GTA Modification Forums
Compiled Path Nodes nodes*.dat
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leviatan  |
Posted: Wednesday, Dec 6 2006, 16:46
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Build your own world

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Joined: Sep 26, 2006


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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  . My fault, of course. Ok, let me show my doubts:  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  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 !!!
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leviatan  |
Posted: Wednesday, Dec 6 2006, 21:35
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Build your own world

Group: Members
Joined: Sep 26, 2006


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leviatan  |
Posted: Thursday, Dec 7 2006, 15:49
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Build your own world

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Joined: Sep 26, 2006


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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 Can somebody tell the rules of the game? Maybe i am doing a wrong line, i have no idea I have got it, but then, i lost it This post has been edited by leviatan on Thursday, Dec 7 2006, 16:00
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steve-m  |
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Group: Members
Joined: Jul 26, 2002



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

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 Can somebody tell the rules of the game? Maybe i am doing a wrong line, i have no idea
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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.
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