Oh, just converting it to ymap format? I've already done this for map-editor, and have a tool I made I haven't dont it for menyoo though, but I'll see about doing that as well!
Best posts made by sollaholla
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RE: [Concept] Menyoo-to-ymap converterposted in Releases & Works in Progress
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RE: Please, retire your use of MAP EDITORposted in General Modding Discussion
Why not all of us put our minds together and make the ultimate map creator
(with a ymap converter??)
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
@VEntertainment You're thinking of low camera exposure time, trying to capture the entirety of the light passing into it, which is not possible for certain cameras.
If a bright object hits the camera (assuming it's in focus) any bright object out of focus will be dimmed so that the camera is not overwhelmed with light.
The human eye, is completely different. We see the entirety of the light coming into our retnas from every single star in the visible galaxy. The images I used for my textures are not just painted images, they're 360* photos of the actual milkyway galaxy from a satellite in space
The misconception that space is dark, comes from the fact that objects aren't lit well in space, but space is a gigantic empty vacuum. It takes millions of years for the light that we see to interact with the objects around us.
Of course space is dark but the stars aren't. Just like at night on earth in a low populated area, you'll be able to see every star out there! Sorry for the long explanation but I wanted to clear any misconceptions about this.
No the textures aren't great I know, but there's limitations in R.A.G.E. Coronas/lightfx can only travel 255 meters from their origin. If I could have made the graphics any better, I would've.
Here's an article that might help you get what I'm saying:
https://briankoberlein.com/2015/09/11/can-astronauts-see-stars-in-space/Here's a nice image of space (from the ISS) with longer camera exposure:
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[Reference] Arrest Peds and Jail Themposted in Documentation
Wrote a simple script for @TheMadBreaker and his new Batman Villians pack. If anyone wants to take a look at the source code, feel free to use it, and edit it as you wish.
What does it do?
- This script simple allows you to aim your gun at a ped making them surrender (hands up).
- You can go to them and press the
Arrestcontrol action to arrest/release them. - Once near a prison cell (model defined in INI file) you can press
Contextto have them be placed in the cell.
Not that amazing, but the arrest sequence is pretty cool, and I think it may be useful to someone looking for a nice animated arrest sequence.
Cheers!
-- Soloman -
RE: guys i need a skripthook for 1.39posted in Installation Help & Troubleshooting
Her you go: http://lmgtfy.com/?iie=1&q=scripthook+for+1.39
Bless you @Reyser for this amazing website
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
@VEntertainment Someone could make an extension to the mod and add more detailed planets. The mod is an API for creating planets and "scenes", so it's not unlikely that someone will come along and make a "Grand Theft Space Redux" or something
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
@ShakeZone Pretty good, I'm trying to get asteroid mining, but it's a confusing process on it's own.
We might just start adding more planets instead just so people have more places to go, and worry about the mining stuff later (it's part of a mission).
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
@LeeC2202 Thanks, Lee. It's sad to see someone who was once your friend, go behind your back and steal from you to make something just to get revenge for a situation that was created by them only. It hurts me too because I spent over a month of hard work on this project, and so did the other developers. He's not only stealing from me, he's stealing from all of us.
@JRod you're exactly right he stole all of my assets and decompiled and used my code.
@Shaezbreizh He didn't just steal the IDEA he stole my fucking assets. -
RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
What do you guys think about working with something like this? This way you can expand on the scenes / solar systems and add more stuff. It's extremely unfinished but I'd like to know what you guys think. Also, an in-game editor would be nice, but these are large scale models we're working with so I'll try to think of something, but this seems good to me ¯_(ツ)_/¯
This is the unfinished moon surface xml:
<?xml version="1.0" encoding="utf-8"?> <CustomXmlScene xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> <!--Always remember to specify the spacedome model!--> <SpaceDomeModel>spacedome</SpaceDomeModel> <!--Check http://www.dev-c.com/nativedb/func/info/740e14fad5842351 for more details.--> <GravityLevel>1</GravityLevel> <UseGravity>true</UseGravity> <!--Set the surface flag to true, so the script knows that this is a surface.--> <SurfaceFlag>true</SurfaceFlag> <!--This is the next scene that will load once we leave the surface.--> <NextSceneOffSurface>EarthOrbit.xml</NextSceneOffSurface> <!--We are going to set the players rotation to face the earth when we leave the surface.--> <SurfaceExitRotation> <X>0</X> <Y>0</Y> <Z>270</Z> <!--This makes us face east, which is the direction to the earth.--> </SurfaceExitRotation> <!--In this instance I'm using the surface as an orbital that's just static with no rotation. This is an easy way to setup the moons surface! :D--> <Orbitals> <OrbitalData> <!--You can give an orbital an empty name so that it won't be shown with the custom Space Mod UI in game. ;)--> <Name></Name> <Model>moon_surface</Model> <!--We don't really need to move the surface that much, just enough so the player is standing on top.--> <OriginOffset> <X>0</X> <Y>0</Y> <Z>-1</Z> </OriginOffset> <!--Setting this to -1 will make sure that we never load a new scene when near the origin of the surface.--> <ExitDistance>-1</ExitDistance> </OrbitalData> <OrbitalData> <Name></Name> <Model>earth_small</Model> <OriginOffset> <X>0</X> <Y>3500</Y> <Z>750</Z> </OriginOffset> </OrbitalData> </Orbitals> <LockedOrbitals> <LockedOrbitalData> <Model>sun_small</Model> <Offset> <X>0</X> <Y>-5000</Y> <Z>750</Z> </Offset> </LockedOrbitalData> </LockedOrbitals> </CustomXmlScene>Think of it like map-editor. This will give people to make extensions of the mod, just plop in your xml and then boom, you have a new solar system / scene / galaxy.
Also today I worked closely with the flight system, giving it a more free experience (of course you can only go so low and so high) but it feels almost like star wars with the P-996 LAZER haha.
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Desktop Notifications?posted in Site-Related Questions & Feedback
This would help a lot, seeing as some people use this as their main platform for communicating with other modders. Or maybe even a simple desktop app for chat would be cool.
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
So I got the first moon mission setup, not gonna reveal any info just yet but it's great. Next, we're going to mars guys!! I'm so hyped to get this ball rolling!
And if you guys are wondering, interstellar travel will be a thing, I just need to work out how I'm going to do it, and how It's actually going to look and what not.
s/o to @GTAVModder4Life for the help with the moon mission!
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[WIP] [MAP] Space interior tool kit.posted in Releases & Works in Progress
I'm putting together a set of models 19 hallways, and 13 door/decals, and it will hopefully be released this Friday. Maybe this will help someone in the future looking to do something with a sci-fi interior.
The collisions and textures will be embedded, and the model will be editable. These are not replacements, they are addons.
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RE: GTS: Grand Theft Space (is it dead)posted in General Modding Discussion
Here are some images of 2.0 and the assets






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RE: [Tool] [Release/WIP] Map Editor 2 YMap Converterposted in Releases & Works in Progress
Finally fixed the menyoo rotations so now menyoo maps work perfectly with the tool! The release is now pending boys so be ready for 1.0.4!!
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
@killarex2 You need to chill bruh. We're close to release, but not "this weekend" close. And we still gotta wait for the new DLC from R*, which in-turn will make us also have to wait for SHV to update, and hopefully, it doesn't, but if it breaks our natives, we'll have to do some work on that too.
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RE: Separate Map Editor Maps and True Add-On Maps (addon not including mapeditor2ymap)posted in Site-Related Questions & Feedback
@Derpy-Canadian said in Separate Map Editor Maps and True Add-On Maps (add-on not including mapeditor2ymap):
those people will make their map editor maps into "add-on" and keep calling them add-on, yet TRUE add-on is with custom collisions, custom models, ytyp, etc, etc I think we should separate the two types of mods since browsing for add-on maps is really hard and will only get harder with this new ymap tool.
So are you saying that I shouldn't have made the tool? I don't understand the difference between using my tool to make ymaps and using, say, RAGE engine to create ymaps. Think about it, if CodeWalker released a MapEditor to YMap converter, it's basically just RAGE engine, or Unity, or Unreal (you're just generating a file to load it into the game). I worked hard as hell on this tool, man. For you to say
(add-on not including mapeditor2ymap)is like saying"only allow scripts made with C++ so fuck those guys who worked hard on ScriptHookVDotNet, am-I-right?".I understand our map section is biased, and a big fat mess, which can easily be fixed by utilizing thetagsfeature, but to say someone who wants to lessen their workload should be bunched in with "Spiderman vs. Elsa RACING KIDS TOY MAP" is bullshit IMHO. IIRC doesn't OpenIV have openFormats exactly for this reason? To allow any developer to create tools that make making assets an easier thing to do?Maybe I missunderstood the topic.
Also dude, saying
"I hope you realize who you're talking to.... one of the few main-ish devs of the biggest mod in GTA V.. (the mod is classified until release i'll give you that much)"is hella cringey. lol -
[SCRIPT] [C++] Rockstar Editor Menu (API?)posted in Requests
Hi, I'm looking for an experienced developer in c++ that could possibly make a menu that runs in Rockstar Editor. I'd like this menu to give the user the ability to change between timecycle modifiers. Note that I'm aware there's no way to store that data in each clip, but in R* Editor, after editing a clip the free mode map is already loaded, so it's still possible to carry over a timecycle modifier into export.
I hope someone is smart enough to find a way. Cheers.
EDIT:
Oh, and if it's possible, it'd be nice to have some sort of API, similar to @CamxxCore 's pause menu API. -
RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
More or less when you go up really high it will just be a super huge LOD tile that will go infinitely but when you go down it will be the HD infinite tiles with hills and such
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
Nah but should be soon, we just need a few things like:
- Contacting that alien city mod guy to use his map for our alien planet surface
- Finishing the missions, since there was big changes to the mission system (shouldn't take long, there won't be a very long story or anything)
- Making sure we fix all (most) of the bugs. Seems to be pretty stable right now though, just tried it on my shitty laptop last night and it was good.
- And of course making sure that it's fun to play (or atleast somewhat)
.
.
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(but don't forget emoji movie guyz in theaters july 28th)
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RE: [Question] GIMS Evo Parallax Shadingposted in General Modding Discussion
Figured it out
! Will post how soon:



No, this is not a Normal Map.
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[Reference] Timecycle modifier setting namesposted in Documentation
Been searching and searching through timecycle modifiers for the tag names, so just made a quick decompilation. Posting here in-case anyone needs this.
Descending order, duplicates removed.
timecycle_mods1
artificial_int_ambient_multiplier blur_vignetting_intensity blur_vignetting_radius chrom_aberration_coeff chrom_aberration_coeff2 dir_shadow_cascade0_scale dir_shadow_distance_multiplier dir_shadow_num_cascades dir_shadow_softness dof_blur_far dof_blur_mid dof_enable_hq dof_far dof_hq_farplane_in dof_hq_farplane_out dof_hq_nearplane_in dof_hq_nearplane_out dof_hq_shallowdof dof_hq_smallblur entity_reject environmental_blur_in environmental_blur_out environmental_blur_size far_clip fog_alpha fog_base_height fog_col_a fog_col_b fog_col_g fog_col_r fog_cut_off fog_density fog_east_col_a fog_east_col_b fog_east_col_g fog_east_col_r fog_falloff fog_haze_alpha fog_haze_col_b fog_haze_col_g fog_haze_col_r fog_haze_density fog_haze_hdr fog_haze_start fog_hdr fog_horizon_tint_scale fog_moon_col_a fog_moon_col_b fog_moon_col_g fog_moon_col_r fog_near_col_a fog_near_col_b fog_near_col_g fog_near_col_r fog_shadow_amount fog_shadow_base_height fog_shadow_falloff fog_shape_bottom fog_shape_log_10_of_visibility fog_shape_top fog_shape_weight_0 fog_shape_weight_1 fog_shape_weight_2 fog_shape_weight_3 fog_start fog_volume_light_fade fog_volume_light_intensity fog_volume_light_range fog_volume_light_size fogray_contrast fogray_density fogray_farfade fogray_intensity fogray_nearfade hh_displacementU hh_displacementV hh_farRange hh_maxIntensity hh_minIntensity hh_startRange hh_tex1UAmplitude hh_tex1UFrequency hh_tex1UFrequencyOffset hh_tex1UOffset hh_tex1UScale hh_tex1VOffset hh_tex1VScale hh_tex1VScrollingSpeed hh_tex2UAmplitude hh_tex2UFrequency hh_tex2UFrequencyOffset hh_tex2UOffset hh_tex2UScale hh_tex2VOffset hh_tex2VScale hh_tex2VScrollingSpeed lens_artefacts_intensity lens_artefacts_max_exp_intensity lens_artefacts_min_exp_intensity lens_dist_coeff lens_dist_cube_coeff Lensflare_visibility light_amb_down_wrap light_amb_occ_mult light_amb_occ_mult_ped light_amb_occ_mult_prop light_amb_occ_mult_veh light_amb_volumes_in_diffuse light_ambient_bake_ramp light_artificial_ext_down_col_b light_artificial_ext_down_col_g light_artificial_ext_down_col_r light_artificial_ext_down_intensity light_artificial_ext_up_col_b light_artificial_ext_up_col_g light_artificial_ext_up_col_r light_artificial_ext_up_intensity light_artificial_int_down_col_b light_artificial_int_down_col_g light_artificial_int_down_col_r light_artificial_int_down_intensity light_artificial_int_up_col_b light_artificial_int_up_col_g light_artificial_int_up_col_r light_artificial_int_up_intensity light_dir_col_b light_dir_col_g light_dir_col_r light_dir_mult light_direction_override light_direction_override_overrides_sun light_directional_amb_bounce_enabled light_directional_amb_col_b light_directional_amb_col_g light_directional_amb_col_r light_directional_amb_intensity light_directional_amb_intensity_mult light_dynamic_bake_tweak light_falloff_mult light_natural_amb_down_col_b light_natural_amb_down_col_g light_natural_amb_down_col_r light_natural_amb_down_intensity light_natural_amb_up_col_b light_natural_amb_up_col_g light_natural_amb_up_col_r light_natural_amb_up_intensity light_natural_amb_up_intensity_mult light_natural_push light_ped_rim_mult light_ray_blit_size light_ray_col_b light_ray_col_g light_ray_col_r light_ray_dist light_ray_length light_ray_mult light_ray_underwater_mult light_vehicle_second_spec_override lod_mult lod_mult_hd lod_mult_lod lod_mult_orphanhd lod_mult_slod1 lod_mult_slod2 lod_mult_slod3 lod_mult_slod4 lodlight_range_mult modifier natural_ambient_multiplier no_gpu_fx no_rain no_weather_fx nv_bloomLum nv_colorHighLum_b nv_colorHighLum_g nv_colorHighLum_r nv_colorLowLum_b nv_colorLowLum_g nv_colorLowLum_r nv_colorLum_b nv_colorLum_g nv_colorLum_r nv_highLum nv_light_amb_down_mult nv_light_amb_up_mult nv_light_dir_mult nv_lowLum nv_noiseHighLum nv_noiseLowLum nv_noiseLum nv_offsetHighLum nv_offsetLowLum nv_offsetLum nv_scalerLum nv_topLum particle_light_intensity_mult ped_light_col_b ped_light_col_g ped_light_col_r ped_light_mult portal_weight postfx_bright_pass_thresh postfx_bright_pass_thresh_width postfx_correct_col_b postfx_correct_col_g postfx_correct_col_r postfx_correct_cutoff postfx_desaturation postfx_exposure postfx_exposure_max postfx_exposure_min postfx_grad_bottom_col_b postfx_grad_bottom_col_g postfx_grad_bottom_col_r postfx_grad_middle_bottom_midpoint postfx_grad_middle_col_b postfx_grad_middle_col_g postfx_grad_middle_col_r postfx_grad_midpoint postfx_grad_top_col_b postfx_grad_top_col_g postfx_grad_top_col_r postfx_grad_top_middle_midpoint postfx_intensity_bloom postfx_noise postfx_noise_size postfx_scanline_frequency_0 postfx_scanline_frequency_1 postfx_scanline_speed postfx_scanlineintensity postfx_shift_col_b postfx_shift_col_g postfx_shift_col_r postfx_shift_cutoff postfx_tonemap_filmic_a postfx_tonemap_filmic_a_bright postfx_tonemap_filmic_b postfx_tonemap_filmic_b_bright postfx_tonemap_filmic_c postfx_tonemap_filmic_c_bright postfx_tonemap_filmic_d postfx_tonemap_filmic_d_bright postfx_tonemap_filmic_e postfx_tonemap_filmic_e_bright postfx_tonemap_filmic_exposure_bright postfx_tonemap_filmic_exposure_dark postfx_tonemap_filmic_f postfx_tonemap_filmic_f_bright postfx_tonemap_filmic_override_bright postfx_tonemap_filmic_override_dark postfx_tonemap_filmic_w postfx_tonemap_filmic_w_bright postfx_vignetting_col_b postfx_vignetting_col_g postfx_vignetting_col_r postfx_vignetting_contrast postfx_vignetting_intensity postfx_vignetting_radius reflection_hdr_mult reflection_interior_range reflection_lod_range_end reflection_lod_range_start reflection_slod_range_end reflection_slod_range_start reflection_tweak_directional reflection_tweak_emissive reflection_tweak_exterior_amb reflection_tweak_interior_amb screen_blur_intensity shadow_distance_mult sky_hdr sprite_brightness sprite_size ssao_cp_strength ssao_inten ssao_qs_strength sun_direction_x sun_direction_y sun_direction_z temperature timecycle_modifier_data water_foam_intensity_mult water_foglight water_fogstreaming water_interior water_reflection water_reflection_far_clip water_reflection_height_override water_reflection_height_override_amount water_reflection_lod water_reflection_lod_range_enabled water_reflection_lod_range_hd_end water_reflection_lod_range_hd_start water_reflection_lod_range_lod_end water_reflection_lod_range_lod_start water_reflection_lod_range_orphanhd_end water_reflection_lod_range_orphanhd_start water_reflection_lod_range_slod1_end water_reflection_lod_range_slod1_start water_reflection_lod_range_slod2_end water_reflection_lod_range_slod2_start water_reflection_lod_range_slod3_end water_reflection_lod_range_slod3_start water_reflection_lod_range_slod4_end water_reflection_lod_range_slod4_start water_reflection_sky_flod_range wind_speed_multtimecycle_mods2
artificial_int_ambient_multiplier dir_shadow_distance_multiplier dir_shadow_num_cascades dof_blur_far dof_far entity_reject far_clip fog_alpha fog_base_height fog_col_a fog_col_b fog_col_g fog_col_r fog_density fog_east_col_a fog_east_col_b fog_east_col_g fog_east_col_r fog_falloff fog_haze_alpha fog_haze_col_b fog_haze_col_g fog_haze_col_r fog_haze_density fog_haze_hdr fog_haze_start fog_hdr fog_horizon_tint_scale fog_near_col_a fog_near_col_b fog_near_col_g fog_near_col_r fog_shadow_amount fog_shadow_base_height fog_shadow_falloff fog_start lens_artefacts_intensity light_amb_down_wrap light_amb_occ_mult_ped light_amb_volumes_in_diffuse light_artificial_int_down_col_b light_artificial_int_down_col_g light_artificial_int_down_col_r light_artificial_int_down_intensity light_artificial_int_up_col_b light_artificial_int_up_col_g light_artificial_int_up_col_r light_artificial_int_up_intensity light_dir_col_b light_dir_col_g light_dir_col_r light_dir_mult light_direction_override light_directional_amb_bounce_enabled light_directional_amb_col_b light_directional_amb_col_g light_directional_amb_col_r light_falloff_mult light_natural_amb_down_col_b light_natural_amb_down_col_g light_natural_amb_down_col_r light_natural_amb_up_col_b light_natural_amb_up_col_g light_natural_amb_up_col_r light_ped_rim_mult light_ray_blit_size light_ray_col_b light_ray_col_g light_ray_col_r light_ray_length light_ray_mult lod_mult_hd lod_mult_lod lod_mult_slod1 lod_mult_slod2 lod_mult_slod3 lod_mult_slod4 lodlight_range_mult modifier natural_ambient_multiplier no_gpu_fx no_weather_fx particle_light_intensity_mult ped_light_col_b ped_light_col_g ped_light_col_r ped_light_mult postfx_bright_pass_thresh postfx_bright_pass_thresh_width postfx_correct_col_b postfx_correct_col_g postfx_correct_col_r postfx_correct_cutoff postfx_desaturation postfx_exposure postfx_grad_bottom_col_b postfx_grad_bottom_col_g postfx_grad_bottom_col_r postfx_grad_middle_bottom_midpoint postfx_grad_middle_col_b postfx_grad_middle_col_g postfx_grad_middle_col_r postfx_grad_midpoint postfx_grad_top_col_b postfx_grad_top_col_g postfx_grad_top_col_r postfx_grad_top_middle_midpoint postfx_intensity_bloom postfx_noise postfx_shift_col_b postfx_shift_col_g postfx_shift_col_r postfx_shift_cutoff postfx_vignetting_col_b postfx_vignetting_col_g postfx_vignetting_col_r postfx_vignetting_contrast postfx_vignetting_intensity postfx_vignetting_radius reflection_hdr_mult reflection_interior_range reflection_lod_range_end reflection_lod_range_start reflection_slod_range_end reflection_slod_range_start reflection_tweak_directional reflection_tweak_emissive reflection_tweak_interior_amb sky_hdr ssao_inten ssao_type sun_direction_x sun_direction_y sun_direction_z temperature timecycle_modifier_data water_foam_intensity_mult water_interior water_reflection_far_clip water_reflection_height_override water_reflection_height_override_amount wind_speed_multtimecycle_mods3
artificial_int_ambient_multiplier blur_vignetting_intensity blur_vignetting_radius chrom_aberration_coeff chrom_aberration_coeff2 dir_shadow_distance_multiplier dir_shadow_num_cascades dof_blur_far dof_blur_mid dof_far entity_reject environmental_blur_in environmental_blur_out environmental_blur_size far_clip fog_alpha fog_base_height fog_col_a fog_col_b fog_col_g fog_col_r fog_cut_off fog_density fog_east_col_a fog_east_col_b fog_east_col_g fog_east_col_r fog_falloff fog_haze_alpha fog_haze_col_b fog_haze_col_g fog_haze_col_r fog_haze_density fog_haze_hdr fog_haze_start fog_hdr fog_horizon_tint_scale fog_moon_col_a fog_moon_col_b fog_moon_col_g fog_moon_col_r fog_near_col_a fog_near_col_b fog_near_col_g fog_near_col_r fog_start fogray_density fogray_intensity hh_displacementU hh_displacementV hh_farRange hh_maxIntensity hh_minIntensity hh_startRange hh_tex1UScale hh_tex1VScale hh_tex2UOffset hh_tex2VScale lens_artefacts_intensity lens_dist_coeff lens_dist_cube_coeff light_amb_down_wrap light_amb_occ_mult light_amb_occ_mult_ped light_amb_occ_mult_prop light_amb_occ_mult_veh light_amb_volumes_in_diffuse light_ambient_bake_ramp light_artificial_ext_down_col_b light_artificial_ext_down_col_g light_artificial_ext_down_col_r light_artificial_ext_down_intensity light_artificial_ext_up_col_b light_artificial_ext_up_col_g light_artificial_ext_up_col_r light_artificial_ext_up_intensity light_artificial_int_down_col_b light_artificial_int_down_col_g light_artificial_int_down_col_r light_artificial_int_down_intensity light_artificial_int_up_col_b light_artificial_int_up_col_g light_artificial_int_up_col_r light_artificial_int_up_intensity light_dir_col_b light_dir_col_g light_dir_col_r light_dir_mult light_direction_override light_direction_override_overrides_sun light_directional_amb_col_b light_directional_amb_col_g light_directional_amb_col_r light_directional_amb_intensity light_falloff_mult light_natural_amb_down_col_b light_natural_amb_down_col_g light_natural_amb_down_col_r light_natural_amb_down_intensity light_natural_amb_up_col_b light_natural_amb_up_col_g light_natural_amb_up_col_r light_natural_amb_up_intensity light_natural_push light_ped_rim_mult light_ray_underwater_mult light_vehicle_intenity_scale light_vehicle_second_spec_override lod_mult lod_mult_hd lod_mult_lod lod_mult_orphanhd lod_mult_slod1 lod_mult_slod2 lod_mult_slod3 lod_mult_slod4 lodlight_range_mult modifier moon_direction_x moon_direction_y moon_direction_z natural_ambient_multiplier no_gpu_fx no_rain no_weather_fx particle_light_intensity_mult ped_light_col_b ped_light_col_g ped_light_col_r ped_light_mult portal_weight postfx_bright_pass_thresh postfx_bright_pass_thresh_width postfx_correct_col_b postfx_correct_col_g postfx_correct_col_r postfx_correct_cutoff postfx_desaturation postfx_exposure postfx_exposure_max postfx_grad_bottom_col_b postfx_grad_bottom_col_g postfx_grad_bottom_col_r postfx_grad_middle_col_b postfx_grad_middle_col_g postfx_grad_middle_col_r postfx_grad_midpoint postfx_grad_top_col_b postfx_grad_top_col_g postfx_grad_top_col_r postfx_intensity_bloom postfx_noise postfx_scanline_frequency_0 postfx_scanline_frequency_1 postfx_scanline_speed postfx_scanlineintensity postfx_shift_col_b postfx_shift_col_g postfx_shift_col_r postfx_shift_cutoff postfx_vignetting_col_b postfx_vignetting_col_g postfx_vignetting_col_r postfx_vignetting_contrast postfx_vignetting_intensity postfx_vignetting_radius reflection_hdr_mult reflection_interior_range reflection_lod_range_end reflection_lod_range_start reflection_slod_range_end reflection_slod_range_start reflection_tweak_directional reflection_tweak_emissive reflection_tweak_exterior_amb reflection_tweak_interior_amb render_exterior shadow_distance_mult ssao_inten sun_direction_x sun_direction_y sun_direction_z temperature timecycle_modifier_data water_reflection water_reflection_far_clip water_reflection_lod_range_enabled water_reflection_lod_range_hd_end water_reflection_lod_range_hd_start water_reflection_lod_range_lod_end water_reflection_lod_range_lod_start water_reflection_lod_range_orphanhd_end water_reflection_lod_range_orphanhd_start water_reflection_lod_range_slod1_end water_reflection_lod_range_slod1_start water_reflection_lod_range_slod2_end water_reflection_lod_range_slod2_start water_reflection_lod_range_slod3_end water_reflection_lod_range_slod3_start water_reflection_lod_range_slod4_end water_reflection_lod_range_slod4_starttimecycle_mods4
artificial_int_ambient_multiplier blur_vignetting_intensity blur_vignetting_radius chrom_aberration_coeff chrom_aberration_coeff2 dir_shadow_cascade0_scale dir_shadow_distance_multiplier dir_shadow_num_cascades dir_shadow_softness dof_blur_far dof_blur_mid dof_enable_hq dof_far dof_hq_farplane_out dof_hq_nearplane_in dof_hq_smallblur environmental_blur_in environmental_blur_out environmental_blur_size far_clip fog_alpha fog_base_height fog_density fog_east_col_a fog_east_col_b fog_east_col_g fog_east_col_r fog_falloff fog_haze_alpha fog_haze_col_b fog_haze_col_g fog_haze_col_r fog_haze_density fog_haze_hdr fog_hdr fog_horizon_tint_scale fog_near_col_a fog_near_col_b fog_near_col_g fog_near_col_r fog_start hh_displacementU hh_displacementV hh_farRange hh_maxIntensity hh_minIntensity hh_startRange hh_tex1UAmplitude hh_tex1UFrequency hh_tex1UFrequencyOffset hh_tex1UOffset hh_tex1UScale hh_tex1VOffset hh_tex1VScale hh_tex1VScrollingSpeed hh_tex2UAmplitude hh_tex2UFrequency hh_tex2UFrequencyOffset hh_tex2UOffset hh_tex2UScale hh_tex2VOffset hh_tex2VScale hh_tex2VScrollingSpeed lens_artefacts_intensity lens_artefacts_max_exp_intensity lens_artefacts_min_exp_intensity lens_dist_coeff lens_dist_cube_coeff light_amb_down_wrap light_ambient_bake_ramp light_artificial_ext_down_col_b light_artificial_ext_down_col_g light_artificial_ext_down_col_r light_artificial_ext_down_intensity light_artificial_ext_up_col_b light_artificial_ext_up_col_g light_artificial_ext_up_col_r light_artificial_ext_up_intensity light_artificial_int_down_col_b light_artificial_int_down_col_g light_artificial_int_down_col_r light_artificial_int_down_intensity light_artificial_int_up_col_b light_artificial_int_up_col_g light_artificial_int_up_col_r light_artificial_int_up_intensity light_dir_col_b light_dir_col_g light_dir_col_r light_dir_mult light_directional_amb_col_b light_directional_amb_col_g light_directional_amb_col_r light_directional_amb_intensity light_dynamic_bake_tweak light_natural_amb_down_col_b light_natural_amb_down_col_g light_natural_amb_down_col_r light_natural_amb_down_intensity light_natural_amb_up_col_b light_natural_amb_up_col_g light_natural_amb_up_col_r light_natural_amb_up_intensity light_natural_amb_up_intensity_mult light_natural_push light_ray_col_b light_ray_col_g light_ray_col_r light_ray_length light_ray_mult lod_mult_hd lod_mult_lod lod_mult_orphanhd modifier natural_ambient_multiplier particle_light_intensity_mult ped_light_col_b ped_light_col_g ped_light_col_r ped_light_mult postfx_bright_pass_thresh postfx_bright_pass_thresh_width postfx_correct_col_b postfx_correct_col_g postfx_correct_col_r postfx_correct_cutoff postfx_desaturation postfx_exposure postfx_grad_bottom_col_b postfx_grad_bottom_col_g postfx_grad_bottom_col_r postfx_grad_middle_bottom_midpoint postfx_grad_middle_col_b postfx_grad_middle_col_g postfx_grad_middle_col_r postfx_grad_midpoint postfx_grad_top_col_b postfx_grad_top_col_g postfx_grad_top_col_r postfx_grad_top_middle_midpoint postfx_intensity_bloom postfx_noise postfx_noise_size postfx_scanline_frequency_0 postfx_scanline_frequency_1 postfx_scanline_speed postfx_scanlineintensity postfx_shift_col_b postfx_shift_col_g postfx_shift_col_r postfx_shift_cutoff postfx_tonemap_filmic_a postfx_tonemap_filmic_a_bright postfx_tonemap_filmic_b postfx_tonemap_filmic_b_bright postfx_tonemap_filmic_c postfx_tonemap_filmic_c_bright postfx_tonemap_filmic_d postfx_tonemap_filmic_d_bright postfx_tonemap_filmic_e postfx_tonemap_filmic_e_bright postfx_tonemap_filmic_exposure_bright postfx_tonemap_filmic_exposure_dark postfx_tonemap_filmic_f postfx_tonemap_filmic_f_bright postfx_tonemap_filmic_override_bright postfx_tonemap_filmic_override_dark postfx_tonemap_filmic_w postfx_tonemap_filmic_w_bright postfx_vignetting_col_b postfx_vignetting_col_g postfx_vignetting_col_r postfx_vignetting_contrast postfx_vignetting_intensity postfx_vignetting_radius reflection_hdr_mult reflection_interior_range reflection_lod_range_end reflection_lod_range_start reflection_slod_range_end reflection_slod_range_start reflection_tweak_directional reflection_tweak_emissive reflection_tweak_exterior_amb reflection_tweak_interior_amb screen_blur_intensity ssao_inten sun_direction_x sun_direction_y sun_direction_z temperature timecycle_modifier_data water_reflection_far_clip wind_speed_multPastebin link, all files duplicates removed: https://pastebin.com/anibNj11
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
@Shaezbreizh We won't be showing the more recent updates, this was 0.1 so there was many bugs. I just wanted people to get a taste of the mod so far.
-- since some people where asking for a showcase, who better to show it off than your boy Andre.
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
I'm just going to ignore this whole thing, and move on. If we don't hear from T2, this is getting released. Honestly, when shit like this happens it usually boils over, and then dies in like a week. I'm not gonna get caught up in the hype, and just keep developing.
As a matter of fact, this shit's probably a troll. Let's be honest, why all of a sudden would TakeTwo give a fuck about offline modding? That's horse shit. Maybe they did, and if so, they're idiots.