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meimeiriver
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Posts made by meimeiriver
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RE: #GTA V# best undetected mod menu for droping RP
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RE: How to fix texture flickering issue?
@Aurora11 said in How to fix texture flickering issue?:
Mmm. Any help yet?
That's a trivial cause: either a missing .ytd file (or missing referenced texture therein). Should not occur in original game files. (Isn't this across the street from where the Eclipse tower resides?)
Not pointing fingers, but I've had this happen to me once with a certain popular addons props mod, that caused duplicate prop names to exist (game no like that). You'll need to figure out the conflict. On such a conflict, or missing/misconfigured .ytd, texture, the game will signal the error condition by starting to cycle the textures of the ytd referenced.
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RE: "scripts" and "mods" folders works the same?
@SamueL0L said in "scripts" and "mods" folders works the same?:
@Jitnaught so i have 12 items that end with dll,ini,pdb,rpf and cfg (bennys original motors for SP mod, Dismembent mod and i forget the last one lol) inside a "mods" folder, so should i move them all to a "script" folder?
No. In fact, 'mods' and 'scripts' are unrelated. The 'mods' folder switcheroo trick is basically just a neat way to have your cookie and eat it, as it were: aka, have a modded game, sans giving up a clean install.
The 'scripts' folder is simply where ScriptHookVDotNET keeps its C# scripts (either compiled to .dll, or just a raw .cs script). Again, 'mods' and 'scripts' are unrelated, and thus not mutually exclusive either (and having a mods\scripts folder would be silly, as the game has no native scripts folder to override to begin with).
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RE: "scripts" and "mods" folders works the same?
@SamueL0L To be entirely clear, everything in (and underneath) the 'mods' folder overrides the game files. So, let's say you wished to edit stuff in:
\update\x64\dlcpacks\mpheist\dlc.rpf\x64\levels\gta5_citye\hollywood_01\hollywood_metadata.rpf
You would then copy mpheist to the mods folder (to mods\update\x64\dlcpacks\ in this case), and then work on hollywood_metadata.rpf from there. Due to the genius of the OpenIV ASI loader, the game will now just think your copy of hollywood_metadata.rpf in 'mods' is the real one. Hence, using the mods folder is always highly preferred, as that way you can make mistakes, without having touched your original game files; and, best of all, go Online even when you have disabled dinput8.dll, in your GTA V root. which nullifies the directory override process.
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RE: game floating
@hhuey29335050 This is not the proper way to ask for support. Please, see: How to ask for help and support
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RE: Game memory error & ymaps
@Vampnos This is not the proper way to ask for support. Please, see: How to ask for help and support
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RE: Anyway to improve .ymap fps?
@Aurora11 Nobody knows for sure. (Rockstar documents nothing). But it stands to reason MILO (or MLO, for short, in certain filenames) stands for Moveable-Interior LOader.
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RE: MILO starter guide!
@Johnixel said in MILO starter guide!:
I have recently started getting into MLO’s and am currently trying to make an interior myself (using CodeWalker). I have copied over a GTAVONLINE warehouse to my location of choice (which works), but want to decorate it with props. I have already tried doing it with a YMAP, but have learned the hard way that this is not possible with MLO instances. How do I go about adding them? I tried loading the YTYP, as instructed in the tutorials I have seen as well as the links you’ve provided, but that doesn’t seem to be possible. Could you assist me please?
Yeah, objects placed inside a MLO (as regular ymap) are typycally not visible (with a few rare exceptions, like where you create an an object with its root-position outside the MLO). So, you will have to use CodeWalker for that.
Adding props with CW takes a bit of getting used to. Normally, when you have added a ymap to your Project, you just grab an object near to where you want to place yours. That will tell you what room the object is in. Then you scroll to the bottom, where the rooms are defined, select the room, and say 'Add Object.' (That's important, as you can't just arbitrarily add props just anywhere). Once you get the hang of it, it's actually pretty easy.
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RE: Anyway to improve .ymap fps?
@Aurora11 said in Anyway to improve .ymap fps?:
I'm suffering the same problem too
I believe there is not much we can do about it really
and I really don't understand why modders still making their mods in ymap rather than making them as dlc like how BigShaqNOKetchup does. and his mods are amazing with no big fps loss. I'm having a bit of fps loss in the big ones but not even quarter of simplest ymap mods..
Only 0.5% of the players can do 3ds max (and do it well). So, the rest of us will just build our stuff the regular way: with (addon-) props.
MLO's often consist of a few large 'compound' props, and have proper LODS. So unlike addon props, that can run in the thousands, in a single ymap, and often have dismal LOD settings in their respective ytyp settings. (The latter is especially egregious, as streaming extents are calculated based on entity LOD distance).
So, many objects is the killer (often all with their own, embedded collision); bad LODs, and light sources.
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RE: MILO starter guide!
@Johnixel You're in luck: CodeWalker can edit MILO instances now.
So, you need to use CW, pick a room, and start adding objects to that room (MLO's typically are divided into rooms, each with their own set of portals and attached objects).