Jul 20 2012, 10:49 PM Post #1 | |
GTA United Lead Developer Posts: 52 From: Germany Joined: 23-April 11 | Hey, In the 24/7 interiors in SA there are placed some shelves and stuff like that. This objects are not shown up in the MapEditor or the MapViewer. So I started searching for the item definition of that objects and found them in the props2.ide. The strange thing is that that objects are not mapped somewhere, not in normal ipl or streaming ipl. It also not placed through SCM, I checked it. When I change that object IDs they are still shown up in the game. When I remove that object from the ide, the game crashes when I enter a 24/7 interior. So I searched further and found that the objects are also defined in the furnitur.dat. If I remove that objects from that file the game crashes when I enter a 24/7 interior. So it seems that the 24/7 interior furnitur is genrated with the help of the furnitur.dat, wich is unusual. So anybody has an Idea how that works? The item definition: 2535, CJ_SS_1_M, CJ_SS_4, 30, 0 2536, CJ_SS_1_L, CJ_SS_4, 30, 0 2536, CJ_SS_1_L, CJ_SS_4, 30, 0 2537, CJ_SS_1_R, CJ_SS_4, 30, 0 2538, CJ_SS_2_R, CJ_SS_2, 30, 0 2539, CJ_SS_2_M, CJ_SS_2, 30, 0 2540, CJ_SS_2_L, CJ_SS_2, 30, 0 2541, CJ_SS_3_M, CJ_SS_1, 30, 0 2542, CJ_SS_3_L, CJ_SS_1, 30, 0 2543, CJ_SS_4_M, CJ_SS_3, 30, 0 2544, CJ_SS_4_L, CJ_SS_3, 30, 0 2545, CJ_SS_4_R, CJ_SS_3, 30, 0 2546, CJ_SS_7_M, CJ_SS_1, 30, 0 2547, CJ_SS_6_R, CJ_SS_1, 30, 0 2548, CJ_SS_6_M, CJ_SS_1, 30, 0 2549, CJ_SS_6_L, CJ_SS_1, 30, 0 2550, CJ_SS_7_R, CJ_SS_1, 30, 0 2551, CJ_SS_7_L, CJ_SS_1, 30, 0 2552, CJ_SS_8_R, CJ_SS_1, 30, 0 2553, CJ_SS_8_L, CJ_SS_1, 30, 0 2554, CJ_SS_8_M, CJ_SS_1, 30, 0 2555, CJ_SS_5_M, CJ_SS_1, 30, 0 2556, CJ_SS_5_L, CJ_SS_1, 30, 0 2557, CJ_SS_5_R, CJ_SS_1, 30, 0 This post has been edited by ATP: Jul 20 2012, 11:08 PM -------------------- |
Jul 21 2012, 12:54 AM Post #2 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | I believe i ranted on the use of furniture.dat before somewhere, but i cant even begin to think where that post is now. Basically it defines properties for furniture randomly generated in certain interiors (genint ones). The houses you go in for burglaries have furniture and items randomly generated. The file specifies what can be stolen, the size of the item, the type of item, whether it can be placed in front of a window, etc. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Jul 21 2012, 01:08 AM Post #3 | |
GTA United Lead Developer Posts: 52 From: Germany Joined: 23-April 11 | I believe i ranted on the use of furniture.dat before somewhere, but i cant even begin to think where that post is now. Basically it defines properties for furniture randomly generated in certain interiors (genint ones). The houses you go in for burglaries have furniture and items randomly generated. The file specifies what can be stolen, the size of the item, the type of item, whether it can be placed in front of a window, etc. Yeah, but for example gtamodding wiki says furnitur.dat is unused by the game. But the game actually uses it.But my question still is how the objects that are defined in that file get placed. There must be coordinates or something similar defined somewhere. This post has been edited by ATP: Jul 21 2012, 01:09 AM -------------------- |
Jul 21 2012, 06:53 AM Post #4 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Theres a huge complex hardcoded process behind it. The coords arent defined as the idea is that the interior layout is different every time. Its one of Rockstars more elegant systems. And yeah, false claims can be expected on most modding sites. A thought can turn into a 'fact' way too easily. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Jul 21 2012, 01:25 PM Post #5 | |
GTA United Lead Developer Posts: 52 From: Germany Joined: 23-April 11 | Theres a huge complex hardcoded process behind it. The coords arent defined as the idea is that the interior layout is different every time. Its one of Rockstars more elegant systems. And yeah, false claims can be expected on most modding sites. A thought can turn into a 'fact' way too easily. Hmm, ok. The reason why I am asking for this is that we have ported all of the gen SA interiors to GTA United. But the Problem there is, that there is no furnitur in the 24/7 interiors, so I tried to find out how it gets placed in SA. So you have idea what maybe could be missing? -------------------- |
Jul 21 2012, 05:14 PM Post #6 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | What do you mean? Nothing should be missing... -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Jul 21 2012, 09:47 PM Post #7 | |
GTA United Lead Developer Posts: 52 From: Germany Joined: 23-April 11 | What do you mean? Nothing should be missing... I mean: We ported all SA interiors to GTA United. But if I enter a 24/7 interior, the furnitur in the 24/7 gets not shown up. So you have any idea why the dynamic furnitur gets not shown in GTA United? //Edit Allright, I got it working. Seems the 2dfx section in the gen_int1.ide has also something to with it. I will do some research and post it in the modding wiki, if I find something reliable... This post has been edited by ATP: Jul 21 2012, 10:41 PM -------------------- |
Jul 22 2012, 06:52 PM Post #8 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Wait, you're doing it in Vice City? Well, unless you can recreate the code it simply aint gonna happen. You could just map the shelves in without the auto-generaty code, though. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Jul 22 2012, 07:03 PM Post #9 | |
GTA United Lead Developer Posts: 52 From: Germany Joined: 23-April 11 | Wait, you're doing it in Vice City? Well, unless you can recreate the code it simply aint gonna happen. You could just map the shelves in without the auto-generaty code, though. You mean GTA United uses the Vice City engine? No, we use the SA engine. Of course I know that the furnitur stuff from SA would not work in VC... -------------------- |
Jul 22 2012, 08:49 PM Post #10 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Then why do you have to recreate the 24/7's at all? Why not just leave the originals in? -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Jul 22 2012, 09:11 PM Post #11 | |
Member Posts: 197 From: Liberty City, Shoreside Joined: 15-July 10 | QUOTE Seems the 2dfx section in the gen_int1.ide has also something to with it. I will do some research and post it in the modding wiki, if I find something reliable... Then you could be a hero, we have all 2dfx types except 5th type |
Jul 22 2012, 09:51 PM Post #12 | |
GTA United Lead Developer Posts: 52 From: Germany Joined: 23-April 11 | Then why do you have to recreate the 24/7's at all? Why not just leave the originals in? Cause we cleared the whole SA map some years ago and reimported the interiors later. So my team mate, who reimported the interiors, thought that the furnitur.dat is unused (like modding wiki says) and cleared it up. So When he reimported the interior his game crashed, so he removed the 2dfx section from the gen_int1.ide, so the game did not crash anymore, but there also was no furnitur in the 24/7 interiors, but he did not recognize it.So now, 2 or 3 years later, I recognized there is no furnitur in the 24/7 interiors. So I started searching and found out that the furnitur.dat is not unused. After bringing that file back into GTA United, there was still furnitur in the 24/7. So I searched further and found that you can "link" the models in an IDE file to the furnitur.dat entries, by using the 2dfx section. Then you could be a hero, we have all 2dfx types except 5th type I'll do some more tests during the next days and post my results to the modding wiki.This post has been edited by ATP: Jul 22 2012, 09:54 PM -------------------- |