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HL4IntegrityWay map?



  • I've just recompiled the SPA source (which I'm Not MentaL was kind enough to supply with his mod, publically). Very funny. :) Now all my addon peds have insta-access to my garages and interiors (without having to swap to a protagonist's hash first), and I was able to suppress some excessive logging regarding 'null' entries in my garages.

    Anyway, my long-winded intro aside, I came across I fully commented out HL4IntegrityWay map (not the regular 4Integrity one). It's unfinshed too; but I wonder, is there, or has there ever been a HL4IntegrityWay map? (presumably a high-end, configurable one). Or maybe the author tried to create one there, and realized the game won't let you? (I think the configurable ones are only available at the Eclipse tower).

    Love a good mystery! :)



  • @meimeiriver I don't get it? I have some vehicles stored in 4_integrity_way_hl garage, and own that condo. So what do you mean?



  • @eshenk said in HL4IntegrityWay map?:

    @meimeiriver I don't get it? I have some vehicles stored in 4_integrity_way_hl garage, and own that condo. So what do you mean?

    I have vehicles stored there too, and own the apartment. Was just wondering what the unused HL4IntegrityWay script intended to do. :)

    P.S. Now that I have the source code, I'm gonna push my luck, and see if I can create another high-end, configurable apartment at another location. :) (Specifically at 3 Alta Street).



  • @meimeiriver Oh, I see now whatchoo mean, LOL. I want to redo all these high-end apartments with all new higher rez textures. I want to make them look swank!



  • @meimeiriver BTW, I want each apartment to have their own unique appearances, no duplicate anything. Can this be done? Is there a way to make add-on folders to store these textures, and then have some file direct what apartment is to load said textures stored as DLC content?



  • @eshenk said in HL4IntegrityWay map?:

    @meimeiriver BTW, I want each apartment to have their own unique appearances, no duplicate anything. Can this be done? Is there a way to make add-on folders to store these textures, and then have some file direct what apartment is to load said textures stored as DLC content?

    I'm sure it can be done, but I don't hold out much hope for any substantial changes. Like with Franklin's fancy home, you can change the manifest, and move stuff around, change them, or outright delete them.

    Thing just is, these are not crappy Map Editor builds (no offense). They come with shadow textures, for instance, that tend to encompass multiple painting shadows in one texture (in locked modeler files). So, remove, resize, or shift the painting, and you wind up with just the backdrop shadow on your wall. :) On the other hand, objects placed in these manifests are the 'real' deal: they come with ambient occlusion, collision, etc (so that it won't rain inside, for one). So, as soon as I'm proficient enough in Z-modeler, I'll start cracking!



  • @meimeiriver I plan to do this myself if possible, so I will look into this. If I recall correctly, the issue is that many interior textures are shared between these apartments, so I would need a way to tell each individual apartment to draw textures from a DLC folder I create just for it.



  • @eshenk said in HL4IntegrityWay map?:

    @meimeiriver I plan to do this myself if possible, so I will look into this. If I recall correctly, the issue is that many interior textures are shared between these apartments, so I would need a way to tell each individual apartment to draw textures from a DLC folder I create just for it.

    Indeed, these apartments share amongst each other too (making changing stuff even harder). So, like you, I will isolate the files, copy them, and try and create an addon pack for them.


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