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GTA Modification Forums
Map Modification
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ZAZ  |
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Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



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| QUOTE (Convetors @ Sunday, Jun 10 2012, 12:59) | There is No easy way ? |
Try to remove everything in one session It was fast and easy for me to remove vegasE.IPL and it's corresponding stream ipls you risk running into a big problem, i recommand to work step by step if you mean the model deleting, no, there isn't an easy way | QUOTE | | And so if a Managed to Do so . what about Paths ? |
paths are defined in 64 files inside of gta3.img, nodes0.dat - nodes63.dat either you keep the sa paths, then the cars still appear where the previous streets has been or you install empty paths and don't have traffic anymore or you create new paths
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Frank.s  |
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Group: Members
Joined: Apr 15, 2008



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| QUOTE (ZAZ @ Sunday, Jun 10 2012, 13:47) | | if you mean the model deleting, no, there isn't an easy way |
Actually there is, G-IMG has an "ide harvest" function which extracts models+textures of ide files. There is an option to delete files after harvest, meaning that you can delete the models easily.  | QUOTE | paths are defined in 64 files inside of gta3.img, nodes0.dat - nodes63.dat either you keep the sa paths, then the cars still appear where the previous streets has been or you install empty paths and don't have traffic anymore or you create new paths |
Use a scm "forbidden peds+cars cube" to make the paths deactivated in the locations which you deleted the map on. This method allows the remaining paths to function.  (but of course the sco command would need removing if you want new paths in the same place as the removed map. This post has been edited by Frank.s on Sunday, Jun 10 2012, 15:03
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