meimeiriver
View profile on GTA5-Mods.com »
Posts made by meimeiriver
-
Porting FiveM mods to SP
Over the last year we have seen a surge in FiveM activity on 5mods. This is fine, as FiveM mods are allowed, provided they come with a valid SinglePlayer install (see Updated author rules and regulations)
A SinglePlayer install, though -- especially when dealing with resources originally meant for FiveM -- often requires reformatting to a structure SP can understand, aka a proper DLC. Here is where things often start to fall apart, as many FiveM modders (no offense) tend to have no clue how SP works. The result is mostly a very unsatisfactory set of installation instruction, ranging from "Drop the files into your usual resources folder!" to totally bogus directions to install a DLC (often copied from just a random page), while the content consists soley of a single ymap (or, worse, just a lua stream folder). On the latter I can be quick: we always check, so trying to pull a fast one on us is kinda pointless, and a certified way to get your mod Rejected.
Then there are, of course, FiveM players who honestly try, but simply do not (fully) understand the process. So, this will be a small tutorial, especially for the FiveM uploaders crowd, to give you an idea how to properly port your FiveM mods to SinglePlayer content. At the end of this post will be a full, generic template for a proper content.xml and setup2.xml file for a DLC. I will piecemeal things a bit. Pay close attention to the flags used. Also, keep in mind that a DLC can become endlessly more complicated than this; but with this simple template, you should be able to avoid the most egregious common errors.
<Item> <filename>dlc_template:/%PLATFORM%/levels/gta5/my_assets.rpf</filename> <fileType>RPF_FILE</fileType> <overlay value="false" /> <disabled value="true" /> <persistent value="false" /> </Item>
This is where your OWN props go (.ydr/ytd files).
<Item> <filename>dlc_template:/%PLATFORM%/levels/gta5/my_overrides.rpf</filename> <fileType>RPF_FILE</fileType> <overlay value="true"/> <disabled value="true" /> <persistent value="false" /> </Item>
This is where existing GAME props go that need to be overriden (edited building .ydr files and such).
<Item> <filename>dlc_template:/%PLATFORM%/levels/gta5/my_metadata.rpf</filename> <fileType>RPF_FILE</fileType> <overlay value="true" /> <disabled value="true" /> <persistent value="true" /> </Item>
This RPF is reserved for your ymaps, _manifest, and .ybn files -- INCLUDING the ones that are meant to override game files. This is especially pertinent to FiveM uploaders, who tend to just lump everything together. Like, say, you edited dt1_07_0.ybn (a game collision file); then you would put your own dt1_07_0.ybn in here, so the game wil start to use yours instead!
As for setup2.xml, pay particular attention to:
<order value="71" />
Choose a high enough number, so the game will load your DLC last (or, at least, after the game's own DLC's).
You can also disable an obnoxious ybn outright:
<filesToInvalidate> <Item>dt1_07_0.ybn</Item> </filesToInvalidate>
And other game files:
<filesToInvalidate> <Item>update:/dlc_patch/mpheist/%PLATFORM%/levels/gta5/_citye/hollywood_01/hollywood_metadata.rpf</Item> </filesToInvalidate>
Or a specific interior:
<filesToInvalidate> <Item>hei_hw1_blimp_interior_29_dlc_apart_high2_new_milo_.interior</Item> </filesToInvalidate>
Then there's also overlayinfo.meta, but that's maybe for a later date. This should carry you quite the stretch, though.
CONTENT.XML
<?xml version="1.0" encoding="utf-8"?> <CDataFileMgr__ContentsOfDataFileXml> <disabledFiles /> <includedXmlFiles /> <dataFiles> <Item> <filename>dlc_template:/%PLATFORM%/levels/gta5/my_assets.rpf</filename> <fileType>RPF_FILE</fileType> <overlay value="false" /> <disabled value="true" /> <persistent value="false" /> </Item> <Item> <filename>dlc_template:/%PLATFORM%/levels/gta5/my_overrides.rpf</filename> <fileType>RPF_FILE</fileType> <overlay value="true"/> <disabled value="true" /> <persistent value="false" /> </Item> <Item> <filename>dlc_template:/%PLATFORM%/levels/gta5/my_metadata.rpf</filename> <fileType>RPF_FILE</fileType> <overlay value="true" /> <disabled value="true" /> <persistent value="true" /> </Item> </dataFiles> <contentChangeSets> <Item> <changeSetName>template_AUTOGEN</changeSetName> <mapChangeSetData /> <filesToInvalidate /> <filesToDisable /> <filesToEnable> <Item>dlc_template:/%PLATFORM%/levels/gta5/my_assets.rpf</Item> <Item>dlc_template:/%PLATFORM%/levels/gta5/my_overrides.rpf</Item> </filesToEnable> <txdToLoad /> <txdToUnload /> <residentResources /> <unregisterResources /> <requiresLoadingScreen value="false" /> </Item> <Item> <changeSetName>template_STREAMING_MAP</changeSetName> <mapChangeSetData> <Item> <associatedMap>MO_JIM_L11</associatedMap> <filesToInvalidate /> <filesToDisable /> <filesToEnable> <Item>dlc_template:/%PLATFORM%/levels/gta5/my_metadata.rpf</Item> </filesToEnable> <txdToLoad /> <txdToUnload /> <residentResources /> <unregisterResources /> </Item> </mapChangeSetData> <requiresLoadingScreen value="true" /> <loadingScreenContext>LOADINGSCREEN_CONTEXT_LAST_FRAME</loadingScreenContext> <useCacheLoader value="true" /> </Item> </contentChangeSets> <patchFiles /> </CDataFileMgr__ContentsOfDataFileXml>
SETUP2.XML
<?xml version="1.0" encoding="UTF-8"?> <SSetupData> <deviceName>dlc_template</deviceName> <datFile>content.xml</datFile> <timeStamp>01/12/2020 00:00</timeStamp> <nameHash>template</nameHash> <contentChangeSets /> <contentChangeSetGroups> <Item> <NameHash>GROUP_STARTUP</NameHash> <ContentChangeSets> <Item>template_AUTOGEN</Item> </ContentChangeSets> </Item> <Item> <NameHash>GROUP_MAP</NameHash> <ContentChangeSets> <Item>template_STREAMING_MAP</Item> </ContentChangeSets> </Item> <Item> <NameHash>GROUP_MAP_SP</NameHash> <ContentChangeSets> <Item>template_STREAMING_MAP</Item> </ContentChangeSets> </Item> </contentChangeSetGroups> <startupScript /> <scriptCallstackSize value="0" /> <type>EXTRACONTENT_COMPAT_PACK</type> <order value="71" /> <minorOrder value="0" /> <isLevelPack value="false" /> <dependencyPackHash /> <requiredVersion /> <subPackCount value="0" /> </SSetupData>
-
RE: Moderators need to change attitudes
@Aurora11 said in Moderators need to change attitudes:
While not exactly be sure, with InfiniteQuestion's situation, I believe he released livery support for every single vanilla car. I agree that moderation team can not magically know all of those cars were modded. But expecting a question from modders to ask "I'm thinking about making a mod like this, do you think it would be allowed?" is not actually correct either. Because by the nature of the mod, following up with the enhusiasm of doing a big project and hoping people will like it very much, it is impossible to think of something like this at the very beginning
Not only is it entirely reasonable to ask that ppl think before doing, it's also -- especially considering the amount of work put in -- simply the common-sense thing to do.
People tend to shun staff, overall. That's a normal human notion. Like they want to stay away from the Police. And that's really where the analogy ends, as we're NOT the Police: we just exist to make sure 5mods runs smoothly, and doesn't get into trouble with the IP-rights holders of the game and/or other modders.
So, I reiterate, if anyone wants to embark on a Project of such megalithic proportions, with an 'All vanilla cars', or 'All vanilla peds' mod, please come to to us first, and we can assess the situation, prior to a possible major frustration. And the latter is exactly what happened to InfiniteQuestion: he first releases all vanilla cars, and only then, when we forbade that, he was so frustrated that he tried a way to get his mega-pack uploaded regardless, but meaning he had to do considerably more work to comply with our ruling regarding visibility -- an offer which he ultimately didn't take.
Tl;dr: come to us first. We're here 24/7 (not all of us are around 24/7, of course, but there's always someone around).
-
RE: Moderators need to change attitudes
@InfiniteQuestion Allow me to be clear. You embarked on a very ambitious Project collecting ALL ingame vanilla cars, as a super addon. Obviously, we interceded, almost immediately, and told you that you cannot distribute vanilla cars like that (and certainly not on such a scale), something, frankly, you should have already known yourself.
Okay, then you tried to I won't say bypass the rules, but find a way to get your mod approved anyway, adding a kinda of pseudo-livery support for all cars, in a matter our resident car-expert deemed unacceptable (we went over the details already on Discord). And also simply because the 'changes' were not immnediately visible. So, we told you this cannot happen, as, for one, we don't want to attract Rockstar's attention with an all 'All vanilla cars' pack that is visually indistinguishable from their own cars. And while we understand the effort you put into making your 'changes', I think it's not unreasonable to ask of you why you didn't consider the risk, prior to embarking on such a huge endeavor. Best would have been to contact the staff, in advance, and ask whether such a mod had any chance to be accepted. Be that as it may, after 2 hours of deliberation, amongst ourselves, we decided to keep your mod Rejected. And that decision stays.
As for your ban, which was immediately undone when it became clear these were not, in the literal sense, vanilla cars, the rub lies exactly there: there was no visible way to notice your edited cars are slightly edited. Which is why we asked you to comply with our request to add images that show the differences.
Next day we we find you tagging the admin, and posting this. You have that right, but, FYI, it won't change a thing.
-
RE: Idea: AI upscaled vehicle textures
@Rstein I heard some good shit about AI-upscaled textures in older games (wasn't it an old Final Fantasy game?). In GTA V, however, I fear we'd run out of texture memory first before we'd see any benefit.
-
RE: how do i freeze props by c#
@ShadoFax You already got your answer on Discord, I believe; but, just for good measure, here's the full sequence for creating and freezing your prop's position:
var model = new Model ("whatever"); if (model.IsInCdImage && model.IsValid) { Prop returnedProp = World.CreateProp (model, pos, false, false); if (returnedProp != null && returnedProp.Handle != 0) { returnedProp.FreezePosition = true;
Where 'pos' is just a valid Vector3.
-
RE: I believe my old account was wrongly banned
@AUTISTC_GUY_1996 said in I believe my old account was wrongly banned:
Don't ban people just because you are too lazy to work out how to use the technology that prevents people typing anything using profanity
You were banned, by yours truly, for overt racism. No need to quote it, as we both know what you said.
As for the rest, I would first like to point out the legality of things, which is that you are SOLELY responsible for what happens to/with your account. It is not incumbent on me to try and determine whether perhaps an ex used your account.
Also, along with what Ren said, we prefer mature, adult reactions, along the lines of "Sorry, I made a stupid remark," or "Yes, my bad, I hadn't bothered to ask permission to take that car." But "It was my kid brother who stole that car," or "Someone else made that racial slur," as you've noticed, doesn't really get you anywhere.
In case an account actually does genuinely get compromized -- and this goes for all -- you contact the staff immediately, and we will try and remedy the situation. However, making threats, and yelling we can't stop you, again, horrid set of choices on your end, and quite indicative of us having made the exact right choice banning you.
EDIT: Perhaps in abundance, but you sharing your account is, in itself, a violation of the TOS:
"You may not use anyone else's Account at any time and you may not allow anyone else to use your Account at any time. You are responsible for all activity occurring under your Account, including all activities or transactions conducted through the use of your Account."
-
RE: $$$ for one on one to help fix my modded GTA5 files. #donejustdone
@BigUnlucky said in $$ for one on one to help fix my modded GTA5 files. #donejustdone:
Too frustrated to make this detailed and thorough
That's why no amount of money can help you. As Ambassador Sarek once said: "It is difficult to answer when one does not understand the question."
Seriously, your topic is a mess. Something about your game no longer working, one day; something about Menyoo, a youtuber who told you about backups.
Why not work a little more systematic? From what I can tell, you were almost certainly experiencing an update issue (aka, Menyoo crashed because ScriptHookV got updated). So, first update your game. Then get the latest ScriptHookV (and SHVDN, if you use it). Then get the lastest Menyoo (from github: the older version here on 5mods no longer works). Etc. Systematically bring all components of your game up to speed. That is a sure-way method to fix your issues. And a nice way to keep your money in your pocket.
-
RE: After adding a paint job, the surrounding texture is wrong when you try to spawn the vehicle
@MNSTR said in After adding a paint job, the surrounding texture is wrong when you try to spawn the vehicle:
I changed to Mipmaps1 and that solved it. That was my mistake!
For future reference, just create, say, a .bmp or .png file, and drop it into a .ytd, using OpenIV. The latter will do a fullly automated conversion to .dds, as well as determine the amount of mipmaps needed.
What likely went wrong, in your case, is that you used an image with height and width sizes not divisible by 4 (and preferably powers of 2). Mipmaps can really only be created with power-of-2 image sizes. Using mipmaps 1 only 'works' because you essentially did it wrong.
And, regardless of power-of-2 sizes, if you use any size not divisible by 4, you will get odd 'surplus' lines in your resulting .dds file.