fine and spawns ok it can be flickering or even invisible when streaming extents in ymap are wrong setted,
I'm very interested in what you have to say here!
I used the template for YMap Converter 1.0.4. Maybe you can detect an error? I will list my content.xml and setup2.xml, accordingly (see below).
Mind you, almost every object I have in the map shows up fine, without 'flickering', except for a lof of objects from the MapBuilder CE edition. The author is still rebuilding it, but at least 1 pillar of the new standard edition showed the same flickering (though even that one to a far lesser extent than before).
While we're at it, do you also happen to know why no object, in ymap, from the v_res* group will show? I was thinking it was some kind of load-order issue (or are conditioned to only spawn when you are at a certain location: although they spawn everywhere in Menyoo).
Thanks already for having joined the discussion!
<?xml version="1.0" encoding="UTF-8"?> <CDataFileMgr__ContentsOfDataFileXml> <disabledFiles /> <includedXmlFiles /> <includedDataFiles /> <dataFiles> <Item> <filename>dlc_CustomMaps:/%PLATFORM%/levels/gta5/_citye/maps/custom_maps.rpf</filename> <fileType>RPF_FILE</fileType> <locked value="true"/> <disabled value="true"/> <persistent value="true"/> <overlay value="false"/> </Item> </dataFiles> <contentChangeSets> <Item> <changeSetName>CCS_CUSTOM_MAPS_STREAMING_MAP</changeSetName> <filesToEnable> <Item>dlc_CustomMaps:/%PLATFORM%/levels/gta5/_citye/maps/custom_maps.rpf</Item> </filesToEnable> <executionConditions> <activeChangesetConditions> </activeChangesetConditions> <genericConditions>$level=MO_JIM_L11</genericConditions> </executionConditions> </Item> </contentChangeSets> <patchFiles /> </CDataFileMgr__ContentsOfDataFileXml> <?xml version="1.0" encoding="UTF-8"?> <SSetupData> <deviceName>dlc_CustomMaps</deviceName> <datFile>content.xml</datFile> <timeStamp /> <nameHash>custom_maps</nameHash> <contentChangeSets /> <contentChangeSetGroups> <Item> <NameHash>GROUP_UPDATE_STREAMING</NameHash> <ContentChangeSets> <Item>CCS_CUSTOM_MAPS_STREAMING_MAP</Item> </ContentChangeSets> </Item> </contentChangeSetGroups> <startupScript /> <scriptCallstackSize value="0" /> <type>EXTRACONTENT_LEVEL_PACK</type> <order value="40" /> <minorOrder value="0" /> <isLevelPack value="true" /> <dependencyPackHash /> <requiredVersion /> <subPackCount value="0" /> </SSetupData>
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@Dekurwinator said in MapBuilderCE object oddness:
@meimeiriver for proper visibility of object important are these values in ytyp:
Too small values can be issue of flickering object or even invisibility of it
and other thing is make sure to make this value in ymap:
bigger then coords of all objects in that ymap - coords of every object must fit between min/max values (min<object coords<max) if coords of object will be bigger then max or smaller then min object will be invisible in game.
And as about skin modifier - many objects created in zmod3 got skin modifier which cause object invisibility spawned by ymap (but its visible when spawned by menyoo/mapeditor) you can check it in openiv if object got this:Thank you! Now I know what those min/max values are for.
Going to take a look at those now!
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@Dekurwinator said in MapBuilderCE object oddness:
@meimeiriver for proper visibility of object important are these values in ytyp:
Too small values can be issue of flickering object or even invisibility of it
and other thing is make sure to make this value in ymap:
bigger then coords of all objects in that ymap - coords of every object must fit between min/max values (min<object coords<max) if coords of object will be bigger then max or smaller then min object will be invisible in game.
And as about skin modifier - many objects created in zmod3 got skin modifier which cause object invisibility spawned by ymap (but its visible when spawned by menyoo/mapeditor)You may be on to something! In the ytyp for MapBuilder CE, all objects are defined as follows (this is the mbpillar_wallwhite, btw):
<Item type="CBaseArchetypeDef"> <lodDist value="500.0" /> <flags value="0" /> <specialAttribute value="0" /> <bbMin x="0.0" y="0.0" z="0.0" /> <bbMax x="0.0" y="0.0" z="0.0" /> <bsCentre x="0.0" y="0.0" z="0.0" /> <bsRadius value="200.0" /> <hash_AD5D5B4C value="500.0" /> <name>hash_F9E2DEB3</name> <textureDictionary>hash_F9E2DEB3</textureDictionary> <hash_19471791 /> <drawableDictionary /> <hash_D3C717FC>hash_F9E2DEB3</hash_D3C717FC> <assetType>enum_hash_07C0CB71</assetType> <assetName>hash_F9E2DEB3</assetName> <extensions /> </Item>
All 0's, that doesn't look right, does it?!
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@Dekurwinator And now for a dumb question, what are bbMin and bbMax doing precisely? Are these camera offsets, relative to the object or something? Because they obviously can't be dimensions.
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@Dekurwinator Dude! You're a fucking genius! I knew things would get rolling with you involved!
I did a quick & dirty test, and set every object in the MapBuilder CE ytyp to:
<bbMin x="-50.0" y="-50.0" z="-50.0" /> <bbMax x="50.0" y="50.0" z="50.0" /> <bsCentre x="0.0" y="0.0" z="0.0" /> <bsRadius value="50.0" />
And, lo and behold, no more flickering! And the troublesome white pillar and bathtub never disappear any more!
YAY, man, you solved it!!
Now, setting everything to 50 is not a permanent solution, of course; but I'm sure the author, @OmegaKingMods will know where to look now!
EDIT: I'm going ahead and mark this topic as 'solved' now. OmegaKingMods is rebuilding his CE dlc as we speak, and I'm sure he'll take this bbMin/bbMax thingies into consideration along the way. But my specific issue is hereby simply solved.
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@Dekurwinator said in MapBuilderCE object oddness:
@meimeiriver theres two way to set proper bbmin/bbmax
1.edit open formats file and theres values for it
2.import all objects to 3ds max end export ytyp by this tool - https://www.gta5-mods.com/tools/gta-v-map-helper-maxscriptThese are not my created meshes, of course, but they were made by OmegaKingMods for his DLC. I'm sure he's reading this topic, though, so he'll know what to do.
Thanks again for your great help!
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@meimeiriver @Dekurwinator I've already adjusted all of these values correctly in the new update. I'm way ahead of you both. It's possible that I may have missed the pillar prop though. No need for all of that open formats and 3ds max jazz. I'm on top of things it just takes time and patience.
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@meimeiriver @Dekurwinator You will see invalid objects in Map Builder CE because I haven't updated it with the fix yet. I'm working hard on the code to make everything correct. The fix is coming soon it just takes time. Thanks guys!
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@OmegaKingMods said in MapBuilderCE object oddness:
@meimeiriver @Dekurwinator You will see invalid objects in Map Builder CE because I haven't updated it with the fix yet. I'm working hard on the code to make everything correct. The fix is coming soon it just takes time. Thanks guys!
No problem.
I saw you had already applied correct bbMin/bbMax values for the standard MapBuilder, so I knew things would be okay.
P.S. Having set those bb thingies all to 50, for the test, trying to spawn them in Menyoo, I now realize 'bb' stands for Bounding Box.
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This post is deleted!
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@OmegaKingMods For a good laugh, try building a floor with modern_stone, LOL. It's like walking on glass, barefoot: your ped will constantly trip and be in severe pain. Not sure what you did with that prop, but it's unwalkable for humans.
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@Dekurwinator As irony would have it, just after you explained the bounding box values to me, it would seem your own project, Custom Props is rather faulty when it comes to proper ytyp settings, and no prop, whatsoever, will spawn inside a ymap.
No blame, really, as I realize the mod is nearly a year old, and much about ymap and such wasn't well known yet. But there are still good props in there, and I wouldn't mind seeing it get a complete overhaul one day.
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@meimeiriver Yeah @emme10 put the values in for that prop. I'll check it out
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@Dekurwinator said in MapBuilderCE object oddness:
@meimeiriver its created with addonprops so issue is with ytyp name, Shaez in free time will update it, but for now hes busy with other projects.
When you use two mods created by addonprops then will be conflict (of same ytyp -if im good remember def_props.ytyp) and will work only one but if you change name for every ytyp mods will workI'm not a complete moonbrain.
So I already changed one def_props.ytyp to def_mapbuilder.ytyp, for instance (with accordingly changed entries in content.xml and ytyp name hash, naturally).
In fact, I recently already asked OmegaKingMods to do precisely that: to change the name of his props to def_mapbuilder.ytyp, so that not every addon props dlc keeps using the same def_props.ytyp file (which is just annoying).
So, long story short, my several addonsprops are working together just nicely (in a single addon DLC). Nevertheless, none of the props in 'Custom Props' will work in a ymap.
EDIT: Shaezbreizh just replied on his mod page:
@meimeiriver yeah yeah i'll do a major update for this mod soon, but will not be usable in ymap ( due to skinn modifier cause of the fact they were made on zmodler before Gims was released)