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codewalker questions


  • Banned

    How do I save it to the ymap? When I start the game they are the normal size.


  • Banned

    New question:When I add an entity is the entity being used the one in the mods folder or the one in the vanilla game files?


  • Banned

    Here's a link to some screenshots.

    https://imgur.com/a/7qftQf5

    Figured out how to use objects in the mods folder instead of vanilla files.


  • MODERATOR

    question 1: once you've opened the ymap and editied it, go to the project window bit and save as name.ymap
    question 2: if its in the mods folder, that one i'd think


  • Banned

    @Reacon I've been saving the ymap after editing. CW even asks if I want to before closing the project window. Or do you mean naming it specifically "name.ymap"?


  • MODERATOR

    @QBit07 nah i meant just saving the ymap, name was just a placeholder for whatever it was called. have you managed to figure it out?



  • @QBit07 Scaling in CW will not work for props with embedded collisions. You can't even manually edit the prop's ymap scale values and have the collision also scale in the game. You would have to do that in 3ds.


  • Banned

    @chonkie Well that sucks.



  • @QBit07 It does. But it's not that difficult to do in 3ds if you also import something else into 3ds so you can have a reference point for how big or small you are scaling the prop to. You'll also need Neos7 maxscript tool to make the ytyp info. To do it in 3ds, you need to export the ydr of the prop to a folder on your desktop used for importing into 3ds with gims. Import the prop with GIMS, adjust the scale, there is a button that you select in the toolbar in 3ds and then you can scale each axis individually or as a unifom scale with all three axis at the same time. Once happy with the scale size, export the ydr back to the desktop folder. Then use the neos7 tool in 3ds to make a new ytyp. Then put the ydr (which will be as an odr in the folder, but OpenIV converts it and uses the folder that will also be in your desktop folder for info it needs to convert) into either a new dlcpack or put it in another rpf that also contains props. then put the ytyp info into the ytyp that you placed the prop in.



  • @QBit07 Forgot to mention, you can enter x,y,z values near the bottom of the screen in 3ds, at least that's where it is in the 2016 version, to scale it. You will also need to scale the collision part of the ydr. You can have the drawable portion and the collision selected at the same time so it is easier to keep them the same.



  • @QBit07 I'll make a quick video of me rescaling that dino prop i made. It's going to be a little while for the video to upload, my internet sucks. I also forgot to mention, rename the drawable of the prop and the collision in 3ds before exporting and making the ytyp.


  • Banned

    @chonkie Too much work. I'm throwing in the towel since I can't do what I want to easily. Map sucked anyway. C'est la vie.


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