IMG

 
IMG
IMG   IMG
  Welcome to GTAForums! Be sure to check out the Grand Theft Auto V Forum.

You are not registered! (If you are, click here to login) Registering is fast, free and easy and allows you to instantly reply to any topic on GTAForums.
Why wait? Click here to register your own unique username and become part of the ever-growing community!


( Log In | Register | Revalidate Validation E-mail )
Quick Log-In:
  IMG
       
>
Forum Rules GTA Modification Forums

Please post mod releases in the Mod Showroom

GTAGarage.com
free mod hosting from GTANet, simply login with your GTAForums account details

GTAModding.com
GTANet's modding wiki

GTA Modding Chatroom
provided by irc.gtanet.com (Don't have an IRC client? Click here)


Pages: (4) 1 2 [3] 4   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 Compiled Path Nodes

 nodes*.dat
 
ocram88  
Posted: Monday, Mar 6 2006, 16:18
Quote Post


Mapper & Mission Scripter
Group Icon
Group: Members
Joined: May 16, 2004

gr.gif

XXXXX



steve m. has written down in the first post, that section 6 the
Link lengths in full units is.
i've set it to 255, because i was to lazy to calculate the distance between 2 nodes biggrin.gif
Users WebsitePM
  Top
 

 
steve-m  
Posted: Monday, Mar 6 2006, 16:54
Quote Post



Group Icon
Group: Members
Joined: Jul 26, 2002

gr.gif

Member Award




But you have to calculate them, otherwise path finding won't work.
Users WebsitePM
  Top
 

 
ARMax  
Posted: Tuesday, Apr 4 2006, 06:54
Quote Post


AKA, ARMaxMods
Group Icon
Group: Members
Joined: Jan 16, 2006

uk.gif

XXXXX



<Deleted - Im no longer a nub>

This post has been edited by ARMax on Tuesday, Dec 19 2006, 16:19
Users WebsitePMMSN
  Top
 

 
Interdictor  
Posted: Friday, May 5 2006, 22:09
Quote Post


Player Hater
Group Icon
Group: Members
Joined: May 2, 2006

XXXXX



A note about the train and tracks dat files in SA

Both train.dat and train2.dat are NOT used by the game since these files are relicts of
previous games (they are identical with the files of the same name in the Vice City data folder where they didn't play any role as well for there was no rail system in VC, of course; I think they come from the first 3d GTA but am too lazy to install and check). This has been tested: I cut both files, but the game didn't complain about it and I haven't experienced any problems, no abnormalities have occured so far.

However, tracks.dat files are necessary for proper running of the game. If you cut them, delete them or make a mess in them, your game will get frozen or an error message will appear indicating that something went wrong in SA application. I've found out how the file tracks.dat works, but I keep testing it now and because I want to provide more complex info about it, I don't intend to post it right now.

I've been working on a new railroad through SA that would connect villages but it is a real pain in my a.s. Any further development depends on my spare time.
PM
  Top
 

 
sueey  
Posted: Saturday, Jul 29 2006, 13:18
Quote Post


KILLA7 = sueey
Group Icon
Group: Members
Joined: Jul 31, 2005

cn.gif

XXXXX



Excuse me?the download links doesnt work!
PM
  Top
 

 
ChrisBenoit!  
Posted: Friday, Aug 4 2006, 21:16
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Dec 27, 2005

gr.gif

XXXXX



I wish me a little tutorial biggrin.gif
Who can make me a tut. ? smile.gif

Sorry for that bad english^^
Users WebsitePMICQ
  Top
 

 
steve-m  
Posted: Friday, Aug 4 2006, 22:25
Quote Post



Group Icon
Group: Members
Joined: Jul 26, 2002

gr.gif

Member Award




If you mean SA's car/ped paths, I'll continue working on that in a few weeks. I'll finish my tool, and then write a short tutorial on how to use it.
Users WebsitePM
  Top
 

 
ocram88  
Posted: Friday, Aug 18 2006, 11:52
Quote Post


Mapper & Mission Scripter
Group Icon
Group: Members
Joined: May 16, 2004

gr.gif

XXXXX



hi, the last weeks a was to lazy to continue my work on path tool,
and atm i'm lazy too. but i will release my current stuff.
it is atm only for peds sry, but i hope you have fun with this

Download

Edit: when you create own path, than the old paths are deleted

This post has been edited by ocram88 on Saturday, Aug 19 2006, 08:45
Users WebsitePM
  Top
 

 
steve-m  
Posted: Friday, Aug 18 2006, 12:29
Quote Post



Group Icon
Group: Members
Joined: Jul 26, 2002

gr.gif

Member Award




I didn't have time to continue working on my tool either, but it's still too premature to be uploaded. Still needs much testing, and the car stuff was missing several things. But I still hope I'll be able to release it somewhen this summer.
Users WebsitePM
  Top
 

 
ocram88  
Posted: Sunday, Aug 20 2006, 10:11
Quote Post


Mapper & Mission Scripter
Group Icon
Group: Members
Joined: May 16, 2004

gr.gif

XXXXX



sorry guys, i noticed the 'Add paths from another .npf' was always gray.
i looked in my code und saw the code is incomplete, so i finished the procedure for adding with multi-import.

New Download
Users WebsitePM
  Top
 

 
ChrisBenoit!  
Posted: Sunday, Aug 20 2006, 18:39
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Dec 27, 2005

gr.gif

XXXXX



Good work colgate.gif
cookie.gif
Users WebsitePMICQ
  Top
 

 
Astramak  
Posted: Friday, Oct 20 2006, 12:17
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Oct 20, 2006

ru.gif

XXXXX



Dont work suicidal.gif
PM
  Top
 

 
steve-m  
Posted: Tuesday, Nov 14 2006, 22:01
Quote Post



Group Icon
Group: Members
Joined: Jul 26, 2002

gr.gif

Member Award




All file format information moved to the wiki (and heavily extended, especially sec 2). I've been sitting on this stuff way too long...

Wiki: GTA SA Paths

Also, here is an early and incomplete alpha of my Path Tool. No proper documentation or tutorials available, please refer to the readme (and possibly the file format specs). For in-game examples see the test path releases in Myriad's paths topic.
Users WebsitePM
  Top
 

 
Mark  
Posted: Tuesday, Nov 14 2006, 22:34
Quote Post


Jesus hates you.
Group Icon
Group: Retired Staff
Joined: Aug 15, 2002

uk.gif

Member Award




ooh cool I'll take a look at the wiki and the tool. Probably not the best person to do paths for MI, but meh, it's fun to have a go myself.
PM
  Top
 

 
leviatan  
Posted: Wednesday, Dec 6 2006, 16:46
Quote Post


Build your own world
Group Icon
Group: Members
Joined: Sep 26, 2006

es.gif

XXXXX



Hi everybody.
Mr Steve M, Mr Ocram, hello.

One more time, that guys shows how incredible they are.

Well, i have been experimenting with both tools. But no results sad.gif . My fault, of course.
Ok, let me show my doubts:

user posted image user posted image

I think i know how to compile the txt. Check if this is right: I Need to open the console , promp, and then:
1º cd my foler
2º run Executabletool(exe) textFile.txt ENTER

user posted image

I hope so.

Well, nother weird thing: if i delete all the original nodes from gta3.img, the game dont crashes and i still see all the cars in game. I am talking about my Speed Island map. I cant understad where is the engine reading that data. Really, its so weird.

I hope somebodycould help me. Thank you so so much.
Ocram, Steve, you are the ENGINE BREAKER !!! rah.gif
lol.gif

PMMSN
  Top
 

 
leviatan  
Posted: Wednesday, Dec 6 2006, 21:35
Quote Post


Build your own world
Group Icon
Group: Members
Joined: Sep 26, 2006

es.gif

XXXXX



Oh, dont worry tounge.gif

user posted image user posted image

Steve, Ocram, I LOVE YOU inlove.gif
PMMSN
  Top
 

 
leviatan  
Posted: Thursday, Dec 7 2006, 15:49
Quote Post


Build your own world
Group Icon
Group: Members
Joined: Sep 26, 2006

es.gif

XXXXX



Damn, i have a troubble.
I dont know what´s happening. I already got it, peds + cars, but i dont know what i am doing wrong, because, when i try to do a more elaborated path, and mixing peds and cars....in game, it doesnt work confused.gif
Can somebody tell the rules of the game? Maybe i am doing a wrong line, i have no idea mercie_blink.gif

user posted image user posted image

I have got it, but then, i lost it suicidal.gif

user posted image

This post has been edited by leviatan on Thursday, Dec 7 2006, 16:00
PMMSN
  Top
 

 
steve-m  
Posted: Friday, Dec 8 2006, 17:43
Quote Post



Group Icon
Group: Members
Joined: Jul 26, 2002

gr.gif

Member Award




QUOTE (leviatan @ Dec 6 2006, 17:46)
Well, i have been experimenting with both tools. But no results  sad.gif  . My fault, of course.
Ok, let me show my doubts:

user posted image  user posted image

If you want to have a circuit then yes, you have to close the spline. The name doesn't matter, that's just for you to distinguish your paths. However, Max seems to export them sorted alphabetically. It's generally recommended to export paths for big roads first, so the small roads get joined to the big ones at junctions, not vice versa, and alphabetical naming might be useful here.

QUOTE (leviatan @ Dec 6 2006, 17:46)
I think i know how to compile the txt. Check if this is right: I Need to open the console , promp, and then:
1º cd my foler
2º run Executabletool(exe) textFile.txt ENTER

user posted image

I hope so.

Yep, correct.

QUOTE (leviatan @ Dec 6 2006, 17:46)
Well, nother weird thing:  if i delete all the original nodes from gta3.img, the game dont crashes and i still see all the cars in game. I am talking about my Speed Island map. I cant understad where is the engine reading that data. Really, its so weird.

Weird indeed. Did you also delete the separate ones in the paths folder? (Although I'm sure those aren't used.)

QUOTE (leviatan @ Dec 7 2006, 16:49)
Damn, i have a troubble.
I dont know what´s happening. I already got it, peds + cars, but i dont know what i am doing wrong, because, when i try to do a more elaborated path, and mixing peds and cars....in game, it doesnt work  confused.gif
Can somebody tell the rules of the game? Maybe i am doing a wrong line, i have no idea  mercie_blink.gif

user posted image  user posted image 

I see the highway flag checked in that one screenshot. Better use only default settings for testing, since I think I never tested that flag. Use default settings, test if paths work, and then play with the settings until it stops working. Oh, and having cars and peds mixed works fine for me, so you might be doing something wrong. For troubleshooting, you can disable paths in the text file temporarily by changing the keywords "vehicle_path" or "ped_path" to something else, then that section will just be skipped by the parser. Theoretically it should work.
Users WebsitePM
  Top
 

 
pingdanlantian  
Posted: Thursday, May 31 2007, 17:42
Quote Post


Player Hater
Group Icon
Group: Members
Joined: May 29, 2007

cn.gif

XXXXX



I'm a newhand and who can give me a help?

I want the tool empty path nodes, the link is disable.

Anyone give the link once again? thanks

~

e, Also I want the tool named Aschratts Path-Editor

This post has been edited by pingdanlantian on Thursday, May 31 2007, 17:52
Users WebsitePM
  Top
 

 
Aschratt  
Posted: Thursday, May 31 2007, 18:27
Quote Post


Three Headed Monkey
Group Icon
Group: Members
Joined: Apr 12, 2006

anarchist.gif

Member Award




http://www.aschratt.com => Downloads => Tools (Preloading... so there isnt a direct link to the DL Section).

You can create empty nodes using my tool... Just start it up, klick Tools => Create stripped Nodes.
Users WebsitePMMSNAOLYahooICQ
  Top
 

 

1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)

0 Members:

Pages: (4) 1 2 [3] 4 

Topic Options Reply to this topicStart new topicStart Poll
Search topic for posted by (exact match)



 
IMG IMG