The funny thing about this is if you read about the update on Steam, there's a line in there that makes it sound like we have a choice about it. "The imaginatively-named Rockstar Games Launcher lets you launch Rockstar Games games, and also buy them. Okay? And? Why would I want that? Well, Rockstar are hoping to tempt people to install it ... "
Best posts made by chonkie
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RE: [Consolidation Thread] - Be aware of issues with 09.17.2019 R* Launcher Updateposted in General Modding Discussion
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[WIP] [MLO Interior] - Maze Bank Monster Jamposted in Releases & Works in Progress
Been working on this here and there when I have time. Here's where I'm at so far, pics from recent testing. Pretty much the base shell and collision and getting it in game. Now to tweak the layout, add doors, and put stuff inside. Gotta make the ramp bigger so a monster truck actually fits lol.
Would love to have input on different track layouts. I want to make multiple layouts so people can have variety. I will admit that I'm not that great with layout and design stuff. I've been looking at Monster Jam layouts IRL and tried to copy a few so far, but they were more simple. Maybe if someone has an idea for a freestyle layout that would be helpful.





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RE: The mods on the site are completely useless!posted in Installation Help & Troubleshooting
@Jitnaught That is incorrect. I use Simple Native Trainer by sjaak and I never have to enter anything. Cars are always in the addon spawn menu. I just dropped the dlcpack, add the dlclist line, in this case added the texture files, loaded game and it's there. Every vehicle I have ever added has been that way for me with SNT.

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RE: Game crashing after 5-10 minutesposted in Installation Help & Troubleshooting
@Willy41007 Search google on how to access cmd. Answers galore.
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RE: [WIP] [MLO Interior] - Maze Bank Monster Jamposted in Releases & Works in Progress
I'm still working on this, I promise, but time is my enemy. My PC crapped out a few months back and just got it up and running a few weeks ago. Had to redo some stuff that I didn't have backups for. I just finished with the portals and was checking in CodeWalker that I got them all and placed properly. Here's a quick video of the fly through in CW. Still have a bunch of stuff to redo, like the doors, lights, etc.
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RE: [WIP] [MLO Interior] - Maze Bank Monster Jamposted in Releases & Works in Progress
Another update, even though it doesn't seem like many people are interested in this mod. I'm adding lighting and making improvements to everything, still a lot to get done. More testing in game, here's a pic of the better Burger Shot setup than what I posted earlier.

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RE: Mods simply stopped working...posted in Installation Help & Troubleshooting
@Sammy1970 said in Mods simply stopped working...:
<item>dlcpacks:\bdivo</Item>
Came here to see if you responded that things were fixed, didn't see any thing so took another quick look at things. Just noticed that dlclist line. If that dlclist line is actually like that in your list, then that will mess things up. The items need to either both be lower case or both be capitalized. And like I said about all of the missing slash marks after the dlcpack names, it's difficult to tell if that is just a typo when you put the info here or if that is how your dlclist actually looks.
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RE: Peds stop and exit vehicleposted in Installation Help & Troubleshooting
@Rebel420 Yeah, biggest tip for the future is to only install a single mod and test it thoroughly before adding another. Makes troubleshooting much easier.
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RE: How do I uninstall an OIV package that doesn't have an uninstaller?posted in Installation Help & Troubleshooting
@PhantomFire89 You can open the assembly.xml file of the OIV installer to see what files were installed and where they were placed. Just put the vanilla files back into those locations.
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RE: issues with mlo..........posted in Installation Help & Troubleshooting
@pr-boy Depends on which ones you are using. There are a few out there that weren't put together properly that will cause crashes as soon as you get near them. Many are made correctly and don't cause issues.
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RE: ]To upload the mode, the warning message upload Description too short, minimum length 250 characters appears. How do you solve this prism? How do I fix this problem?posted in Site-Related Questions & Feedback
@Tta Umm, just increase the description length to a minimum of 250 characters.
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RE: [WIP] [MLO Interior] - Maze Bank Monster Jamposted in Releases & Works in Progress
Just some more teaser pics. Took a break and just played around since the portals and rooms are kicking my butt right now. The roof most likely will not end up being glass, I might make it an open top stadium.
Monster trucks you see that aren't the vanilla ones are from the Monster Jam Mega Pack by bagged. https://www.gta5-mods.com/vehicles/monster-jam-mega-pack-addon



This pic is odd since there is no navmesh or paths in the arena, but those cops sure did want me bad enough to drive into it anyways. Both tried going through the tunnel at the same time, and you see how that worked out.

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RE: [WIP] [MLO Interior] - Maze Bank Monster Jamposted in Releases & Works in Progress
Almost finished, sucks only having an hour or so here and there to remember what I was doing and to continue doing it. I need someone else that reads this to cross your fingers and pray that I don't have to make each individual window pane in the new glass roof as a portal. Hoping I can make one big portal to cover that whole thing, doubtful though.
Wondering if anyone that can code would be willing to join in helping make this mod really immersive. I have two little burger shot kiosks that I would really like to have working. Have other ideas but doubt they are possible.





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RE: [WIP] [MLO Interior] - Maze Bank Monster Jamposted in Releases & Works in Progress
Just have to finish the corners for the side bleachers and add seats, add more stuff like soda machines, ticket machines, track layout, stuff in the basement, more portals. Should be ready for testing soon.




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RE: Changing the color of lights? [a.k.a "Neons Needed"] How do? Wat do?posted in General Modding Discussion
@PsiBurner Here's a link to a CW tutorial I made where I place a street light I took from nearby and it has an orange tint to it. Video will also help you get started with using CW. Just need to start a new project as opposed to loading up a ymap like I did, or you could add on to an existing ymap.
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RE: Changing the color of lights? [a.k.a "Neons Needed"] How do? Wat do?posted in General Modding Discussion
@PsiBurner No problem. And if you don't want to mess with making your own in 3ds, I would suggest trying to use CodeWalker to build with. I've added lights around the map and each time I've taken a light from the area I was in and it had a color to it, the color stayed when I placed the light using CW.
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RE: [WIP] [MLO Interior] - Maze Bank Monster Jamposted in Releases & Works in Progress
Making good progress the past few days.



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RE: Hello!, What's new?posted in Installation Help & Troubleshooting
@CallateMeg94 Pirated copies aren't supported or discussed here. Buy the game.
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RE: Anyone know where i can find the spaceshuttle on an island closer to los santos?posted in General Modding Discussion
@frankywashere Did you install the mod? Did you go through the missions you have to do before going to space? Not sure the island shows up until you do. Once you do though, that island shows up out in the ocean, pretty much straight out to the left from the fairgrounds. There will be a rocket icon.

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RE: How to edit a car? Go to add a badge a sticker?posted in Installation Help & Troubleshooting
@Reacon Don't tell me your crystal ball can't figure that out. My magic 8 ball just said to try again later, i think I'll shake it harder next time.
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RE: Loading drawables via YMAPposted in General Modding Discussion
@Toveran I didn't get it to work at first just loading it in CodeWalker using that hash. I had the same issue as you did. I went to the files in OpenIV and oddly did not see a ytyp in the rpf for those buidlings, they are in a different rpf. I don't know. Either way, I got it to where I could load that building in game where I wanted, no LOD though, will have to play around a little more to figure that out.

Here's what I did. Export that ap1_02_bld16.ydr to your folder for GIMS. Import it into 3ds. Renamed it to ap1_02_bld16_custom. Export it back to your folder for GIMS. Drag the new custom version it into this path ... mods > x64i.rpf > levels > gta5 > props > industrial > v_airport.rpf
Now go into the ytyp at the top of that rpf and copy and paste this at the end. It was created using Neos7 MaxScript.
<Item type="CBaseArchetypeDef">
<lodDist value="308.96300000"/>
<flags value="0"/>
<specialAttribute value="0"/>
<bbMin x="-43.89110000" y="-164.64500000" z="-12.87300000"/>
<bbMax x="117.94800000" y="60.07760000" z="17.71630000"/>
<bsCentre x="37.02830000" y="-52.28340000" z="2.42163000"/>
<bsRadius value="139.30900000"/>
<hdTextureDist value="231.72200000"/>
<name>ap1_02_bld16_custom</name>
<textureDictionary>AP1_02_TRM</textureDictionary>
<clipDictionary/>
<drawableDictionary/>
<physicsDictionary/>
<assetType>ASSET_TYPE_DRAWABLE</assetType>
<assetName>ap1_02_bld16_custom</assetName>
<extensions/>
</Item>Now you can spawn it in CodeWalker using ap1_02_bld16_custom. Make your mod and then save the ymap. Then just toss the ymap into your custom_maps folder.
You'll see in the video I made some of the issues with how I'm showing you how to do it. Like I didn't adjust the LOD in 3ds when I renamed it just to show you what will happen. There should be a slod version of that building that I think will basically have to do the same thing with and place it in the same spot. I'm still learning that stuff, but not a lot of time to devote to it right now.
Edit: short video is taking forever to upload. Will post it when later when I get back.
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RE: Requesting help on model lightsposted in General Modding Discussion
@tut-greco Going to put this here for when you get a chance to work on it, and for if someone else needs the info. Some info for others, those light sources in my first post with a pic are not 3ds omni's, those are "dot" lights created using GIMS. I tried again to get the 3ds omni lights (actually all different types of 3ds lights) to work and get a gta modifier on there so Gims would export it but no go. If it can be done, I can't figure it out. Tried playing around with IES type lighting, here's what I quickly came up with. So you will need to do like I said in PM and use the Create Object tab, then the Models tab, then the Light tab, click an area to place the light source. Then play with the different settings. Another thing I would suggest is to look around the map and find lighting you like, then import them into 3ds and see how R* set them up. Could even import their light to your drawable in 3ds and delete their drawable and just use their source. Here, I just ended up using "spot" for the light and moved it against the wall. Then it is just a matter of tuning the settings. Hopefully this helps get you started.
The first three pics just to show where I had placed the test light source. First is set up with cone angle of 60 inner and 120 outer, 2nd pics is 20 and 60, the 3rd is 20 and 45 and I moved it to the corner. You'll see the differences in the in-game pics.



In-game pics. 1st two are of the first set up of 60/120. Don't know why the corona looks like it moved, but it didn't. (Edit: lol, i accidentally moved my interior a smidge)


3rd and 4th pics from the 20/60 setup.


5th pic from the corner setup.

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RE: unsolvebole problemposted in Installation Help & Troubleshooting
Does anybody ever look at the FAQ on this site? Tons of info on how to play an older version while waiting for ScriptHookV to update. Did any of yall save a copy of your update.rpf before Rockstar update gta5? If not, then learn your lesson now.