@MobWulff The file is encrypted, use the mod LeeC recommended.
Posts made by JZersche
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RE: Why hasn't there been a vehicle installer?posted in General Modding Discussion
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RE: Why hasn't there been a vehicle installer?posted in General Modding Discussion
@LeeC2202 He might of updated it, and fixed it, but I'll test it in a bit. I'll be able to figure out exactly what line is causing the crash also. CSS3 and HTML5 are very simple, CSS3 gets advanced but for the most part is pretty straight forward. Memorizing the basic HTML5 Doc Layout is the first step. <!DOCTYPE html> then <html> then <head> then <meta charset="utf-8"> then <title></title> then </head> then you begin the body of the document and close off the </html>
With CSS you're just working with selectors mostly. So you could for instance select the body element like
body { background-color: #0000; }If you want to create a division on a page, like a box. Do <div> Example </div>
Then assigning an ID or a CLASS to that div is done like.<div class="Example"> Selected like -> div.Example { border: 1px solid #000; }ID is assigned the same way, only you write <div id="Example"> and select like div#Example, you can also leave out the div part, so just writing #Example, would work as well, because it's still pointing to that same class, but adding div to the beginning ensures that it only works on div elements that are part of that class. ID's and CLASSes are similar, you can think of classes as like groups that have a particular style associated to them. Not gonna write a full tutorial here, but it's quite easy. So, you can have a div with an id still part of a class if you wanted. That's done like <div id="Example" class="redfontcolor">
And in that case, that class would look like this in the CSS portion.
.redfontcolor {color: #f00;}
So then all you would do is assign that class to whatever element you want styled, maybe it's a paragraph, maybe it's a list item, either way it would be done like, <p class="redfontcolor"> or <li class="redfontcolor"> Now all list-items are gonna show in red, and so will paragraphs associated with that particular class. ID's are used to specify unique indentifiers, but if you really wanted you could use classes to do that, but you're not particularly supposed to. Also, updated my post above, showing the format the ini file is, or should have in my opinion, for the car spawning mod. Unlike persistence, the vehicles will spawn regularly every X amount of time.
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RE: Why hasn't there been a vehicle installer?posted in General Modding Discussion
@LeeC2202
"Unless you are referring to the single <Item /> inside <InitDatas />, in which case that is usually true... unless it's a pack of cars like the recent 6-pack of BMWs I installed, that had 6 items in that section."
Indeed, I meant, each instance of <Item> data </Item>and also the txd relationship part I mentioned.
That makes sense. It must be something else that crashes. There have been times when I'm added vehicles in and everything looks perfectly fine, and I get a crash. I can't find the error, and end up having to copy a vehicles.meta from another vehicle, so in that case. Some vehicle datas cause crashes. The Vehicles.Meta Item in this vehicle, crashes my game.
https://www.gta5-mods.com/vehicles/2002-mazda-rx-7-spirit-r-type-a-series-iii-fd3s
But anyway, me and AHK1221 are working on a type of vehicle locational spawning mod, similar to persistence mod. He's doing all the coding in C#, I'm not doing any coding, so in reality I'm not really working on the mod, just came up with the idea, and the menu concept. So far here is what the menu is gonna look like. I made a quick mock up concept in CSS.
https://codepen.io/JZersche/pen/ybbVja
We're gonna have it so that, there will be groups, there could be several vehicles in a group, or just one vehicle, and each vehicle with have a probability, e.g. the chance of that vehicle spawning, from 0-100%, and a spawntime feature will be implemented as well, immediately or afterwards, so if you wanted the vehicles to only spawn during a specific period of time that would be customizable, and you are gonna be able to have multiple locations and spawn points for the same vehicles to spawn in different locations.
Here's the ini file format concept.
[GROUP_1] X1.3026;Y2.1436;Z-2.6340 X1.1025;Y9.2305;Z6.3220 X7.2420;Y-4.1041;Z1.0430 Vehicles=VIPER;BLISTA;INFERNUS;ADDER Probabilities=10;70;5;25 [GROUPNAMECUSTOMIZABLE] X-3.4026;Y2.4733;Z-2.2340 // Spawns near the Bank X4.4065;Y-3.2375;Z-6.5220 // Spawns near the whatever X-5.4820;Y4.1041;Z5.2430 // Spawns near the so on and so forth Vehicles=HADUKO;BMWM5;REGERA;AUDIS5 Probabilities=90;50;2;35 -
RE: Why hasn't there been a vehicle installer?posted in General Modding Discussion
@LeeC2202
Something like that but more user-friendly. That is more of a manual creation, something to just append to the source file.
Most car addons and replacement have a vehicles.meta with a single item for the car being replaced or added.
<Item> <modelName>blista</modelName> <txdName>blista</txdName> <handlingId>BLISTA</handlingId> <gameName>BLISTA</gameName> <vehicleMakeName>DINKA</vehicleMakeName> <expressionDictName>null</expressionDictName> <expressionName>null</expressionName> <animConvRoofDictName>null</animConvRoofDictName> <animConvRoofName>null</animConvRoofName> <animConvRoofWindowsAffected /> <ptfxAssetName>null</ptfxAssetName> <audioNameHash /> <layout>LAYOUT_STD_LOWROOF</layout> <coverBoundOffsets>BLISTA_COVER_OFFSET_INFO</coverBoundOffsets> <explosionInfo>EXPLOSION_INFO_DEFAULT</explosionInfo> <scenarioLayout /> <cameraName>DEFAULT_FOLLOW_VEHICLE_CAMERA</cameraName> <aimCameraName>DEFAULT_THIRD_PERSON_VEHICLE_AIM_CAMERA</aimCameraName> <bonnetCameraName>VEHICLE_BONNET_CAMERA_LOW</bonnetCameraName> <povCameraName>DEFAULT_POV_CAMERA</povCameraName> <FirstPersonDriveByIKOffset x="0.000000" y="-0.060000" z="-0.020000" /> <FirstPersonDriveByUnarmedIKOffset x="0.000000" y="-0.025000" z="0.000000" /> <FirstPersonProjectileDriveByIKOffset x="0.000000" y="-0.100000" z="0.030000" /> <FirstPersonProjectileDriveByPassengerIKOffset x="0.000000" y="-0.100000" z="0.030000" /> <FirstPersonDriveByLeftPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByRightPassengerIKOffset x="0.000000" y="-0.060000" z="-0.020000" /> <FirstPersonDriveByLeftPassengerUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByRightPassengerUnarmedIKOffset x="0.000000" y="-0.035000" z="0.000000" /> <FirstPersonMobilePhoneOffset x="0.100000" y="0.210000" z="0.530000" /> <FirstPersonPassengerMobilePhoneOffset x="0.135000" y="0.165000" z="0.425000" /> <PovCameraOffset x="0.000000" y="-0.175000" z="0.645000" /> <PovCameraVerticalAdjustmentForRollCage value="0.000000" /> <PovPassengerCameraOffset x="0.000000" y="0.000000" z="0.000000" /> <vfxInfoName>VFXVEHICLEINFO_CAR_GENERIC</vfxInfoName> <shouldUseCinematicViewMode value="true" /> <shouldCameraTransitionOnClimbUpDown value="false" /> <shouldCameraIgnoreExiting value="false" /> <AllowPretendOccupants value="true" /> <AllowJoyriding value="true" /> <AllowSundayDriving value="true" /> <AllowBodyColorMapping value="true" /> <wheelScale value="0.265000" /> <wheelScaleRear value="0.265000" /> <dirtLevelMin value="0.000000" /> <dirtLevelMax value="0.700000" /> <envEffScaleMin value="0.000000" /> <envEffScaleMax value="1.000000" /> <envEffScaleMin2 value="0.000000" /> <envEffScaleMax2 value="1.000000" /> <damageMapScale value="0.600000" /> <damageOffsetScale value="1.000000" /> <diffuseTint value="0x00FFFFFF" /> <steerWheelMult value="1.000000" /> <HDTextureDist value="5.000000" /> <lodDistances content="float_array"> 10.000000 25.000000 65.000000 130.000000 500.000000 500.000000 </lodDistances> <minSeatHeight value="0.881" /> <identicalModelSpawnDistance value="20" /> <maxNumOfSameColor value="10" /> <defaultBodyHealth value="1000.000000" /> <pretendOccupantsScale value="1.000000" /> <visibleSpawnDistScale value="1.000000" /> <trackerPathWidth value="2.000000" /> <weaponForceMult value="1.000000" /> <frequency value="50" /> <swankness>SWANKNESS_2</swankness> <maxNum value="20" /> <flags>FLAG_CAN_HAVE_NEONS FLAG_SPAWN_ON_TRAILER FLAG_AVERAGE_CAR FLAG_HAS_INTERIOR_EXTRAS</flags> <type>VEHICLE_TYPE_CAR</type> <plateType>VPT_FRONT_AND_BACK_PLATES</plateType> <dashboardType>VDT_TAILGATER</dashboardType> <vehicleClass>VC_COMPACT</vehicleClass> <wheelType>VWT_SPORT</wheelType> <trailers /> <additionalTrailers /> <drivers /> <extraIncludes /> <doorsWithCollisionWhenClosed /> <driveableDoors /> <bumpersNeedToCollideWithMap value="false" /> <needsRopeTexture value="false" /> <requiredExtras /> <rewards /> <cinematicPartCamera> <Item>WHEEL_FRONT_RIGHT_CAMERA</Item> <Item>WHEEL_FRONT_LEFT_CAMERA</Item> <Item>WHEEL_REAR_RIGHT_CAMERA</Item> <Item>WHEEL_REAR_LEFT_CAMERA</Item> </cinematicPartCamera> <NmBraceOverrideSet /> <buoyancySphereOffset x="0.000000" y="0.000000" z="0.000000" /> <buoyancySphereSizeScale value="1.000000" /> <pOverrideRagdollThreshold type="NULL" /> <firstPersonDrivebyData> <Item>STD_BLISTA_FRONT_LEFT</Item> <Item>STD_BLISTA_FRONT_RIGHT</Item> </firstPersonDrivebyData> </Item>So what we need is just a simple script where raw text can be pasted in, and after it's pasted in, it will be checked for errors. The vehicles.meta file is very sensitive to whitespaces. If you have an extra space somewhere, sometimes it can cause the game to crash. So once a block of code like the above is inserted, the program will counter the number of white spaces within it. There are 752 whitespaces in that codeblock. None of them come after the end of any line. All of them are prior to the opening tags. '<'
That's the way it should be.
So the script will take that block of code and insert it after the last </Item>
So what would happen is this.<!-- [1] BEGIN 2002 Saleen S7 1.0 https://www.gta5-mods.com/vehicles/2002-saleen-s7 --> <Item> <modelName>adder</modelName> <txdName>adder</txdName> <handlingId>adder</handlingId> <gameName>S7</gameName> <vehicleMakeName>SALEEN</vehicleMakeName> <expressionDictName>null</expressionDictName> <expressionName>null</expressionName> <animConvRoofDictName>null</animConvRoofDictName> <animConvRoofName>null</animConvRoofName> <animConvRoofWindowsAffected /> <ptfxAssetName>null</ptfxAssetName> <audioNameHash /> <layout>LAYOUT_LOW_INFERNUS</layout> <coverBoundOffsets>INFERNUS_COVER_OFFSET_INFO</coverBoundOffsets> <explosionInfo>EXPLOSION_INFO_DEFAULT</explosionInfo> <scenarioLayout /> <cameraName>DEFAULT_FOLLOW_VEHICLE_CAMERA</cameraName> <aimCameraName>DEFAULT_THIRD_PERSON_VEHICLE_AIM_CAMERA</aimCameraName> <bonnetCameraName>VEHICLE_BONNET_CAMERA_NEAR</bonnetCameraName> <povCameraName>DEFAULT_POV_CAMERA_NO_REVERSE</povCameraName> <FirstPersonDriveByIKOffset x="0.000000" y="-0.055000" z="0.010000" /> <FirstPersonDriveByUnarmedIKOffset x="0.000000" y="-0.100000" z="0.000000" /> <FirstPersonProjectileDriveByIKOffset x="0.000000" y="-0.120000" z="-0.010000" /> <FirstPersonProjectileDriveByPassengerIKOffset x="-0.060000" y="-0.110000" z="-0.030000" /> <FirstPersonProjectileDriveByRearLeftIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonProjectileDriveByRearRightIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByLeftPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByRightPassengerIKOffset x="0.000000" y="-0.055000" z="0.040000" /> <FirstPersonDriveByRightRearPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByLeftPassengerUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByRightPassengerUnarmedIKOffset x="0.000000" y="-0.100000" z="0.000000" /> <FirstPersonMobilePhoneOffset x="0.140000" y="0.188000" z="0.490000" /> <FirstPersonPassengerMobilePhoneOffset x="0.136000" y="0.141000" z="0.408000" /> <PovCameraOffset x="0.000000" y="-0.200000" z="0.600000" /> <PovCameraVerticalAdjustmentForRollCage value="0.000000" /> <PovPassengerCameraOffset x="0.000000" y="-0.080000" z="0.000000" /> <PovRearPassengerCameraOffset x="0.000000" y="0.000000" z="0.000000" /> <vfxInfoName>VFXVEHICLEINFO_CAR_GENERIC</vfxInfoName> <shouldUseCinematicViewMode value="true" /> <shouldCameraTransitionOnClimbUpDown value="false" /> <shouldCameraIgnoreExiting value="false" /> <AllowPretendOccupants value="true" /> <AllowJoyriding value="true" /> <AllowSundayDriving value="true" /> <AllowBodyColorMapping value="true" /> <wheelScale value="0.359700" /> <wheelScaleRear value="0.359700" /> <dirtLevelMin value="0.000000" /> <dirtLevelMax value="0.300000" /> <envEffScaleMin value="0.000000" /> <envEffScaleMax value="1.000000" /> <envEffScaleMin2 value="0.000000" /> <envEffScaleMax2 value="1.000000" /> <damageMapScale value="0.700000" /> <damageOffsetScale value="0.800000" /> <diffuseTint value="0x00FFFFFF" /> <steerWheelMult value="1.000000" /> <HDTextureDist value="5.000000" /> <lodDistances content="float_array"> 15.000000 30.000000 55.000000 110.000000 500.000000 500.000000 </lodDistances> <minSeatHeight value="0.796" /> <identicalModelSpawnDistance value="20" /> <maxNumOfSameColor value="1" /> <defaultBodyHealth value="1000.000000" /> <pretendOccupantsScale value="1.000000" /> <visibleSpawnDistScale value="1.000000" /> <trackerPathWidth value="2.000000" /> <weaponForceMult value="1.000000" /> <frequency value="20" /> <swankness>SWANKNESS_5</swankness> <maxNum value="3" /> <flags>FLAG_SPORTS FLAG_SPAWN_ON_TRAILER FLAG_RICH_CAR FLAG_NO_BROKEN_DOWN_SCENARIO FLAG_CAN_HAVE_NEONS</flags> <type>VEHICLE_TYPE_CAR</type> <plateType>VPT_BACK_PLATES</plateType> <dashboardType>VDT_BANSHEE</dashboardType> <vehicleClass>VC_SUPER</vehicleClass> <wheelType>VWT_HIEND</wheelType> <trailers /> <additionalTrailers /> <drivers /> <extraIncludes /> <doorsWithCollisionWhenClosed /> <driveableDoors /> <bumpersNeedToCollideWithMap value="false" /> <needsRopeTexture value="false" /> <requiredExtras /> <rewards /> <cinematicPartCamera> <Item>WHEEL_FRONT_RIGHT_CAMERA</Item> <Item>WHEEL_FRONT_LEFT_CAMERA</Item> <Item>WHEEL_REAR_RIGHT_CAMERA</Item> <Item>WHEEL_REAR_LEFT_CAMERA</Item> </cinematicPartCamera> <NmBraceOverrideSet /> <buoyancySphereOffset x="0.000000" y="0.000000" z="0.000000" /> <buoyancySphereSizeScale value="1.000000" /> <pOverrideRagdollThreshold type="NULL" /> <firstPersonDrivebyData> <Item>LOW_HOTKNIFE_FRONT_LEFT</Item> <Item>LOW_HOTKNIFE_FRONT_RIGHT</Item> </firstPersonDrivebyData> </Item> <!-- END --> <!-- [2] BEGIN 2016 Dodge Viper SRT TA https://www.gta5-mods.com/vehicles/2014-srt-viper-t-a --> <Item> <modelName>banshee</modelName> <txdName>banshee</txdName> <handlingId>banshee</handlingId> <gameName>VIPER</gameName> <vehicleMakeName>DODGE</vehicleMakeName> <expressionDictName>null</expressionDictName> <expressionName>null</expressionName> <animConvRoofDictName>null</animConvRoofDictName> <animConvRoofName>null</animConvRoofName> <animConvRoofWindowsAffected /> <ptfxAssetName>null</ptfxAssetName> <audioNameHash>BANSHEE</audioNameHash> <layout>LAYOUT_LOW</layout> <coverBoundOffsets>ELEGY_COVER_OFFSET_INFO</coverBoundOffsets> <explosionInfo>EXPLOSION_INFO_DEFAULT</explosionInfo> <scenarioLayout /> <cameraName>DEFAULT_FOLLOW_VEHICLE_CAMERA</cameraName> <aimCameraName>DEFAULT_THIRD_PERSON_VEHICLE_AIM_CAMERA</aimCameraName> <bonnetCameraName>VEHICLE_BONNET_CAMERA_RAPIDGT</bonnetCameraName> <povCameraName>REDUCED_NEAR_CLIP_POV_CAMERA</povCameraName> <FirstPersonDriveByIKOffset x="0.000000" y="-0.060000" z="-0.043000" /> <FirstPersonDriveByUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonProjectileDriveByIKOffset x="0.005000" y="-0.045000" z="-0.078000" /> <FirstPersonProjectileDriveByPassengerIKOffset x="0.000000" y="0.000000" z="-0.078000" /> <FirstPersonProjectileDriveByRearLeftIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonProjectileDriveByRearRightIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByLeftPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByRightPassengerIKOffset x="0.000000" y="-0.040000" z="-0.048000" /> <FirstPersonDriveByRightRearPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByLeftPassengerUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByRightPassengerUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonPassengerMobilePhoneOffset x="0.176000" y="0.113000" z="0.415000" /> <FirstPersonMobilePhoneOffset x="0.135000" y="0.140000" z="0.568000" /> <PovCameraOffset x="0.000000" y="-0.200000" z="0.585000" /> <PovCameraVerticalAdjustmentForRollCage value="-0.010000" /> <PovPassengerCameraOffset x="0.000000" y="0.000000" z="-0.030000" /> <PovRearPassengerCameraOffset x="0.000000" y="0.000000" z="-0.030000" /> <vfxInfoName>VFXVEHICLEINFO_CAR_GENERIC</vfxInfoName> <shouldUseCinematicViewMode value="true" /> <shouldCameraTransitionOnClimbUpDown value="false" /> <shouldCameraIgnoreExiting value="false" /> <AllowPretendOccupants value="true" /> <AllowJoyriding value="true" /> <AllowSundayDriving value="true" /> <AllowBodyColorMapping value="true" /> <wheelScale value="0.292000" /> <wheelScaleRear value="0.292000" /> <dirtLevelMin value="0.000000" /> <dirtLevelMax value="0.300000" /> <envEffScaleMin value="0.000000" /> <envEffScaleMax value="1.000000" /> <envEffScaleMin2 value="0.000000" /> <envEffScaleMax2 value="1.000000" /> <damageMapScale value="0.400000" /> <damageOffsetScale value="0.400000" /> <diffuseTint value="0x00FFFFFF" /> <steerWheelMult value="1.000000" /> <HDTextureDist value="5.000000" /> <lodDistances content="float_array"> 60.000000 100.000000 150.000000 200.000000 300.000000 500.000000 </lodDistances> <minSeatHeight value="0.79" /> <identicalModelSpawnDistance value="20" /> <maxNumOfSameColor value="10" /> <defaultBodyHealth value="1000.000000" /> <pretendOccupantsScale value="1.000000" /> <visibleSpawnDistScale value="1.000000" /> <trackerPathWidth value="2.000000" /> <weaponForceMult value="1.000000" /> <frequency value="50" /> <swankness>SWANKNESS_5</swankness> <maxNum value="5" /> <flags>FLAG_SPORTS FLAG_RICH_CAR FLAG_PEDS_CAN_STAND_ON_TOP FLAG_DISABLE_BUSTING FLAG_DISABLE_THROUGH_WINDSCREEN FLAG_RECESSED_TAILLIGHT_CORONAS FLAG_HAS_INTERIOR_EXTRAS</flags> <type>VEHICLE_TYPE_CAR</type> <plateType>VPT_BACK_PLATES</plateType> <dashboardType>VDT_BANSHEE</dashboardType> <vehicleClass>VC_SPORT</vehicleClass> <wheelType>VWT_HIEND</wheelType> <trailers /> <additionalTrailers /> <drivers /> <extraIncludes /> <doorsWithCollisionWhenClosed /> <driveableDoors /> <bumpersNeedToCollideWithMap value="false" /> <needsRopeTexture value="false" /> <requiredExtras /> <rewards /> <cinematicPartCamera> <Item>WHEEL_FRONT_RIGHT_CAMERA</Item> <Item>WHEEL_FRONT_LEFT_CAMERA</Item> <Item>WHEEL_REAR_RIGHT_CAMERA</Item> <Item>WHEEL_REAR_LEFT_CAMERA</Item> </cinematicPartCamera> <NmBraceOverrideSet /> <buoyancySphereOffset x="0.000000" y="0.000000" z="0.000000" /> <buoyancySphereSizeScale value="1.000000" /> <pOverrideRagdollThreshold type="NULL" /> <firstPersonDrivebyData> <Item>LOW_ELEGY2_FRONT_LEFT</Item> <Item>LOW_ELEGY2_FRONT_RIGHT</Item> </firstPersonDrivebyData> </Item> <!-- END -->Everything between the BEGIN and END is the reference. It will just append each block to the code in the right place, which is after the '<!-- END -->' of the previous code.
There would be a few text areas to specify the comment data preceding each block.
CommentDATA <!-- [2] BEGIN [VehicleYear] [VehicleMake] [VehicleModel] [VehicleDownload_URL] -->The [2] number would be adjusted and automatically incremented based on the number of <Item> (Vehicles) there are in the file already. In the above code, there are Two Vehicles. The Viper, and the Saleen. Built in to the program would also be the functionality to REMOVE Vehicles, as well. Which would affect both the Vehicles.meta and the Handling.meta. It's a pretty simple script, and I could do it with PHP with some additional research, but if I ever began to start it would take me longer because I'm not experience yet with appending data to text files. If you look at my first vehicle, the 'adder' there's 1 less space on line 3.
<Item> <modelName>adder</modelName> <txdName>adder</txdName>That would probably crash the game. So, like I said the program would verify the whitespaces are all equal.
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RE: Why hasn't there been a vehicle installer?posted in General Modding Discussion
What we need is this. Something basic to start. I could probably do it myself in PHP, but I don't know C or anything else that would useful. So when you open the software it will ask for the location of the vehicles.meta and handling.meta files. It will then analyze the first 5 lines of the file and verify that there are a total of 7 white spaces in the first file. There should be no whitespace after any of the '>' tags. An extra bit of whitespace increases the size of the file so doing this check would be a good practice. If whitespaces are found after any '>', it removes them. Once file integrity is verified to be free of errors. Each line beginning with '____<Item>' where ____ represents 4 spaces.
<?xml version="1.0" encoding="UTF-8"?> <CVehicleModelInfo__InitDataList> <residentTxd>vehshare</residentTxd> <residentAnims /> <InitDatas>It will then continue down until it reaches '____</Item>' and that will be the first item, it will continue this process until it reaches the last one and then verify the end of the file.
<firstPersonDrivebyData> <Item>LOW_RAPIDGT_FRONT_LEFT</Item> <Item>LOW_RAPIDGT_FRONT_RIGHT</Item> </firstPersonDrivebyData> </Item>The end of the file should look like this, excluding the txdRelationships, there would be a second textarea within the program to add new relationships to the vehicles.meta. The handling.meta portion of the software would work the same way.
</InitDatas> <txdRelationships> </txdRelationships> </CVehicleModelInfo__InitDataList> -
RE: Blips aren't getting removed.posted in General Modding Discussion
Wait, this is your thread?
I made a very similar thread... Hold on let me find it.
I can't find it, I thought for certain I made one. I had a problem with the Toggle Police blips mod when I first downloaded it and when I hit the end key, it wasn't working. I was about to make a thread, and thought I did, and then got it working. I just saw this thread in my notifications?! Thought it was my thread, and that I forgot to update the thread. But now I see that this is for a script you're working on. I seriously thought I made a thread with the exact same name.
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RE: When 3D Car Models are downloaded, How do the wheels spin? (3D Modeling question)posted in General Modding Discussion
To anyone who distributes knowledge like this freely to others:
Thank you, Your sharing of knowledge is what helps make the world go round, and inspires other programmers to do the same (hopefully).Also, I know a person who basically knows just about everything, I've known him since I was 13, and I'm 25 now. To this day, I haven't found a question he couldn't answer. So if anyone needs help with a script, I could possibly help, but there could be a charge involved. He very infrequently reponds to me, but is a reliable source of information because if I ever need to know something, I could get him to respond. He's usually very busy, but yeah. Thank you. AHK1221, Rarefacer, LeeC2202.
You guys are awesome.
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RE: Blips aren't getting removed.posted in General Modding Discussion
My bad lol. I got it working forgot to update the thread.
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RE: I need help with some math.....posted in General Modding Discussion
If no-one can figure this out. I have a buddy I could talk to, he'll know. He's a last resort though, he's always busy and no promised response, but he'll definitely know how to do whatever it is you're trying to do in your script. I'm guessing this is C++ or C? What is the script for particularly? (Message me that information if you want)
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RE: When 3D Car Models are downloaded, How do the wheels spin? (3D Modeling question)posted in General Modding Discussion
Right, I figured. If they're connected to the model, you just edit the model and detach em. Not like you can't do that. If you pay 80 - 300 dollars for a 3D Model of a car you better be able to remove the tires
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RE: When 3D Car Models are downloaded, How do the wheels spin? (3D Modeling question)posted in General Modding Discussion
@AHK1221 said in When 3D Car Models are downloaded, How do the wheels spin? (3D Modeling question):
@LeeC2202 Oh... well I though rigging only applied to things whose vertices need to be manipulated using bones....
Well, you learn something new every day!
So, when you get a model off say a site like.. https://squir.com/vehicles/33625-jeep-wagoneer-woody-1980.html
The wheels are actually separate objects in the model?
I'm not much of a scripter, or modeler yet, and have a very slight clue towards reverse engineering and hex data but I am good with CSS3 and HTML5, and am studying SQL.. and Javascript currently. I just released a Firefox Theme here for anyone interested.
https://forums.gta5-mods.com/topic/9892/release-mozilla-firefox-dark-colored-theme-designed-by-me
At least I can release something for the time being
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RE: What happened to Native-DB?posted in General Modding Discussion
I don't know what I'm looking at but have some idea of it, but all the information seems to be back online.
I wonder what he used to back up that content? It's in a difference format as if you were to just Save Page As..
Edit: Oh, he's in the thread. I'll ask him.I guess this is a storage area for all the hex values that have been decrypted / figured out?
@Unknown-Modder, What did you use to backup the page? Some sort of browser extension?
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When 3D Car Models are downloaded, How do the wheels spin? (3D Modeling question)posted in General Modding Discussion
What is it that tells the 3D Application that the 4 circles on the bottom should be able to spin?
Does that have to do with the rigging process or what? Curious.
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RE: I need help with some math.....posted in General Modding Discussion
@LeeC2202
I take it you're well knowledged in programming.Edit: I just thought about the way you did it in more detail, and it makes perfect sense. This thread has made me 'slightly' better at math.
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RE: I need help with some math.....posted in General Modding Discussion
@LeeC2202
Yeah it's whatever, Math gives me a headache. I was providing a way to figure it out by using 255 as a reference.
By starting at 255, you could divide 255 and cut it in half or double it, and that's another way of working that out. I followed the same procedure you did actually only I used seconds in the second place. The difference is the fact that I got a headache while doing it and you likely didn't.
255;-=2/s(1000ms)
Would better be interpreted as 255 / 2000ms * (1000ms)
Although I didn't realize changing the 2nd numbers to ms, and multiplying it by the third would give the answer to his question.But at least I did the math correctly.
I barely knew what I was doing and ended up with the same order of events sort of lol. I think I got confused when the amount of time passing between each decrement was unclear as he stated 'each millisecond'
255 / TotalTimeInMilliseconds) * elapsedMillisecondsPerFrame
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RE: I need help with some math.....posted in General Modding Discussion
@LeeC2202
"What amount of value would I need to decrease each millisecond so it is 0 when the x amount of milliseconds have passed?"
You would need to decrease 1 each millisecond so it's 0 when 255 amount of milliseconds have passed.
You would need to decrease 0.5 each millisecond so it's 0 when 500 amount of milliseconds have passed.
You would need to decrease 0.3 each millisecond so it's 0 when 765 amount of milliseconds have passed.
You would need to decrease 0.25 each millisecond so it's 0 when 1020 amount of milliseconds have passed.
That's the way I read it.
The way you did it is more logical, that's just the way I would think of working it out, I couldn't figure out the procedure in such a simple formula in my head like you could, I have to think about it.
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RE: I need help with some math.....posted in General Modding Discussion
My approach to this problem was starting like this.
We know that if we have 255, that it will be 0,
If decreased by 1 every millisecond, that it would take 255 milliseconds to get to down to 0.If we divide 255 by 2, it would take half the time. Now we're reducing it twice as fast.
If decreased by 2 every millisecond, it would take 127.5 milliseconds.You could start cutting the milliseconds in half if you needed to, 1 millisecond is 1000 microseconds. Reduce it by 1 every millisecond or reduce it by 1 every half a millisecond if you can only take 1 at a time away. There's many ways to do it, it depends on exactly what you need to do.
So from that point you just divide 255 by 3, 4 or 5 and that's how many milliseconds it would take to reduce 255 to 0.
255 - 5 every millisecond = 51 milliseconds.So, what hellacious script are you working on now? It's not that car spawning script is it?
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RE: I need help with some math.....posted in General Modding Discussion
I'm not good at math either but, assuming you mean What amount of value would you need to decrease per second, so it is zero when X amount of milliseconds have passed. If you mean what value you would need to decrease per millisecond then you would be dealing with microseconds, and there are 1000ยตs(Microseconds) in a single millisecond. In that case, this would start to get confusing for me. Reducing 255 to 0, would take 255 microseconds if decreased at a rate of 1 per microsecond. It would take half that time if decreased at a rate of 2 per microsecond. I'm pretty sure I'm correct, but like I said. I'm not good at math. ๐ So let's see here.. We have a integer of 255, if we take 1 from that every 1000 milliseconds, it's gonna be at 0 in 255,000 milliseconds, or 255,000,000 microseconds. If we take 1 from it every 500 milliseconds, it would be at 0 in [Now Divide 255 by 2 and get 127.5] half the time.
255; -=1/s(1000ms)=[4.250 Minutes] 255s {255000ms}
255;-=2/s(1000ms)= [2.125 Minutes] 127.5s {127500ms}
255;-=3/s(1000ms)= [1.416 Minutes] 84.96s {84960ms}
255;-=4/s(1000ms)= [1.060 Minutes] 63.60s {65600ms}
255;-=5/s(1000ms)= [0.850 Minutes] 51.00s {51000ms}So if you reduce 255 by 5 every 1000ms, those are the times it would take to reach 0.
Reducing 255 to 0 takes 255,000 milliseconds if reduced by 1 every 1000 milliseconds.
Reducing 255 to 0 takes 127,500 milliseconds if reduced by 2 every 1000 milliseconds.
Reducing 255 to 0 takes 84,960 milliseconds if reduced by 3 every 1000 milliseconds.
Reducing 255 to 0 takes 65,600 milliseconds if reduced by 4 every 1000 milliseconds.
Reducing 255 to 0 takes 51,000 milliseconds if reduced by 5 every 1000 milliseconds.Do you have any Ibuprofen now?

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RE: Marking your favourite modsposted in Site-Related Questions & Feedback
@JimmyG said in Marking your favourite mods:
@rappo thanks didnt knew. But would be cooo to see the bookmarked mods of other persons. Like you can set the bookmarks on private or on public
Hence why I suggested bookmarks to be renamed to favorites, it seems more general. Then in account settings.
[Checkbox] Make my favorites public.
Good idea.
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RE: What is the future of GTA V Modding?posted in General Modding Discussion
@AHK1221 I've had fun with 99999 mass before, but I never tried using '1'. It actually acts like the vehicle has a lot of mass, but immediately damages and destroys your engine sometimes, like I said. It's a really interesting effect. If you drive at a fair rate of speed and hit a pedestrian of another car, the camera shakes in a very cool realistic effect.
If there was a way to trigger that camera shake every time something is hit, that would definitely need to be a mod. Actually the effect I was getting was from the mass being 99999, and I just didn't realize it because my car acted weird and came to a stop and wouldn't move anywhere, which gave me the illusion that the mass was at 1 but in reality the engine was destroyed. When I use this to reinitialize a new value like 1000 in to it, or 1 for some reason it's not working and only worked the first time. Will have to keep testing it.
Edit: Just die and respawn, and the values will re-initialize.
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RE: What is the future of GTA V Modding?posted in General Modding Discussion
@AHK1221 said in What is the future of GTA V Modding?:
Any developers know if it's possible to alter vehicle handling data in-game? There aren't any handling injection mods out there and the only one that I ever found doesn't work.
This seems to work:
https://www.gta5-mods.com/tools/real-time-handling-editorJust tested it out, went from putting 99999 mass on a Sultan with 1 mass.
Really interesting result. ๐
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RE: What is the future of GTA V Modding?posted in General Modding Discussion
@AHK1221 I sort of thought about that. ยฏ\(ใ)/ยฏ
But my confusion originated from not knowing 'exactly' what it is that scripthook does. I may have forgot, or never knew. I just know it had something to do with allowing mods to be installed in GTA V, not knowing the actual programmatic function of it.
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RE: What is the future of GTA V Modding?posted in General Modding Discussion
@AHK1221 Right. What API are we referring to? Is Scripthook an API? I've not well knowledged in these areas of programming yet, forgive my confusion. However, I'm starting to get in to programming now, rather than just the typical HTML/CSS and XUL I'm used to using. I'm upset with the lack of knowledge in this area. There are many people who want to make modifications, and have no idea where to even start, and it can be difficult to get results and answers to some questions via google. I like that in this community we all seem to be working together, and that's a great thing and I think the sharing of knowledge and information that is taking place is also a great thing.