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ForumsPro › PSGN › Multi Theft Auto › Help for adding a custom map in that f****** editor

Game bugtracker / Feature Requests

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Help for adding a custom map in that f****** editor
[PS] Multi Theft Auto servers.
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Mark76
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Post Post subject: Help for adding a custom map in that f****** editor
Posted: Mon Sep 14, 2009 02:35 PM
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Hey guys !

I'm stuck for importing a custom map/object in mta, especially in the editor. I can render my map only if I start a gamemode in it here a small screen:



Dazzajay advised me to change the dimension of the editor by changing a parameter of 200 to 0 but that's changed anything.. that's weird so I have uploaded my resource with my map if you can test it that would be great Wink

EDIT: Here the map i'm working on for mta


Merci !

Bonne journée Very Happy



lala.zip lala.zip
 Description:  lala
 Filename:  lala.zip
 Filesize:  318.11 KB
 Downloaded:  60 Time(s)


Last edited by Mark76 on Mon Sep 14, 2009 02:53 PM; edited 1 times in total
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Benji
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Post Post subject: Help for adding a custom map in that f****** editor
Posted: Mon Sep 14, 2009 02:51 PM
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The problem is that when the editor loads a map, it will not run any scripts in the map file. (this is intentional.) The easiest way around it is to split them up - have your map file in a resource (map-lala e.g.) and your custom model + script in another. (lala) Then, in the editor, you would open the map file, THEN start your other resource manually (/start lala) to replace the models.

If you don't want to have to merge them again later on, add an <include recource="lala" /> line to the map resource meta.xml.


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Mark76
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Post Post subject: Re: Help for adding a custom map in that f****** editor
Posted: Mon Sep 14, 2009 06:10 PM
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I have tried to include the resource in the meta of another map but it didn't work ! craaap Evil or Very Mad I'm tired of this sh**, I need to make 100 things to get just a stupid model in that stupid editor Twisted Evil Twisted Evil :twisted:

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scarface
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Post Post subject: Help for adding a custom map in that f****** editor
Posted: Mon Sep 14, 2009 06:51 PM
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Don't like it? Go back to sa-mp, oh wait! sa-mp cant load custom models.


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DazzaJay
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Post Post subject: Help for adding a custom map in that f****** editor
Posted: Mon Sep 14, 2009 08:46 PM
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Do as benji said.
Seperate the custom models into their own script and manually start it.

iil film a quick vid of me manually starting akina in my editor soon.

:::EDIT:::
Ok, this shows how i load my custom map in the editor.
it involves the 2 resource system (One for the objects, one for the map)
you will see i load the map, and then i load the custom objects manually.

files.potholestudios.c...editor.zip


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Last edited by DazzaJay on Mon Sep 14, 2009 09:14 PM; edited 2 time in total
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Mark76
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Post Post subject: Re: Help for adding a custom map in that f****** editor
Posted: Mon Sep 14, 2009 10:37 PM
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It's works!
Wow man I can't believe.. it's just so easy when you understand it ! why I haven't understood it before ! damn... Mr. Green I think I need a new brain Laughing no seriously thanks for that video, when I saw it I was like Shocked that's just fuck*** easy !

I was searching a week how to do it and finally you helped me a lot in a day, thanks.
Btw you could do a radio show as presenter with that voice LOL

When I will finish my racetrack you will have my persmission to use it on your server in exclusive.

PS: I have another problem when I go too far my map disappear, I need to add a LOD model or change the LOD distance ?

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DazzaJay
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Post Post subject: Help for adding a custom map in that fucking editor
Posted: Mon Sep 14, 2009 11:13 PM
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Yes, you need to do some LOD shit.

wiki.multitheftauto.co...ODDistance

here is a chunk of code from Akina to show how it works.

Code::
	engineSetModelLODDistance(7451, 2000)
		engineSetModelLODDistance(7452, 2000)
		engineSetModelLODDistance(7453, 2000)
		engineSetModelLODDistance(7454, 2000)
		engineSetModelLODDistance(7455, 2000)

the final 6 lines. set the LOD to "2000" for each of the 6 replaced objects.
it dosent work very well, as the MTA team need to look at it, but that should help it a little.

Also, we dont have a rule against swearing, so theres no need to cencor everything.


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Last edited by DazzaJay on Mon Sep 14, 2009 11:17 PM; edited 2 time in total
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Post Post subject: Re: Help for adding a custom map in that fucking editor
Posted: Wed Sep 16, 2009 01:09 PM
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The wiki states:
wiki.mtasa.com wrote:
the MTA streamer deletes objects that are further than 500 units away, regardless of LOD distance.
Also, GTA currently has the limitation whereby the object will not be displayed if the distance to the object center is more than 300 units.

Since models won't be visible beyond 300 units, what is the effect of using a LOD parameter higher than those limits?

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scarface
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Post Post subject: Re: Help for adding a custom map in that fucking editor
Posted: Wed Sep 16, 2009 05:16 PM
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It would just ignore it and use the limit.


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DazzaJay
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Post Post subject: Help for adding a custom map in that f****** editor
Posted: Wed Sep 16, 2009 10:10 PM
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Baically, coding the LOD number higher than MTA's limit is done "Just incase" the MTA team increase the distance in some later version.


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