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

Post map mod requests in the Mod Requests topic

Post mod releases in the Mod Showroom

Read the Modding Rules BEFORE posting!

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: (43) 1 2 [3] 4 5 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [IV][REL][WIP]Shadow Mapper 0.1b

 IV Map Editor
 
shantam777  
Posted: Thursday, Oct 29 2009, 08:34
Quote Post


Error 404 - Not Found
Group Icon
Group: Members
Joined: Mar 14, 2008

jolly-roger.gif

XXXXX



Wow!Cool!
P.S: This is the only guy who has been working around for making tools for modding GTA IV and up to date all of em work and are awesome.And I dont know why the moderators dont give him a f*cking medal.He has made so many tools.He deserves a round of applause for his work.Very good man, Very good!
PM
  Top
 

 
Shadow-Link  
Posted: Thursday, Oct 29 2009, 09:43
Quote Post


Li'l G Loc
Group Icon
Group: Members
Joined: Dec 1, 2004

nl.gif

Member Award




New screen, did some work on the resource browser and on the IPL/IDE tab.
Also added support for every version of the game.

Clicky

Edit: Got a question, car spawns are defined in the WPL files, I can render the model of that car, but for most spawns no model is defined (the game spawns a random car).
What should I do for the random car spawns? Display a block, or display a model of a car. If you go for the last option please tell me what model to use. (I am afraid people will get a bit confused if I use a original IV model for this).

This post has been edited by Prince-Link on Thursday, Oct 29 2009, 09:49
Users WebsitePMXbox LivePlayStation Network
  Top
 

 
rwils79  
Posted: Thursday, Oct 29 2009, 10:11
Quote Post


GTAIV to GTASA Total Conversion Leader
Group Icon
Group: Members
Joined: Mar 23, 2009

au.gif

XXXXX



Nice! I think, because they spawn random car models, just do exactly that! Make it spawn a random car model! biggrin.gif
Users WebsitePMMSN
  Top
 

 
Shadow-Link  
Posted: Thursday, Oct 29 2009, 10:20
Quote Post


Li'l G Loc
Group Icon
Group: Members
Joined: Dec 1, 2004

nl.gif

Member Award




That would take up to much memory tounge.gif
Users WebsitePMXbox LivePlayStation Network
  Top
 

 
supermortalhuman  
Posted: Thursday, Oct 29 2009, 12:47
Quote Post


522A4EA9
Group Icon
Group: BUSTED!
Joined: Jun 9, 2009

us.gif

XXXXX



As for Shadow being the only person working on tools, GForce is making some max scripts but he said they won't be out for a long long time last we spoke (ages, but when there's news, he'll post in his topic for them) and it is highly likely they will absolutely require a 64 bit install of 3DS Max.

Other than that, nope, I don't think anyone even cares anymore, and if people here hang out on polycount etc, you should really ask your friends to help the scene.

QUOTE (Prince-Link @ Oct 29 2009, 05:43)
New screen, did some work on the resource browser and on the IPL/IDE tab.
Also added support for every version of the game.

Clicky

Edit: Got a question, car spawns are defined in the WPL files, I can render the model of that car, but for most spawns no model is defined (the game spawns a random car).
What should I do for the random car spawns? Display a block, or display a model of a car. If you go for the last option please tell me what model to use. (I am afraid people will get a bit confused if I use a original IV model for this).

About screen shots: It's a great idea. Please use PNG with no compression (since it's still small). It would be very good for a screenshots posting moment and save A LOT of time, especially if you have FTP or use a bulk uploader (less time taking screens and saving them, more time to upload it and get it out of the way).

For cars, I suggest you use models somewhat like KAMS used models - just use a default little model with like 40 triangles and let the properties dialog handle what it actually is. I know it would be cool to see the actual car, but I think your time would be much better spent and more valuable to you to just make it's visual representation a default model.

I doubt there is any problem using the ones in kams, but here is a quick obj I threw together for you (it's from blender, just in case that matters) as a placeholder and down the road maybe I or someone will spend some more time on a replacement without adding too many polies. You may or may not need to reorient it 90 degrees. I'd say make sure all of your assets like this for visual representations should be either in their own special IMG or out in the open so that people can make new sets and share them. Highly good for your program imo:

http://supermortalhuman.com/gtafiles/car.obj

This post has been edited by supermortalhuman on Thursday, Oct 29 2009, 13:27
Users WebsitePM
  Top
 

 
Shadow-Link  
Posted: Thursday, Oct 29 2009, 16:47
Quote Post


Li'l G Loc
Group Icon
Group: Members
Joined: Dec 1, 2004

nl.gif

Member Award




Thanks! I'll use that for now, any chance on a low res textured version?

Screenshot taken within the program, and you can see a car biggrin.gif

This post has been edited by Prince-Link on Thursday, Oct 29 2009, 17:49
Users WebsitePMXbox LivePlayStation Network
  Top
 

 
AFA  
Posted: Thursday, Oct 29 2009, 22:48
Quote Post


Gun Nut
Group Icon
Group: Members
Joined: Aug 28, 2008

uk.gif

XXXXX



Hey, I found a mod of a gun that has solved the muzzle/bones problem. Check it out
user posted image
If you dont belive me, download it here http://www.gtainside.com/en/download.php?d...wnload&id=25449
Does anyone know how he did it?

BTW have u fixed this for your program yet?
PMMSN
  Top
 

 
jjcoolj91  
Posted: Thursday, Oct 29 2009, 22:58
Quote Post


"Snipin's a good job mate...Challenging Work."
Group Icon
Group: Members
Joined: Nov 13, 2007

cd.gif

XXXXX



that looks awesome, i wonder what he did too for that ?
PMMSNYahooXbox LivePlayStation Network
  Top
 

 
quechus13  
Posted: Friday, Oct 30 2009, 02:12
Quote Post


Boss
Group Icon
Group: Members
Joined: Dec 19, 2008

Member Award




AFA:

Remember that DFF2WDR is NOT the only converter
you forgot about Zmodeler

Zmodeler can import:


Cars,Player Models,Weapons (WITH MUZZLE FLASH) and other stuff
Users WebsitePMMSNPlayStation Network
  Top
 

 
lower78  
Posted: Friday, Oct 30 2009, 09:51
Quote Post


Texture Artist
Group Icon
Group: Members
Joined: May 11, 2009

fr.gif

XXXXX



@prince-link

you think it will be possible to add 3d object in the map?
Users WebsitePMMSNICQXbox Live
  Top
 

 
Shadow-Link  
Posted: Friday, Oct 30 2009, 14:51
Quote Post


Li'l G Loc
Group Icon
Group: Members
Joined: Dec 1, 2004

nl.gif

Member Award




Yes, That's the whole purpose of this editor tounge.gif
Users WebsitePMXbox LivePlayStation Network
  Top
 

 
Ganbada  
Posted: Friday, Oct 30 2009, 19:52
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Dec 31, 2006

XXXXX



Man ..good work ...i really need a good Map Editor for GTA4 smile.gif

keep up .. and ...

some ideas for your Editor:

-1 Carmodel for all cars...its a good idea smile.gif ..whoult be cool if a Text-buble about it tell witch car it is (random, banshee, Helicopter, ..) u know what i mean?
- do you whant to make a build in water editor? ...i mean ...create new water-tiles ...and sow?
- Texture editor.... select a model.... for example a tree... dann a button apears on the top "texture browser"... where the textures are listed and a button .. import export and so ...very helpfull smile.gif

if some ideas posted by others ..sorry smile.gif i dont have read the topic complete ...

keep up smile.gif
PM
  Top
 

 
Shadow-Link  
Posted: Friday, Oct 30 2009, 22:53
Quote Post


Li'l G Loc
Group Icon
Group: Members
Joined: Dec 1, 2004

nl.gif

Member Award




QUOTE (Ganbada @ Oct 30 2009, 21:52)
-1 Carmodel for all cars...its a good idea smile.gif ..whoult be cool if a Text-buble about it tell witch car it is (random, banshee, Helicopter, ..) u know what i mean?
- do you whant to make a build in water editor? ...i mean ...create new water-tiles ...and sow?
- Texture editor.... select a model.... for example a tree... dann a button apears on the top "texture browser"... where the textures are listed and a button .. import export and so ...very helpfull smile.gif

Thanks!

- I am thinking about using a few different models, one for cars, one for boats, one for helicopters and one for planes. It's a bit odd to see a car in the water tounge.gif. (If people want they can replace the model with their own model). When you select a car the name and other details will be shown.
- Yeah I think that was an important feature that was missing in the III, VC and SA Editors.
- I'll have a try on this, I don't have much experience with textures so I hope I can get this to work.
Users WebsitePMXbox LivePlayStation Network
  Top
 

 
ParoXum  
Posted: Saturday, Oct 31 2009, 10:56
Quote Post


Proud PC Gamer
Group Icon
Group: Members
Joined: Jul 28, 2005

Member Award




QUOTE (Prince-Link @ Oct 29 2009, 18:47)
Thanks! I'll use that for now, any chance on a low res textured version?

Screenshot taken within the program, and you can see a car biggrin.gif

Great updates coming along I see. Sorry I've not watched this place alot lately.

There's still some alpha problems I can see on that pic, I guess you didnt finish the technique for alpha test in ZBuffer.

Keep it up, maybe one day mappers will come back to IV thanks to your editor.
Users WebsitePM
  Top
 

 
Shadow-Link  
Posted: Saturday, Oct 31 2009, 15:40
Quote Post


Li'l G Loc
Group Icon
Group: Members
Joined: Dec 1, 2004

nl.gif

Member Award




Hi Parox biggrin.gif,

Yeah didn't fix any of the rendering issuess yet, I thought creating the mapping part had a higher priority as rendering is not really needed to mod tounge.gif.
I really hope you're right, would love to see some map mods for IV.

More updates soon =)
Users WebsitePMXbox LivePlayStation Network
  Top
 

 
AFA  
Posted: Saturday, Oct 31 2009, 23:43
Quote Post


Gun Nut
Group Icon
Group: Members
Joined: Aug 28, 2008

uk.gif

XXXXX



Have you fixed up the dff2wdr part yet?
PMMSN
  Top
 

 
lower78  
Posted: Sunday, Nov 1 2009, 11:34
Quote Post


Texture Artist
Group Icon
Group: Members
Joined: May 11, 2009

fr.gif

XXXXX



can one move the islands? smile.gif
Users WebsitePMMSNICQXbox Live
  Top
 

 
xebat  
Posted: Monday, Nov 2 2009, 19:20
Quote Post


Square Civilian
Group Icon
Group: Members
Joined: Aug 9, 2009

gr.gif

XXXXX



could you release maybe more screenshots ?
PM
  Top
 

 
SLAYERMAGGOT  
Posted: Wednesday, Nov 4 2009, 15:31
Quote Post


Stay Wild
Group Icon
Group: Members
Joined: Mar 19, 2008

gr.gif

XXXXX



anything new Prince-Link? smile.gif
PMMSN
  Top
 

 
Shadow-Link  
Posted: Thursday, Nov 5 2009, 09:39
Quote Post


Li'l G Loc
Group Icon
Group: Members
Joined: Dec 1, 2004

nl.gif

Member Award




Added Path Loading. Next step is rendering, editing and saving of the paths. Also made the "Add" and "Delete" functions for IDE entries.

Still todo:
- IMG Rebuilding
- IPL Entries (New and delete)
- Path rendering, editing
- GTA.Dat saving
- Fix some rendering issuess

This post has been edited by Prince-Link on Thursday, Nov 5 2009, 09:41
Users WebsitePMXbox LivePlayStation Network
  Top
 

 

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

0 Members:

Pages: (43) 1 2 [3] 4 5 ... Last »

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



 
IMG IMG