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Pages: (8) 1 2 [3] 4 5 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [REL|SA] Map Cleaner

 Removes the SA game map
 
ThePengwin  
Posted: Monday, Jun 27 2005, 03:50
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well trying to remove the map is the first step in making your own. start off with a clean slate. that kinda stuff. it also helps to show how San andreas works because rahkstar2.gif did a dirty big number on its coding
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RainingAcid  
Posted: Monday, Jun 27 2005, 05:44
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QUOTE (steve-m @ Jun 26 2005, 15:24)
QUOTE (RainingAcid @ Jun 26 2005, 17:05)
What about the gta_quick.dat?

Not used, and wouldn't work either.

So, what about adding stuff?
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ThePengwin  
Posted: Monday, Jun 27 2005, 11:36
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Ive done some looking into this infinte map buisness and ive found something intresting. on the edge of the map you can see the border of the land underwater. this dosent look to promising in making the map bigger. it looks like the map is repeated.
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Knife  
Posted: Monday, Jun 27 2005, 17:57
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It is full stop. You can tell because of generally the water around the edges of the map are hard coded (me thinks)
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Gforce  
Posted: Tuesday, Jun 28 2005, 23:26
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QUOTE (illspirit @ Jun 25 2005, 13:04)
This seems to work:

user posted image

sure does, after many many manual attempts i got things working that way.

then i got some help off someone wink.gif , and now i have myriad in too.
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Fro  
Posted: Wednesday, Jun 29 2005, 02:30
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Dude, you've got Myriad in San Andreas?

PICS, my boy! Show us the pics!

smile.gif

EDIT:
In backing up my files, what are the essentials? I dont have enough space to do a full backup. Only data files?

This post has been edited by Fro on Wednesday, Jun 29 2005, 02:33
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ThePengwin  
Posted: Wednesday, Jun 29 2005, 04:58
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all i backed up is the data folder

i dont think the cleaner does anything to the other files but it would be wise to back up everything
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steve-m  
Posted: Wednesday, Jun 29 2005, 12:54
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QUOTE (Fro @ Jun 29 2005, 04:30)
Dude, you've got Myriad in San Andreas?

PICS, my boy! Show us the pics!

Lots of screens have been posted in Myriad's PPT and even on gtasanan.com.

QUOTE (ThePengwin @ Jun 29 2005, 06:58)
i dont think the cleaner does anything to the other files but it would be wise to back up everything

You should read the readme, 'cause that's what it's for...
You don't need to backup your whole data directory. All the tool modifies is gta.dat, gta3.img and gta_int.img, you only need to backup these 3.
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steve-m  
Posted: Thursday, Jun 30 2005, 22:32
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Just uploaded a slightly updated version of the Map Cleaner, see first post. Besides a small bug fix the settings in illspirit's screenshot are default now, so you just need to specify you SA directory and press start. Also, I reduced the memory of the stripped scm, so it's much smaller now.

Although it works for some people, I'm not able to run a stripped version of SanAn without the loading routine entering that infinite loop of doom™. However, as soon as I add custom objects (like a part of Myriad) it does work. Strange.
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RainingAcid  
Posted: Friday, Jul 1 2005, 00:38
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Ok, this is a neat tool. However, my question remains unanwersed.
All I want to to is add stuff to SA as Ocram did.
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suzumebachi  
Posted: Friday, Jul 1 2005, 04:09
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we're still a ways off from that RainingAcid, as we have no mappers yet. so anything added would have to be either done by hand, or copied (like myriad).

(correct me if i'm wrong)
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Opius  
Posted: Friday, Jul 1 2005, 05:41
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Steve, wouldn't the SPLASH entries in gta.dat be responsible for the weird splash screens? It seems to me that once it gets to that line (ie. it's loaded everything before it) it changes the splash screen.
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Andy80586  
Posted: Friday, Jul 1 2005, 06:13
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How can you guys tell the map is split into 8x8 sections?
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AleXXX  
Posted: Friday, Jul 1 2005, 16:03
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The excellent program! As against the version 0.3, this version works.
CJ to like this program, but where ground?!:)
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dertyjerzian  
Posted: Saturday, Jul 2 2005, 02:56
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So can there be now, like, a new post by someone in the know, of all that is known so far about *deleting SA and *putting new land in?
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Andy80586  
Posted: Saturday, Jul 2 2005, 04:48
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As for limits, I definitely found some yesterday when I was looking at some asm code... you can't have map file ids higher than 20,000 and there might be an IDE limit at 12,000. The TXD limit might be around 5000. I also found a -3000, 3000, and 750 in the data section right next to each other (the 6000x6000 map might be divided into 64 squares). But I don't know what the squares do or what their purpose is even though it should be fairly simple to make more of them.
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aad  
Posted: Saturday, Jul 2 2005, 05:41
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QUOTE (steve-m @ Jun 30 2005, 22:32)
Just uploaded a slightly updated version of the Map Cleaner, see first post. Besides a small bug fix the settings in illspirit's screenshot are default now, so you just need to specify you SA directory and press start. Also, I reduced the memory of the stripped scm, so it's much smaller now.

Although it works for some people, I'm not able to run a stripped version of SanAn without the loading routine entering that infinite loop of doom™. However, as soon as I add custom objects (like a part of Myriad) it does work. Strange.

Uhm Steve-m what if you add most parts of myriad islands and start removing the rest of the lines lefs in the gta.dat will it still work or will it just crash like you explained earlier?
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man2104  
Posted: Saturday, Jul 2 2005, 06:20
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can u increasing the ipl limit by modifying dword@0055105F(runtime memory address)?
the original value is 13000, which looks like the ide limit

This post has been edited by man2104 on Saturday, Jul 2 2005, 06:27
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X-Seti  
Posted: Saturday, Jul 2 2005, 10:41
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smile.gif Deleting that whole big map kinda hurts, (All that work??) biggrin.gif

Anyhow I'm going to test out Steve's clearer tool. but just to see how it deletes the files,
because if anything has been changed in the map folder, there is a number of other files
that I think need to be considered, like the mission script file thats called at the start of
the game.

If there are going to be a problem in map size and txd limits, it's best I found out now, so
I can regroup my game plan, Becuase i'm trying to build all 3 maps into 1.

This would happen after i've joined VC and LC, and I'm 50% there already.

Im going to play with the GTA.Quick.dat and GTA.dat file below, but only comment lines
#out. and see how far I get, before I start the crash the game.

CODE

# GTA.dat file (1)
#
# Load IDEs first, then the models and after that the IPLs
#

IMG DATA\PATHS\CARREC.IMG
#IMG DATA\SCRIPT\SCRIPT.IMG  #< Dont need this
#IMG MODELS\CUTSCENE.IMG

SPLASH loadsc2

#
# Object types
#

#IDE DATA\MAPS\generic\vegepart.IDE
#IDE DATA\MAPS\generic\barriers.IDE
IDE DATA\MAPS\generic\dynamic.IDE
IDE DATA\MAPS\generic\dynamic2.IDE
IDE DATA\MAPS\generic\multiobj.IDE
IDE DATA\MAPS\generic\procobj.IDE

#IDE DATA\MAPS\LA\LAn.IDE
#IDE DATA\MAPS\LA\LAn2.IDE
#IDE DATA\MAPS\LA\LAs.IDE
#IDE DATA\MAPS\LA\LAs2.IDE
#IDE DATA\MAPS\LA\LAe.IDE
#IDE DATA\MAPS\LA\LAe2.IDE
#IDE DATA\MAPS\LA\LAw2.IDE
#IDE DATA\MAPS\LA\LAw.IDE
#IDE DATA\MAPS\LA\LAwn.IDE    #< Im here
IDE DATA\MAPS\LA\LAhills.IDE
IDE DATA\MAPS\LA\LAisland.IDE
IDE DATA\MAPS\LA\LAxref.IDE
IDE DATA\MAPS\SF\SFn.IDE
IDE DATA\MAPS\SF\SFs.IDE
IDE DATA\MAPS\SF\SFse.IDE
IDE DATA\MAPS\SF\SFe.IDE
IDE DATA\MAPS\SF\SFw.IDE
IDE DATA\MAPS\SF\SFxref.IDE
IDE DATA\MAPS\vegas\vegasN.IDE
IDE DATA\MAPS\vegas\vegasS.IDE
IDE DATA\MAPS\vegas\vegasE.IDE
IDE DATA\MAPS\vegas\vegasW.IDE
IDE DATA\MAPS\vegas\vegaxref.IDE
IDE DATA\MAPS\country\countryN.IDE
IDE DATA\MAPS\country\countN2.IDE
IDE DATA\MAPS\country\countryS.IDE
IDE DATA\MAPS\country\countryE.IDE
IDE DATA\MAPS\country\countryW.IDE
IDE DATA\MAPS\country\counxref.IDE
IDE DATA\MAPS\interior\int_LA.IDE
IDE DATA\MAPS\interior\int_SF.IDE
IDE DATA\MAPS\interior\int_veg.IDE
IDE DATA\MAPS\interior\int_cont.IDE
IDE DATA\MAPS\leveldes\levelmap.IDE
IDE DATA\MAPS\leveldes\levelxre.IDE
IDE DATA\MAPS\interior\gen_int1.IDE
IDE DATA\MAPS\interior\gen_int2.IDE
IDE DATA\MAPS\interior\gen_intb.IDE
IDE DATA\MAPS\interior\gen_int3.IDE
IDE DATA\MAPS\interior\gen_int4.IDE
IDE DATA\MAPS\interior\gen_int5.IDE
IDE DATA\MAPS\interior\savehous.IDE
IDE DATA\MAPS\interior\stadint.IDE
IDE DATA\MAPS\leveldes\seabed.IDE

# interiors
IDE DATA\MAPS\interior\props.IDE
IDE DATA\MAPS\interior\props2.IDE
IDE DATA\MAPS\interior\propext.IDE

# vehicle upgrade models
IDE DATA\MAPS\veh_mods\veh_mods.IDE
IDE DATA\MAPS\veh_mods2\veh_mods2.IDE  #< Something else i'm trying to work out

# txd parents
IDE DATA\TXDCUT.IDE

# have to load map.zon before any of the IPLs
IPL DATA\MAP.ZON
# IPL DATA\NAVIG.ZON
IPL DATA\INFO.ZON

#
# Scene information
#

SPLASH loadsc2

#IPL DATA\MAPS\LA\LAn.IPL
#IPL DATA\MAPS\LA\LAn2.IPL
#IPL DATA\MAPS\LA\LAs.IPL
#IPL DATA\MAPS\LA\LAs2.IPL
#IPL DATA\MAPS\LA\LAe.IPL
#IPL DATA\MAPS\LA\LAe2.IPL
#IPL DATA\MAPS\LA\LAw.IPL
#IPL DATA\MAPS\LA\LAwn.IPL
#IPL DATA\MAPS\LA\LAw2.IPL
IPL DATA\MAPS\LA\LAhills.IPL
IPL DATA\MAPS\LA\LATestisland.IPL
IPL DATA\MAPS\SF\SFn.IPL
IPL DATA\MAPS\SF\SFs.IPL
IPL DATA\MAPS\SF\SFse.IPL
IPL DATA\MAPS\SF\SFe.IPL
IPL DATA\MAPS\SF\SFw.IPL
IPL DATA\MAPS\vegas\vegasN.IPL
IPL DATA\MAPS\vegas\vegasS.IPL
IPL DATA\MAPS\vegas\vegasE.IPL
IPL DATA\MAPS\vegas\vegasW.IPL
IPL DATA\MAPS\country\countryN.IPL
IPL DATA\MAPS\country\countN2.IPL
IPL DATA\MAPS\country\countrys.IPL
IPL DATA\MAPS\country\countryE.IPL
IPL DATA\MAPS\country\countryW.IPL

# interiors
IPL DATA\MAPS\interior\int_LA.IPL
IPL DATA\MAPS\interior\int_SF.IPL
IPL DATA\MAPS\interior\int_veg.IPL
IPL DATA\MAPS\interior\int_cont.IPL
IPL DATA\MAPS\interior\gen_int1.IPL
IPL DATA\MAPS\interior\gen_int2.IPL
IPL DATA\MAPS\interior\gen_intb.IPL
IPL DATA\MAPS\interior\gen_int3.IPL
IPL DATA\MAPS\interior\gen_int4.IPL
IPL DATA\MAPS\interior\gen_int5.IPL
IPL DATA\MAPS\interior\stadint.IPL
IPL DATA\MAPS\interior\savehous.IPL

# level design                                     < this is new?
IPL DATA\MAPS\leveldes\levelmap.IPL
IPL DATA\MAPS\leveldes\seabed.IPL
IPL DATA\MAPS\paths.ipl
IPL DATA\MAPS\paths2.ipl
IPL DATA\MAPS\paths3.ipl
IPL DATA\MAPS\paths4.ipl
IPL DATA\MAPS\paths5.ipl
IPL DATA\MAPS\cull.ipl
IPL DATA\MAPS\tunnels.ipl
IPL DATA\MAPS\occluSF.ipl
IPL DATA\MAPS\occluveg.ipl
IPL DATA\MAPS\occluLA.ipl
IPL DATA\MAPS\occluint.ipl
IPL DATA\MAPS\audiozon.ipl

#
#  Interiors
#
SPLASH loadsc4








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steve-m  
Posted: Saturday, Jul 2 2005, 10:54
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QUOTE (Opius @ Jul 1 2005, 07:41)
Steve, wouldn't the SPLASH entries in gta.dat be responsible for the weird splash screens? It seems to me that once it gets to that line (ie. it's loaded everything before it) it changes the splash screen.

That's what they should do. But commenting them out (like my tool does) doesn't seem to help much, it's still flickering on loading. I'd guess that'll stabilize as soon as we have more objects to load and a bigger mission script. Maybe there's even some sort of switch in the scm for that which I deleted.

QUOTE (Andy80586 @ Jul 1 2005, 08:13)
How can you guys tell the map is split into 8x8 sections?

Well, that was just a guess since there are 64 nodes*.dat files for the compiled paths (8x8 zones, not units per zone). It seems the map is split up into 64 zones, for use with the engine's quad tree. Would be interesting to find out if these zones are only for the path nodes, or for all objects.

QUOTE (aad @ Jul 2 2005, 07:41)
Uhm Steve-m what if you add most parts of myriad islands and start removing the rest of the lines lefs in the gta.dat will it still work or will it just crash like you explained earlier?

You mean those generic objects? Some of them could be removed without problems, but since we want to re-use these objects on Myriad, we keep them in.

QUOTE (Mc-Kay @ Jul 2 2005, 12:41)
there is a number of other files that I think need to be considered, like the mission script file thats called at the start of the game.

That's why a stripped mission script is included.
Also, you should read the first post of this topic as well as the readme that comes with the cleaner, that'll save you testing work.
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