@HeySlickThatsMe Thanks for the response, i assumed as much but i looked through some prop lists with keywords like "interior" and "house" and couldn't find them. Any idea if there's a list of them out there?
Dev0lv0r
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Posts made by Dev0lv0r
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RE: New modder questions about interiors
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New modder questions about interiors
Hi Guys,
I've been modding other games for a while and was recently playing around with the map editor and ended up having a few questions.
Are the interiors in the game pre-fab objects with added clutter?
Or are they all constructed from wall/floor objects?
Does anyone know a usable keyword to search for them?Playing the game i noticed the load happening when I enter the interiors,
Are the interiors using occlusion planes?
I've seen that DDS textures are used, but do the textures require mipmaps?Thanks guys! I hope to be building some mods soon.
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RE: Question about future modding...
@GTAVModder4Life good point about the rpfs ... that could have been very different.
I think GTA Online is just poorly engineered. They fact that people could easily tamper with money seems to be due to poor design. They probably added GTA Online as a side-experiment and didn't expect it's success.
The people paying for shark cards is what is providing us with free DLCs. I won't complain about that.
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RE: [Misc] [W.I.P] Realism 1.0 A.K.A GTA-NG (Next Gen)
I'm a big fan of your work. Those GIFs showing physics are really quite amazing. It's cool that you will release it as a standalone mod.
If I would have any input to give, it would be that releasing the new version in a modular fashion would be great. I'd love to mix parts of your mod up with other mods.
Keep up the awesome work.
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RE: Question about future modding...
@Vans123 that's the sad truth ...
Those GECK/CK tools that Bethesda provides seem like they are so close to their internal tools they must use for game development.
They know that a large portion of their sales after the initial release are due to their modding community, and also much of their original DLC releases and then of course Skyrim Remastered which support mods on cosoles (with restrictions). Many of the console players would have bought the new versions simply to play with mods.
This time around the aim was to sell GTA Online for residual income.
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RE: Blip/Marker limit questions and answers
Thanks for the response.
Where is CBlipList used? Is that a variable in the game engine?
Any ideas on how the number "1500" relates to number of blips?I tested changing the "RADAR_BLIP" value yesterday to many different values all the way up to 180000 and it didn't fix this issue. The blips that are part of the default game are all noticeably gone when I used lots of blip heavy mods.
It didn't look to me like any of the mod added blips were missing though.
Could it be that adding modded blips, when they reach a hard limit, start removing default game blips. BUT modded blips don't remove other modded blips?
I'm looking at two possible mods to fix this problem.
A menu based mod which allows you to toggle on and off blip sets. Beginning with sets of all the default game blips. It would be interesting to see if when you turn on more blips in the game whether existing ones start to disappear. Is there some sort of debug console in GTA V which will let me enter commands to add blips mid-game?
Also, the other option, which i've already been working on, is to create an in-game map which includes all the default game blips onto the map itself. I've been using the hi-res cartography map with a free map icon resource.
Any more thoughts guys?
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Blip/Marker limit questions and answers
Hi Guys,
I'm sure you all know about the issue with the limited number of blips that can be enabled on the map simultaneously.
There is one mod on this site that says it fixes the issue NoMoreDisappearingBlips (NMDB). I have installed it but still have a problem once I use multiple blip heavy mods to test it. Single Player Apartments, SimpleFuel, and Open Interiors is what I am using to test this.
The mod, NMDB changes the variable "RADAR_BLIP" to 1800 in gamexonfig.xml.
I also found a reddit thread that discussed this issue. Someone mentioned that they used NMDB and it didn't fix their problem, so they changed the variable to 18000 and they think it fixed the issue. Someone else commented on there though saying that there is a hardcoded maximum, which you can't change even with that setting.
I was wondering if anyone else here has experimented with this or has fixed this themselves.