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 Creating Maps in GTA IV? (New to this)

 Please Help, I'm new to this
 
worldofrhodes  
Posted: Sunday, Mar 31 2013, 13:27
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Hi guys,

I am wanting to find out how to place objects using the Native Trainer, and then get the coordinates to be able to place them permanently into the game map?

I've read a few online guides but they seem really complex.

What is the simplest way to do this so I can add objects permanently to the map without having to use the Native Trainer to keep spawning them?

Thanks!
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MI-28 Havoc  
Posted: Sunday, Mar 31 2013, 14:04
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I'm also looking for this tutorial
I actually want to create a map
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Frank.s  
Posted: Sunday, Mar 31 2013, 15:33
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StillDre's tut.

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worldofrhodes  
Posted: Monday, Apr 1 2013, 08:29
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QUOTE (Frank.s @ Sunday, Mar 31 2013, 15:33)
StillDre's tut.


Thanks for that, but I don't have 3D Studio Max. Is it required in order to create maps using in-game models and objects? I want to basically use the Simple Native Trainer to place my objects, then find a way to place them permanently in their positions without needing the Trainer to spawn them each time I start the game. is there a simple way to do this?
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Frank.s  
Posted: Monday, Apr 1 2013, 14:20
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There is a way but it requires effort so i doubt this is useful to most modders.

Place your SNT objects while playing IV and save 'em to the .ini as per usual. Exit IV and use OpenIV to make a new wpl file with those .ini objects.
What you'll want to do is convert the .ini lines into GTAIV's standard .wpl lines.

1) Place your SNT objects while playing IV and save em to the .ini
2) Use notepad to make a .opl file that has the SNT-spawned objects in it, you'll need to do quite a bit of editing to make the SNT lines turn into opl/wpl lines but it is certainly possible.

Here's a template .opl file with one object spawned, add more lines between "inst" and "end" to add more objects:
CODE
# GTA IV Binary Placement File (the # stops the line from being read)
version 3
inst
x_coord, y_coord, z_coord, rot_x, rot_y, rot_z, rot_w, modelname, 384, -1, 0, -1
end

Swap out the x_coord, y_coord, z_coord for your objects real xyz coordinates.
The default rotation is "0, 0, 0, 1," so that makes it rotated to it's normal direction. Instead of "rot_x, rot_y, rot_z, rot_w,", you'd write "0, 0, 0, 1,"
Model name is obviously the name of the object/model but if the .ini stores the names as hashes then write something like "hash:500782810" instead of "modelname"

3) Use OpenIV to open the IV pc/data/maps/ folder because that's where the wpl file will go, then drag-and-drop the .opl file into the folder that OpenIV shows. Dragging it like that converts the text-based .opl file into the GTAIV-format wpl file. Close OpenIV when done.
4) Edit your gta.dat to add a line that loads the new .wpl (.wpl is written as .ipl in the gta.dat even though it will load a .wpl file tho, btw)
5) Finished, test in-game. icon14.gif


Example:
CODE
x=2473.12
y=615.876
z=-1.42186
h=227.775
Model=1078148491
qx=0.0301864
qy=-0.0681591
qz=0.911797
qw=-0.403818
into
CODE
# GTA IV Binary Placement File
version 3
inst
615.876, -1.42186, 227.775, 0.0301864, -0.0681591, 0.911797, -0.403818, hash:1078148491, 384, -1, 0, -1
end


This post has been edited by Frank.s on Monday, Apr 1 2013, 15:03
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nealmac  
Posted: Thursday, Apr 18 2013, 11:49
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I'm really new to this as well. I use 3DS Max 64bit at work. Will this work? Or is it only certain versions of max that will export correctly?
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Jay.  
Posted: Saturday, Apr 20 2013, 01:04
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3dsmax 2012 with GIMS IV Script
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