@Venkey. I'm not sure how to do that, I'll have to google it when I get home. I'm sure there is an easy way. I'm not that techy so have to google everything I come across. I don't do the facebook/twitter/or whatever else there is. Heck, i didn't even own a computer until a few months ago when I decided to build my own, had not even used one for close to 10 years. My last computer was a 2001 Gateway that I bought from a physical store location! This modding stuff is the most involved thing I have ever done with a computer, before this it was just used for watching adult videos.
Posts made by chonkie
-
RE: ymap prop limitposted in Installation Help & Troubleshooting
-
RE: ymap prop limitposted in Installation Help & Troubleshooting
@Venkey The point of my post was just showing you how to do it in CodeWalker. I know your project is different. You keep mentioning this limit but you don't know for sure if it is a Menyoo issue or if it a game issue. That's why I wanted you to try to see if there is the same limit using CodeWalker. You need to test it out. Heck, send me your ymap with what you've already done and I'll test the limit if you can't be bothered with it.
-
RE: ymap prop limitposted in Installation Help & Troubleshooting
@Venkey @10gigarays ... Venkey, I've seen you post about this limit before and it got me to wondering if it is just a game limit of some type or if is indeed a ME or Menyoo problem. I made a quick video showing just how easy it is to use CodeWalker to make a ymap, I even did it using a streetlight for ya, but I stopped in the 300ish range since I'm not interested in trying to actually place close to 95,000 lights. This video will show you how easy it is to make a ymap in CW and how quickly I was able to get them lights in the game. Of course I didn't spend much time at all with placement until towards the middle just to show something different. I am wondering if you would give CW a try and see if it also has a limit of 2048 or if you could reach the number you want. Also note how the game acts up with all them light soooo close together. **** Just in case anyone here has PSE, you should stay away from minute 14:05 for about a second and then just stop watching at 14:20.
ps. you wouldn't even need to start your project over. Just make it a ymap and then you can load that ymap into CodeWalker as your starting point there.
-
RE: Issue in OpenInteriorsposted in Installation Help & Troubleshooting
No problem, you're welcome. Hope you get it soon and can enjoy the awesome mods on the site.
-
RE: Issue in OpenInteriorsposted in Installation Help & Troubleshooting
@ahmedwaill I have no clue about that converting to the official one using Steam. It's a pretty safe bet that you'll have to delete your Pirated game and let Steam do it's thing to install the game. Use a mods folder for all your mods and there is no worry about an online ban. Scripthook doesn't allow you to go online with mods activated. There is a lot of info in that link I provided you and also in the other tutorials on this site that will help you to get it set up safely.
-
RE: Removing props from the mapposted in General Modding Discussion
@Quakex64 I suppose you could just move stuff under the world, I haven't tried it. Seems lazy to me, you could just take the extra 10 minutes to properly delete the items. Then you can start a new project in CodeWalker to add items and save that ymap for use. That way no issues happen from having a bunch of unnecessary crap under the map.
-
RE: Issue in OpenInteriorsposted in Installation Help & Troubleshooting
> The Game Version is : v1.44 / 1.0.1493.0 using RELOADED Crack
Umm ... there's your problem. Buy GTA 5 and that will solve the issue.
-
RE: YMAP/Menyoo "driveway" object placement problemposted in General Modding Discussion
@OeWTpXD1vKwN Another thing you could do and I would actually try it first, is to write down the info for the props used to make the driveway , like the position and rotation coords as they show up in the xml. Then convert the xml to ymap, open up the ymap in OpenIV and open the xml and compare the info for the driveway props. You may see an obvious value that changed with the rotation. You can then just edit the ymap rotation info to match the xml values. That should theoretically fix it.
-
RE: were do i find the gta5 .rpf for clothing stores openivposted in General Modding Discussion
@TinyFace116 Use CodeWalker to find what you are looking for.
This video I did yesterday trying to help someone else find an entity to delete, it should give you an idea of what you need to do to find the location you want to edit. Once you watch it, it will take you no time to find the files and edit them depending on what you are trying to do. -
RE: YMAP/Menyoo "driveway" object placement problemposted in General Modding Discussion
@OeWTpXD1vKwN. One thing I would try, besides not using Menyoo to build, would be to leave out the driveway part and make that into the xml and then convert that to ymap. Then make another xml with just the driveway part. Convert that to ymap and see if it stays how you put it. If all is ok that way, you can then merge the two ymaps info into one ymap.
If that doesn't work and nobody else replies, then just keep it as an xml. People can still load that file up in their game if they use menyoo or even map editor can load them. Or they can use an AutoloadMaps folder inside their scripts folder and put the xml files in there.
If you start trying to use CodeWalker to build, which I recommend as your next step in progressing your mod learning, then you can just create a new ymap in the program, no need for conversions. No issues with doors like menyoo, no rotating prop to choose like in Map Editor. No missing props list or object list, but you do need to know where things you want to use are located in the folders like the x64h.
-
RE: GTA V dont runposted in Installation Help & Troubleshooting
@ZeldaRG Steam/Social Club version? If so, their servers are down or something. Are you getting error code 1000.50 or similar?
-
RE: How do i edit the "VINEWOOD" sign?posted in General Modding Discussion
@DragonOP I just used CodeWalker and OpenIV to check out how the sign is constructed, it has many parts to make it up. The letters are not individual. They are together in a ydr. You would have remove the info telling the game to put the vanilla Vinewood sign and all of it's parts in the game, then you need to edit the vanilla sign or make your own new sign in 3ds Max, then tell the game what it is and where to put it and how to place it and rotate it. There are many tutorials on this site that will help you with your project. They really do help learn how GTA 5 works.
-
RE: Removing props from the mapposted in General Modding Discussion
@Boosted_Greek Also forgot, for the couch, you will also need to scroll down in each of the ymaps and remove it's line from the physics dictionary. I went ahead and made a little video where I remove that couch, also towards the end, since R* server is down right now, I show how to check your work in CodeWalker and I also remove the table so you can see that process too. The table doesn't have anything in the physics dictionary. For the files that I open that don't have anything or just the physics dictionary section I delete, that's because I started the video and deleted some stuff then had an issue, had to restart and so your files will have more to them.
-
RE: Removing props from the mapposted in General Modding Discussion
@Boosted_Greek ... Use CodeWalker to find the entity and what ymaps it is located in. You'll have to "fly" the camera to Trevor's trailer while in CodeWalker, click the double arrow thing in the upper right corner to bring up a window to select stuff.
Go to the selection tab and click the little box to select with right click. Make sure the drag down box is on Entity. Then right click on the couch and it will bring up info on the right side of that window you opened up. Copy down the name of the prop and then copy the name of the ymap. Then use OpenIV to search for the ymap name listed in CodeWalker. There will be around 4 or so ymaps that will pop up in the search window. Like a lr, a hei, or @hi. Make sure the folders with the ymaps are in your mods folder before deleting anything. Like if it is in x64a or wherever, that folder needs to be copied into your mods folder. A red banner will show up top when you are not in the mods folder. There will also be a button there to copy the folder to your mods folder. Go into the ymap and search for the prop you want to delete (the entity name you copied down from the info window in Codewalker) Delete the prop info from each ymap location in your mods folder. It should hopefully all make more sense once you start.Oh yeah, you'll need to be in Edit Mode in OpenIV to make changes and you need to right click on the ymaps and click edit.
-
RE: Which one should I use for map editing, Menyoo or Map Editor?posted in General Modding Discussion
I would say neither. Try Codewalker, here's a tutorial. I haven't watched it myself so I don't know how accurate it is at this time, but it isn't that difficult to learn.
https://forums.gta5-mods.com/topic/21419/codewalker-mapping-tutorial-english-german -
RE: GTA V Michael's House sliding gateposted in Installation Help & Troubleshooting
Possibly a flag in the ytyp being changed affected the behavior of the gate. Other than that, the only other place I know to look for gate behavior is in the doortuning.meta and doortuning.ymt.
-
RE: Menyoo object spooner dynamic gates brokenposted in Installation Help & Troubleshooting
That's just the way it is with Menyoo and doors. There are other better, but just a little more difficult ways, to place stuff to build a map mod.
-
RE: [YMAP] Cars fall through garage floorposted in Installation Help & Troubleshooting
@OeWTpXD1vKwN I ran into this issue making my "interior" with map editor at first. It's because using map editor or menyoo to build it, it's just placing props and calling it a day, then basically the floor disappears once you get far enough away since the game doesn't think it needs to load those props since you aren't in the area, so your cars fall through. Also you will have rain in the "interior" and any props "inside" of said "interior". Only true fix as far as I know is to make a Mlo interior. I am making a Mlo to update my map editor made mod because I had the exact same issues. It now works as it should, can go to opposite side of the map and everything stays in place. It's a bunch of work to do a Mlo interior though. I keep using quotations around an "interior" made with ME or Menyoo because they just aren't actually interiors.
-
RE: Can you change plates this way?posted in General Modding Discussion
The very first thing that came up when I entered License Plate editing in the search box on this site. Seems like it answers your question.
https://forums.gta5-mods.com/topic/9650/tutorial-documentation-editing-adding-on-license-plates
-
RE: Map Editor by Guadmaz not workingposted in Installation Help & Troubleshooting
@josketer I know that, but the OP was wanting to use Map Editor. It is still possible to use Map Editor is what I was getting at, since that is all that they were concerned with in this post. I also just wanted to correct your statement saying to use Map Builder, since it isn't a map building mod, but just gives your more stuff to use with ME or Menyoo. And while many mods use nativeUI 1.8, many are still fine using 1.7. It all depends on what the end person wants to have for mods.
-
RE: Map Editor by Guadmaz not workingposted in Installation Help & Troubleshooting
You don't need old version of the game and scripthookvdotnet to get Map Editor to work. It currently still works for me on the latest game update, updated SHV, and SHVDN. Just need to use Native UI 1.7. Also, Map Builder adds things to Map Editor or Menyoo, it is not used by itself to build.
Try out CodeWalker, you can build a map with that. There's a tutorial on this site about it.
-
RE: Odd 3 textures show up on custom 3ds max made floor depending on angle.posted in Installation Help & Troubleshooting
Another real quick question, do you know where I would need to look to be able to remove the spawning trash around the front garage door entrance? I've managed to remove all the weeds, and the odd border of funk around the bottom of the building, and have located a bunch of rubble or rubbish files, but I can not find where that trash info is located. I've used code walker to look for the info, but nothing about that spawning trash shows up, not even in the Time Cycle Modifier, since it seems the trash shows up at certain times and is gone at others.
-
RE: Odd 3 textures show up on custom 3ds max made floor depending on angle.posted in Installation Help & Troubleshooting
@Dekurwinator Thanks a bunch for the help. Got everything working correctly now. It helped to start over with the texture mesh file since it was cut up into many polygons and when I was trying to line it up with the collision, there were many little gaps along the edges that I couldn't see in 3ds but can in game. Now the 3 sections are simplified and that also made the lines in the texture line up evenly. I was also trying to blend materials (theoretically in my mind) to make the concrete less dark, and I think that was actually more of an issue, since I didn't know what the other two textures I was using looked like plus I was blindly trying stuff out. After looking at the video some more, I realized that I had the texture for kerbs and texture for a different section of the road that was the lighter texture with yellow edge paint on it. Those are the other two textures that were showing up at different angles. I removed that attempt at a custom texture and set it to the vanilla concrete texture and set it up like normal and it's all good now.
@skylumz Found your tutorials yesterday and have been going through them. They have also been a big help with a lot of the little things I don't know I needed to know.
I want to thank both of yall for making tutorials and sharing your knowledge.
-
Odd 3 textures show up on custom 3ds max made floor depending on angle.posted in Installation Help & Troubleshooting
@Dekurwinator Sorry Dek, you're the only person I know of right now that I could tag that would possibly have the answer. I need the experienced help from you or anyone else willing to share a bit of their knowledge.
I got tired of using ME to try to build my mod, so now I am currently working on the finishing touches to the floor I made in 3ds Max for my Grove Street Garage mod. It's basic, but works great and I finally got the texture mesh to line up with the collision mesh. I tried a couple different textures, and thought I found the one I was going to keep, but then it acted up like none of the other textures I tried. I didn't change any other settings than the texture file assigned to the selected object when I applied it, so I don't know why it would act this way when at lease 4 others did not.
Here is a short video showing how the Tarmac texture is behaving. I selected that Tarmac texture using the tool to get the texture from an object and I picked the parking lot area because I wanted it to look the same.
What is causing the behavior and m other question would be why is it showing up darker than the area I used to select the texture?
Here is a video with the concrete texture and it acts just fine.
I am still googling to try to look for answers, but I'm not finding this exact issue. I'm probably not searching the correct terms or something. I'm also going through tutorials I find and not finding much on what I could have done wrong to cause this behavior and for it to be showing up darker. I'm going to keep looking, but if anyone could give me an answer or point me in the right direction, I would really appreciate it and the time it would save me.