Log in to reply
 

Codewalker and Map Editor



  • @krashadam said in Codewalker and Map Editor:

    @meimeiriver Your tactic sounds better, so I'll try it out when I've fixed my mod and then installed Custom Props.
    (also some PCPD cars...)

    To spare you further headaches, be aware, as outlined in this thread, that many props from Custom Props won't show up in a ymap (if you intended to use one). Best just to make your own addon props DLC, for ingame props that you can't otherwise spawn everywhere.



  • @meimeiriver said in Codewalker and Map Editor:

    @krashadam said in Codewalker and Map Editor:

    @meimeiriver Your tactic sounds better, so I'll try it out when I've fixed my mod and then installed Custom Props.
    (also some PCPD cars...)

    To spare you further headaches, be aware, as outlined in this thread, that many props from Custom Props won't show up in a ymap (if you intended to use one). Best just to make your own addon props DLC, for ingame props that you can't otherwise spawn everywhere.

    I'm not sure why they wouldn't work. Which props from Custom Props in particular? I'm mainly just needing roads and buildings from that add-on, but it'd be nice to know which ones don't work. Is there a list anywhere?



  • @krashadam said in Codewalker and Map Editor:

    @meimeiriver said in Codewalker and Map Editor:

    @krashadam said in Codewalker and Map Editor:

    @meimeiriver Your tactic sounds better, so I'll try it out when I've fixed my mod and then installed Custom Props.
    (also some PCPD cars...)

    To spare you further headaches, be aware, as outlined in this thread, that many props from Custom Props won't show up in a ymap (if you intended to use one). Best just to make your own addon props DLC, for ingame props that you can't otherwise spawn everywhere.

    I'm not sure why they wouldn't work. Which props from Custom Props in particular? I'm mainly just needing roads and buildings from that add-on, but it'd be nice to know which ones don't work. Is there a list anywhere?

    As the author said himself:

    "Shaezbreizh Author @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)"

    EDIT: As for which ones won't show up, you can check the object properties in OpenIV, and if it says 'skinned mesh', it won't show in a ymap.



  • @meimeiriver I'll consider that. Thanks.



  • @Derpy-Canadian Kinda sad you abandoned the discussion. I, for one, would love to hear how you change paths on existing maps. And I saw you comment on that Los Santos International Airport mod too.

    You'd be making a major contribution, and would get things started, if you could give a few examples on how you did the whole cargens thingy, and let peds appear. Then we can truly, and finally for realz, get rid of the use of Map Editor!



  • @meimeiriver said in Codewalker and Map Editor:

    @Derpy-Canadian Kinda sad you abandoned the discussion. I, for one, would love to hear how you change paths on existing maps. And I saw you comment on that Los Santos International Airport mod too.

    You'd be making a major contribution, and get things started, if you could give a few examples on how you did the whole cargens things, and let peds appear. Then we can truly, and finally for realz, get rid of the use of Map Editor!

    Or make real maps with it and then port it to ymap so we can use Codewalker to add traffic and peds.

    ...
    ...
    ...
    ...
    ...
    ...

    (shrek voice) Like that's ever gonna happen.
    ...
    ...
    ...
    jk



  • @krashadam said in Codewalker and Map Editor:

    @meimeiriver said in Codewalker and Map Editor:

    @Derpy-Canadian Kinda sad you abandoned the discussion. I, for one, would love to hear how you change paths on existing maps. And I saw you comment on that Los Santos International Airport mod too.

    You'd be making a major contribution, and get things started, if you could give a few examples on how you did the whole cargens things, and let peds appear. Then we can truly, and finally for realz, get rid of the use of Map Editor!

    Or make real maps with it and then port it to ymap so we can use Codewalker to add traffic and peds.

    Definitely! Even the guy from the recent Los Santos International Airport mod still uses Map Editor to load the cars/peds (like most everyone else does). Would be ever-so awesome if we could finally skip that phase!


  • MODERATOR

    @Derpy-Canadian was this example you included made?



  • @Reacon said in Codewalker and Map Editor:

    @Derpy-Canadian was this example you included made?

    I made it but never uploaded- I will not upload due to loss of files. Sorry!


  • MODERATOR

    @Derpy-Canadian damn would’ve loved to have had it, I tried to make it but have no clue how to work codewalker lol



  • @meimeiriver well yeah, but there is no REAL (known) way to make vehicles always spawn



  • @meimeiriver whattttt, no bro codewalker can spawn entitys all you have to do is create a new ymap file in the project window then click ymap > new entity then type the entity you wish to spawn (could be a custom .ydr) in ALL LOWERCASE for hash reasons... then bam place it, calculate extents, save, place in gta V with openIV/CW Rpf explorer and you are done...

    And you can select entitys in a ymap by clicking file > open > ymap then on the left it will list all entitys in the ymap in the list view you can also edit them all>

    BTW if you scale a object with embedded collisions in CW then the collisions dont scale with it.. just a note :wink:



  • @skylumz said in Codewalker and Map Editor:

    @meimeiriver whattttt, no bro codewalker can spawn entitys all you have to do is create a new ymap file in the project window then click ymap > new entity then type the entity you wish to spawn (could be a custom .ydr) in ALL LOWERCASE for hash reasons... then bam place it, calculate extents, save, place in gta V with openIV/CW Rpf explorer and you are done...

    And you can select entitys in a ymap by clicking file > open > ymap then on the left it will list all entitys in the ymap in the list view you can also edit them all>

    This is very good news. The more I learn about CodeWalker, the better it becomes, LOL!

    BTW if you scale a object with embedded collisions in CW then the collisions dont scale with it.. just a note :wink:

    I know. I scale many objects. Some I leave with their collisions on (if it's like a small Z-scale only, to make a closet not protrude thru the ceiling or something); but I usually make the object 'phantom' then, and cover it with several 'invisi-props' I have (which have collision, but are invisible when used inside a ymap). Painstakingly covered an entire scaled-down heli-pad with them one day. :)



  • @meimeiriver Nice nice haha :stuck_out_tongue: GET DISCORD BRO https://discordapp.com/ so we can chat more


Log in to reply
 

Looks like your connection to GTA5-Mods.com Forums was lost, please wait while we try to reconnect.