@a63nt-5m1th GOT it. Hey man, I really appreciate your time and input. Yeah, it's reaaaaly strange. LOL. I'll see if I can find the name I may just get lucky. If I do, I'll come back. If not, assume I died trying
Posts made by Wetter42
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RE: How can I increase draw distance of ymaps?posted in Installation Help & Troubleshooting
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RE: How can I increase draw distance of ymaps?posted in Installation Help & Troubleshooting
@a63nt-5m1th Gootcha. Yeah, I was able to load it right next to the GTA V map, the problem is that the LOD for that particular (ymap / ydr) doesn't seem to move past a certain point.
Now, I do have this saame problem with the vanilla GTA V map where the render distance on that straight disappears from view after a certain amount of time. Fair warning, I disabled the map boundaries so I'm flying out 10k - 20k meters away from the island, but it breaks immersion when the textures despawn like that.
Do you think it's the same scenario where shit won't load unless your x-meters close, or something?
Im gonna have to do some file-research to find out what that would even be called if you'er unsure...
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RE: How can I increase draw distance of ymaps?posted in Installation Help & Troubleshooting
But like I said, this is IF you wanna try it. Not angry or anything if you don't want to / don't have time!
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RE: How can I increase draw distance of ymaps?posted in Installation Help & Troubleshooting
There's a couple. The one I've used was off of fivem:
https://forum.cfx.re/t/the-cayo-perico-island-available-for-fivem/1897446Here's one from GTA V:
https://www.gta5-mods.com/scripts/cayo-perico-island-for-single-player-ragepluginhookCayo Perrico is the latest island mod dlc from R*. Players have been able to import the map files into the game. This serves as another island to explore and fly to with its own runway, hangar, boat port, and few other anemities including a cartel style mansion overlooking a cliffside. Pretty dope (has strange collisions tho, like da trees).
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RE: How can I increase draw distance of ymaps?posted in Installation Help & Troubleshooting
That is..IF you're open to trying new things! We can try it out together if ud like!
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RE: How can I increase draw distance of ymaps?posted in Installation Help & Troubleshooting
Ghatchu (if you're down to try it...)
Download the Cayo Perrico map, install it into your mods folder, and once done, open code walker, and enable mods and dlc. It'll be right past the default location of the aircraft carrier.
My problem is that I've moved it like far; (like out to the -20k range and its not visible until about 5k meters, when I'd really want to view it from Los santos airport / the tower, ya know?
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RE: How can I increase draw distance of ymaps?posted in Installation Help & Troubleshooting
@a63nt-5m1th Question mah boi! You're fucking amazing at map stuff btw!
I'm currently working on trying to extend the LOD for Cayo Perrico, but am having some trouble. I've tried going into each slod file and manually modifying the first lodDist value within the ymap, but for some reason, I just can't seem to increase the overall stream distance of the map.
I then took to extending the range of:
streamingExtentsMin and
streamingExtentsMax of all of my main slods to
-40k
to
50k in each x y value, but no luck!Am I missing somehting? Should I be extending ALL loddists within the ymap? Would love your bright mind as input!
Thanks! -
[HELP] Flying into / through cloudsposted in General Modding Discussion
Hey yall! I like the idea of giving the clouds in game some variety and not just 'cheap parlor tricks' of clouds just following the player around / appearing / disappearing whenever they see fit, etc. It's less immersive / fun when flying. Has anyone figured out a way / Or is brainstorming a way to get the clouds to be a bit more dynamic?
E.g. coordinate-based clouds, stuff that moves based on wind / other equasions and not the player itself?
Would be grateful to know more!
P.S. I know some clouds are stored in clouds.XML, but that's about ALL I know! -
RE: Almost Quitposted in General Modding Discussion
Well done! Very inspiring! Keep up the great work buddy!
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Looking for location for Parachute handlingposted in General Modding Discussion
Hey guys! As you may or may not know, I'm working on reworking a LOT of the handlings, and figured it'd be fun to fix the parachute handling files while I'm at it, but can't seem to find the damn thing!
If anyone's found the location of the parachute handling, I'd LOVE to work on it!
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RE: [3d Modeling] Can attach male be used vehicle to vehicle?posted in General Modding Discussion
Maybe @FoxtrotDelta can offer some advice because I've seen your post on making boat trailers and actually learned a bunch from it!
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[3d Modeling] Can attach male be used vehicle to vehicle?posted in General Modding Discussion
Hey guys! I'm trying to work on a Proof of concept that will demonstrate something works, but my problem is that I can't get it to work! LOL
So long story short, I know there are [Trailer] type vehicles, and they can be towed if:
- The towing vehicle has the opposing attach dummy in the model
and - The vehicles.meta lists that vehicle as a towable,
but the problem I'm running into is that I can't seem to get the vehicle to tow that other vehicle. Now I've modified "vehicle A" to have the attach_female dummy in zmodeler 3, and "vehicle B" to have the attach_male dummy in zmodeler 3 and they're exactly the same height (same z axis), but it's just not towing!
If you need a visual reference, think of something like this:
https://media.ed.edmunds-media.com/non-make/fe/fe_919171_717.jpgNow, I've scaled up the attach_male and female dummies to hopefully improve the odds of them connecting, but maybe I'm missing something (like in terms of the model heirarchy or something) but I JUST CAN'T GET IT TO WORK!
Any modelers able to achieve this? Or does anyone have any advice? Can someone help me get this to work?
Any feedback is helpful! - The towing vehicle has the opposing attach dummy in the model
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[Helicopter handling] Fthrustvectoring for helicoptersposted in Documentation
Hey guys! I'm going to be posting a lot of information on aircraft handling.metas soon!
Here's my first post: fthrustvectoring
Note: This only applies to helicopters! (I'm not sure what it does for planes yet!)
Enjoy! -
[Vehicles modding] Want to know how to change the cameras on specific vehicles...posted in General Modding Discussion
Hey guys! As I'm sure you know, with a lot of car mods, it seems the camera is extremely off. In my specific use-case, the handling on a modded plane is seemingly off just by the camera.
I know that a recent update to the game took the ability to update the camera OUT of vehicles.meta, but I'd like to know HOW to change it anyways...even if it IS a lot of work.
Please let me know how to change the distance and the rotation of the camera so that I can either fix it and merge it with the original plane mod, or at least teach others how to do so!
Just in case you're curious, the good camera is on THIS mod:
https://www.gta5-mods.com/vehicles/boeing-737-max9and is BAD on this mod:
https://www.gta5-mods.com/vehicles/boeing-757-200-add-onOne thing I tried was to run a diff against the vehicles.meta to see if any of the values were different, but sadly, to no avail. They're exactly the same, but the cameras operate so differently!
Huge thanks to anyone who's able to assist on this one!
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RE: [Handling.meta] Possible to disable the ability to reverse on planes?posted in General Modding Discussion
Dude! You are a fucking genius!
I love you for this one! I really appreciate your contribution to this site! -
RE: [Handling.meta] Possible to disable the ability to reverse on planes?posted in General Modding Discussion
Haha thanks for the data agent smith...me n some peepz are workin on a flight sim server...the ones we are testin now are jet and miljet
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RE: GTA for my 9 year oldposted in General Modding Discussion
Hey Lagarr;
Welcome! What kind of mod are you trying to install?
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[Handling.meta] Possible to disable the ability to reverse on planes?posted in General Modding Discussion
Hey Guys! I'm currently playing with the handling.meta files; it looks like there's an issue (at least for planes) disabling the ability for the plane to reverse; As per the doc here:
https://forums.gta5-mods.com/topic/3842/tutorial-handling-meta
There's a way to do it in the handling flags, however, this isn't seeming to work for me
Also, why are there only 7 flags, but 8 values in the document?
If anyone knows the answer, I'd much appreciate it!
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RE: [Help] Getting RID of high-altitude clouds;posted in General Modding Discussion
@a63nt-5m1th said in [Help] Getting RID of high-altitude clouds;:
re still getting a corruption message & you are using the 'mods' folder then it may be that edits have corrupted the entire 'common.rpf/update.rpf' (wherever you are installing it).
Dude! I'm a fucking dingus; LOL! I figured it out, then was still stuck, but got it!
So first things first, my initial mistake was trying to edit the common.rpf file within the root of the GTA V directory rather than via the mods method; (I didn't have a common.rpf in my mods directory, but I created it after that!)
Once the common.rpf file was copied into the mods folder, I made the change, but nothing was fixing it; so I opened up openIV, and I totally forgot that I had disabled the openiv ASI plugin; (Found in: Tools >> Asi Manager >> "OpenIV ASI")
Once I enabled that, I was able to boot up GTA V successfully, AND when I flew up to the ceiling, I didn't get those shit clouds!
Thanks so much for sticking with me while I got my act together! This has been great!
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RE: [Help] Getting RID of high-altitude clouds;posted in General Modding Discussion
@Reacon Re: [Help] Getting RID of high-altitude clouds;
Hey man! I'm still having a bit of trouble removing those clouds; I've removed the XML blocks from the clouds.xml as WELL as set them to zero, and it seems that fucking rockstar games launcher (2019 edition) marks the game as corrupted as it's able to fucking detect the changes to the single file and mark it as corrupted; I don't get it!
Anyways, have you been able to do it yet? If so, can you show an example; I'm on the steam edition, but if you have fivem that works too!
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[Help] Getting RID of high-altitude clouds;posted in General Modding Discussion
Hey guys! I'm trying to remove the clouds that appear out of nowhere when flying within the game; I'd like to look directly AT the ground and not get visually cockblocked by those shitty clouds that appear literally out of the fucking ground out of nowhere when you get to a certain altitude! I'd rather have no clouds at all then having those little shitters - Is it possible to remove em?
If anyone doesn't know WHAT I'm talking about, check here:
https://imgur.com/a/OMSSbGhThanks!
With regards,
Wetter42 -
RE: [Modding Community Needs] Creating add on maps with 3ds maxposted in General Modding Discussion
And this is more referring to the add on maps and breaking apart and modifying the vanilla map and replacing it; Don't mind taking the time to grab the obns / ybns and modifying them to replace them, but there's gotta be SOMETHING out there for us noobs!
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[Modding Community Needs] Creating add on maps with 3ds maxposted in General Modding Discussion
Hey modders - Looking at https://forums.gta5-mods.com/topic/18075/map-modding-tutorials-an-overview, it looks like many of the posts / videos have been deleted. We need more resources to mod maps; I'm willing to put the time in to learn and then to teach others, but it seems there's a brick wall that exists between people who are map modding, and those who want to learn! This is NOT a good thing especially when modding is supposed to be open source and hold the same values as the modding community - Always willing to share, or help others!
Now with that being said, I'm willing to put a bounty (and if anyone else is as interested in helping the mapping community get back on their feet, help contribute to it!) for the first person to make a detailed map modding tutorial! Even if you're not willing to make a video, teach me, and I'LL HAPPILY MAKE ONE! But the knowledge needs NOT to go unshared!
Thank you for your time;
-Wetter42