Do you know the advantages of using C4D over 3D Max, are there any or is it personal preference? I know 3DS Max has a plugin called fumeFX which creates realistic fire, and seems to do a better job than C4D, but I've seen impressive things created with C4D as well, and have noticed people using C4D including yourself more frequently. Any reasons?
JZersche
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Posts made by JZersche
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RE: What is the future of GTA V Modding?posted in General Modding Discussion
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RE: What is the future of GTA V Modding?posted in General Modding Discussion
@AHK1221 I didn't understand exactly what you meant. Alexander Blade (dev of Scripthook) did what? I'm not understanding exactly what you're trying to convey that ASM wouldn't be beneficial for, it didn't make sense to me. Maybe you can rephrase?
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RE: What is the future of GTA V Modding?posted in General Modding Discussion
@Rarefacer In that case, a degree of knowledge in Assembly ASM programming would be extremely beneficial then? Making Modding applications and scripts then isn't as much as a walk in the park as adding in new vehicles and altering metadata. So in that sense, the developers that are actually decrypting the data and getting in to the archives might as well be on a similar level as the game developers themselves if I'm not mistaken? I'd be willing to place a bet that some of the people who design mods here know quite a lot about game development. Which, is of course where my degree of knowledge is headed. For now, I have a decent understanding of CSS, HTML5 and small amount of PHP, LUA and XML, and have only recently began getting in to Javascript and SQL. I have not learned ASM yet. I think I'm heading in the right direction.
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RE: Custom DLC Add-On - Replacing Models overriding metadata from past DLCposted in Installation Help & Troubleshooting
@LeeC2202 said in Custom DLC Add-On - Replacing Models overriding metadata from past DLC:
@Willief23 said in Custom DLC Add-On - Replacing Models overriding metadata from past DLC:
well whoever told you order value of 99 LOL is WRONG. its suppose to be order value of 1 or 2.
Where did you get that information from?
I have 7 addon packs in my dlclist.xml and the order numbers start at 30 to make sure they are dealt with after the Rockstar dlc which runs to 25. If I was to change the order number to a value that clashed with the Rockstar dlc, it would cause problems as the later dlcpacks would supersede the data.
This has already been seen, proved and verified by several people discussing the modkit IDs.
<Item>dlcpacks:\pre1990</Item> <!-- Order 30 -->
<Item>dlcpacks:\post1990</Item> <!-- Order 31 -->
<Item>dlcpacks:\cspeds</Item> <!-- Order 32 -->
<Item>dlcpacks:\peds</Item> <!-- Order 33 -->
<Item>dlcpacks:\airtrike</Item> <!-- Order 34 -->
<Item>dlcpacks:\usaf</Item> <!-- Order 35 -->
<Item>dlcpacks:\offroad</Item> <!-- Order 36 -->That's exactly what I was saying. I figured with an order value of 99, my DLC will be loaded last and will not conflict with other DLC. When you're coding in CSS, when you have one style property, entering the same style afterwards, whatever style is entered last, overrides the previous. That's why I figured it had to be set to 99.. So. I'm not wrong then.
Setting it to 99, supercedes every other DLC. I'm right and you're wrong.
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RE: Custom DLC Add-On - Replacing Models overriding metadata from past DLCposted in Installation Help & Troubleshooting
@Willief23 No-one told me anything about the order value, I had to figure it out myself, and it seems to work at 99.
This is the order in which DLC is loaded right? It would make sense for it to load this one last, replacing the others. If I set it to 1 or 2....
Let's see what happens. Will edit...
Lo and behold.. it still works. I remember I was having problems before when replacing vehicles, and setting that to 99 seemed to work strangely. It works at both 1 and 99 in terms of vehicle model replacement. I haven't tested how it affects metadata from other DLC yet. But setting this to 1 should override metadata as well? Hm, awesome will test it out.
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RE: What is the future of GTA V Modding?posted in General Modding Discussion
@AHK1221 Brilliant!, Thank you.
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Script for dictating Vehicle Spawn Locationsposted in Requests
We have I'm Not Mental's Persistence mod which allows vehicles to be saved and loaded at specific coordinates.
What we do not have is a mod to specify vehicles to spawn in various locations, with more advanced .ini configuration to specify what vehicles spawns where, and to allow settings that would spawn a single vehicle model, with defined Extras, Liveries, and Vehicle Modkits. Imagine you wanted a specific vehicle to spawn at XYZ Coordinates between 12am and 1am, with a chance measured in percentage the likelihood of the vehicle spawning. Then to be able to set more than one vehicle from a range of different vehicles to spawn at random, each vehicle having a different tweakable percentage of spawning.
Example. I could set a Infernus to spawn at XYZ at 12am-1am with the spawn probability of 30%. For that same location another vehicle could be spawned instead of the Infernus with a spawn probability of 70%. There would need to be some scripting involved because you don't want it to spawn an Infernus and then also spawn another vehicle in the same spot. SO there would need to be something that chooses which vehicle to spawn at that location based on their spawn probability/rate but only one vehicle of the two that are in the spawnGroup.
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RE: What is the future of GTA V Modding?posted in General Modding Discussion
Is there a way I could remove a large portion of the map, just so the game loads very fast for testing purposes? 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. Feel free to use this thread of course for general discussion.
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What is the future of GTA V Modding?posted in General Modding Discussion
We already have a prototype for creating entirely new maps. It's unclear how advanced it is yet, or how advanced it will be.
However. I was thinking. With all the progress that's been made so far.Imagine some time from now we have a way to completely remove the original loading map from GTA V, and instead replace it with our own, importing custom props and 3D Models.
For developers/designers reading this, what is your perspective? Do you think it's possible or will be possible to do such a thing? Remove the map from GTA V, and replace it with ones own?
The game seems very open source with most of the configuration files written in encrypted meta files. I have to wonder how far it can progress. It's almost as if Rockstar intentionally leave their game open and easy to decrypt for the programmers that know how like this because they possibly support the modding community. They may have to act like they don't for legal reasons, like the hot coffee incident several years ago, when Grand Theft Auto San Andreas came out.
Also, if anyone knows. What does the process or actually knowing how to even decrypt the metadata files among the other encrypted formats start with? Where do you even begin to start the process of figuring out exactly how an archive could be opened?