@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.
chonkie
View profile on GTA5-Mods.com »
Posts made by chonkie
-
RE: Removing props from the mapposted in General Modding Discussion
-
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.