Not trying to start a long discussion/debate about the 'ills of R and updating SHV'. I haven't updated since the last update in march and was preparing to with the march version of SHV. Just to be safe, I checked to see 'when the next update' was happening' and apparently it went down on the 27th of April. I haven't seen the usual update meltdown here so I just wanted to confirm....
iammistahwolf
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Posts made by iammistahwolf
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Did 'R' update again on April 27th?
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RE: .rpf archive is corrupted after closing OpenIV
@JohnFromGWN , yeah I know this is an 'old thread' but this just recently occurred. Long and short, same issue happened with MPClothes. RPF size was 4.2G and I got the error message when trying to open in OIV. Did the 'D-frag thing' to try and clean it up so I could open the file. Instead, file still broken and now 'doubled in size!' HTF did that happen? Fortunately, I have a back up. In the meantime, how to make new .rpfs to split up the load and can this be done for a mod like MPC?
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RE: game crashes while making map mod with menyoo
@MissySnowie , I used to make a living producing training videos and presentations. And you're correct, the vast majority 'don't know the T in training' more like the 'S' in 'sucking' at how to both present and organize proper and informative instruction. I seriously blame the big software co's like Adobe and others for abandoning actual training manuals for 'online learning.' Sure, it's far cheaper for them without the cost of making printed material. I wasn't fond of their 'e-manuals' either. YouTube didn't help either, for though on the surface it's 'egalitarian' premise that allows everyone to put out info, the amount of time and effort it takes to find good sources outweighs simply picking up a book....
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RE: game crashes while making map mod with menyoo
@MissySnowie , Ha! You illustrated perfectly what I mentioned about the 'learning curve differences'. And thank you for the detailed tutorial as I would never have figured all that out on my own. Though there are numerous online 'tut's', they're all over the place and it takes immense patience to find 'specific' info.
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RE: game crashes while making map mod with menyoo
@alpah-phantom , It all depends what your 'final product' is intended to be. If it's something you want to use for a specific scene but don't want it there permenantly, 'xml's' is a good option. If you're wanting something to be a regular fixture in the game, ymap (and ultimately MLO's) will be your best bet. As for building large maps/buildings, Menyoo's good for the basic build (structures, foundations, etc.) Since you're familiar with using it, you can get things set up and make basic adjustments quickly. Just keep in mind, there is less leeway for prop numbers now so you'll have to build in 'layers' instead of one massive build. Codewalker and Converter are good tools to help do that. Also keep in minde the learning curve/limitations I mentioned for using either. There's no 'set way' for getting your builds done. All these mods are just a means to an end to get what you want into the game. Figure out which is the best workaround that will let you build what you want with the least amount of hassle one both you and your rig.
And yeah, xml's do cause 'strain' on your system depending on how robust your rig is. If you've got $#!%tons of video and PC RAM with multicored GPU/CPU's, they won't 'strain' your system much, but crashes due to instability will be a PIA. If you're like most of us and running a modest rig, yes game crashes will cause issues with the game itself and cause problems with your rig. But that was the risk anyway when we chose to go 'beyond vanilla'. Recognize, there are limits and work with them....
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RE: game crashes while making map mod with menyoo
@JohnFromGWN - That's probably a thing. Fortunately, the couple maps I've converted using the converter did what it said it would. No 'frills or thrills' included. I find Menyoo is 'best' for building as the controls are no fuss and once you get used to how moving props in '3D' can change depending on their orientation, I can whip something together pretty quick. I do agree about the 'unstable' part. Especially since the (spits) 'Contract' dlc. I never had any issues with my Menyoo maps until that garbage got foisted on us.
@MissySnowie - Far as 'OIV' was concerned, my point is 'you can't install or remove ymaps' without it. Unlike Menyoo, you can 'permanently' remove an XML map or 'temporarily' remove/manipulate' placeable props from the map in game.
Now that I'm moving into making ymaps, I do appreciate the 'stability' and 'less drag' on my system they provide. Codewalker is a great tool, but I have to relearn to use it as I've 'slept' since the last time I seriously tried to use it. The ymap converter is good for a 'quick and dirty' conversion, though as I mentioned it does have certain drawbacks. One main drawback is it does not like 'Map builder!' Large building pieces glitch out when you turn a certain way like the occlusion when you enter a non MLO building on the map, though everything worked fine in Menyoo! I haven't been able to get MB props to show up in Codewalker either. Only the 'number' props appear when converting. OmegaKids swears it should work, but I'll have 'DLC's' and 'Mapbuilder' specifically checked and selected and only the placeables like furniture and toilets appear.
As for 'large maps' of '1k' or more props, ymap is the better way to go. As is; I don't like trying to build with codewalker. It'd take a thousand years to build one small map waiting for my system to constantly buffer and render everything. Right now, 'conversion' is the better option. Up until the (spits) Contract dlc, '1996' props was my limit and the system ran fine. Now, I agree that Menyoo's been 'neutered' and though I appreciate the guys still working on it, all too often they don't seem to have much clue as to how to deal with the change in prop max. I don't intend to build '1k+' maps straight up anymore. The work has to be done in 'layers' now.
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RE: game crashes while making map mod with menyoo
@alpah-phantom , 'Yes' you can convert via the excellent example MissySnowie laid out or (the far easier) method of using the 'Map Editor-Menyoo Ymap Converter' mod. Major diff between the two means of conversion, with codewalker you'll have a lot more work and have to learn the system...but, you'll have a metric crapton more options and control over your build. With 'MEM2YMC', you get a barebones 'simple' and quick means to change your xml to ymap. The 'drawback' is, you'll need to make all adjustments and fixes BEFORE converting as for whatever reason I have yet to solve, Codewalker doesn't recognize Ymaps made with this mod, so you won't be able to make any adjustments after the fact.
As for whether '620 props' is causing your game to crash? 'Maybe.' I've found this issue to rather finicky. On the one hand, one map I've uploaded to 5mods I know doesn't have '1,000' props won't load on my system now. But one I put out earlier this year easily has '900' with numerous animated props and peds loads no-prob. So, '620 should be' a safe number. From what I hear, this last update broke a lot of mods worse than usual so the allowable prop numbers can be 'anything'.
My suggestion is to either go the 'long route' with codewalker building from scratch or continue using Menyoo which you are more familiar with and converting to ymap using the Ymap converter mod. Either method will get you where you want to be. Just keep in mind that 'XML maps' main advantage is; they're temporary. When you don't need them, simply 'remove' the props from the database, done. Their disadvantage is; they're a drag on your system. Ymaps are 'better' in that they're 'part of the game map', so you don't have to keep loading and unloading them and they're less taxing on your system. Their 'drawback' is; when you want to get rid of them, you need to take a few extra steps to remove them and you can't install or manipulate them without OIV. So 'choose wisely'....
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RE: game crashes while making map mod with menyoo
@MissySnowie, Nice layout of 'how-to'!
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RE: game crashes while making map mod with menyoo
@MissySnowie , Yeah, that 'learning curve' ain't so 'small' but doable. I've been leaning towards it, but the main issue is how 'slow' it goes when you're not on a high-powered rig. Menyoo, moves pretty quick and I'll be making adjustments after converting to ymap. Far less 'hair-pulling' and waiting for the renders to catch up. But up front, it sounds like 'Alpah's' main issue is too many props since Menyoo got 'neutered' after the 'Contract'.
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RE: game crashes while making map mod with menyoo
Two questions I have to ask are; 1) what version of Menyoo are you using? The latest is 1.8.1. Anything older and you're going to have issues. 2) how many props do you have in your current map? If it's more than 860, menyoo's going to crash. It's been a problem since the 'Contract' update. Somewhere along the line, 'R' did something that broke some important capabilities Menyoo always had, one being able to make large maps with around 1900 and change worth of props. I've tried to get some answers or a fix from the guys still working on Menyoo and they're clueless. So make sure you have less than 800 props. Anything other than what I mentioned is a problem I haven't run into yet....