Swimmable water, everywhere! 2.0
52.780
206
52.780
206
Now that dexyfex (the man from CodeWalker) worked his magic, and unlocked heightmap for us, I decided to prepare a version for y'all that creates swimmable water... everywhere! :)
Reason I did this, is because pretty soon every Tom, Dick, and Harry will start to supply his own heightmap.dat (to override/overwrite) the game file, for their own DLC -- thus leaving ppl to cancel out each others swimmable pools, as it were. Hence, I figured I should offer just 1 single heightmap, to rule them all. Because frankly, there is absolutely no valid reason not to make everything smimmable; it's mot like adding excess collision; I add nothing, just change a few numbers that are being consulted regardless.
Wont it cause lag, you ask? Nope, as, the way it works, swimmable water only exists where A) a swimmable water ybn surface exists + B) a water water layer (with pool_en shader). Aka, only at locations that are meant for swimming to begin with. Only difference being that now you can create such potential locations everywhere, and are no longer hampered by heightmap limitations.
INSTALLATION:
Super-easy: just unzip the file, and copy heightmap.dat to mods\update\update.rpf\common\data\levels\gta5
That's it, enjoy!
CHANGELOG
Update 2.0
Update to accommodate for my earlier not realizing these heights affect at what altitude planes and helicopters fly. Now, instead of lazily setting the lot to FF, everything below ca. 322m (the height of the tallest building in vanillla (the Maze Bank Towers) is set to that max height
Every 'pip' in heightmap.dat represents a unit of exactly 3.2m (816m / 255). So, the chosen default value is now 0x65 = 326m.
Reason I did this, is because pretty soon every Tom, Dick, and Harry will start to supply his own heightmap.dat (to override/overwrite) the game file, for their own DLC -- thus leaving ppl to cancel out each others swimmable pools, as it were. Hence, I figured I should offer just 1 single heightmap, to rule them all. Because frankly, there is absolutely no valid reason not to make everything smimmable; it's mot like adding excess collision; I add nothing, just change a few numbers that are being consulted regardless.
Wont it cause lag, you ask? Nope, as, the way it works, swimmable water only exists where A) a swimmable water ybn surface exists + B) a water water layer (with pool_en shader). Aka, only at locations that are meant for swimming to begin with. Only difference being that now you can create such potential locations everywhere, and are no longer hampered by heightmap limitations.
INSTALLATION:
Super-easy: just unzip the file, and copy heightmap.dat to mods\update\update.rpf\common\data\levels\gta5
That's it, enjoy!
CHANGELOG
Update 2.0
Update to accommodate for my earlier not realizing these heights affect at what altitude planes and helicopters fly. Now, instead of lazily setting the lot to FF, everything below ca. 322m (the height of the tallest building in vanillla (the Maze Bank Towers) is set to that max height
Every 'pip' in heightmap.dat represents a unit of exactly 3.2m (816m / 255). So, the chosen default value is now 0x65 = 326m.
Primo Caricamento: 15 maggio 2021
Ultimo Aggiornamento: 09 novembre 2024
Last Downloaded: 8 minuti fa
45 Commenti
More mods by meimeiriver:
Now that dexyfex (the man from CodeWalker) worked his magic, and unlocked heightmap for us, I decided to prepare a version for y'all that creates swimmable water... everywhere! :)
Reason I did this, is because pretty soon every Tom, Dick, and Harry will start to supply his own heightmap.dat (to override/overwrite) the game file, for their own DLC -- thus leaving ppl to cancel out each others swimmable pools, as it were. Hence, I figured I should offer just 1 single heightmap, to rule them all. Because frankly, there is absolutely no valid reason not to make everything smimmable; it's mot like adding excess collision; I add nothing, just change a few numbers that are being consulted regardless.
Wont it cause lag, you ask? Nope, as, the way it works, swimmable water only exists where A) a swimmable water ybn surface exists + B) a water water layer (with pool_en shader). Aka, only at locations that are meant for swimming to begin with. Only difference being that now you can create such potential locations everywhere, and are no longer hampered by heightmap limitations.
INSTALLATION:
Super-easy: just unzip the file, and copy heightmap.dat to mods\update\update.rpf\common\data\levels\gta5
That's it, enjoy!
CHANGELOG
Update 2.0
Update to accommodate for my earlier not realizing these heights affect at what altitude planes and helicopters fly. Now, instead of lazily setting the lot to FF, everything below ca. 322m (the height of the tallest building in vanillla (the Maze Bank Towers) is set to that max height
Every 'pip' in heightmap.dat represents a unit of exactly 3.2m (816m / 255). So, the chosen default value is now 0x65 = 326m.
Reason I did this, is because pretty soon every Tom, Dick, and Harry will start to supply his own heightmap.dat (to override/overwrite) the game file, for their own DLC -- thus leaving ppl to cancel out each others swimmable pools, as it were. Hence, I figured I should offer just 1 single heightmap, to rule them all. Because frankly, there is absolutely no valid reason not to make everything smimmable; it's mot like adding excess collision; I add nothing, just change a few numbers that are being consulted regardless.
Wont it cause lag, you ask? Nope, as, the way it works, swimmable water only exists where A) a swimmable water ybn surface exists + B) a water water layer (with pool_en shader). Aka, only at locations that are meant for swimming to begin with. Only difference being that now you can create such potential locations everywhere, and are no longer hampered by heightmap limitations.
INSTALLATION:
Super-easy: just unzip the file, and copy heightmap.dat to mods\update\update.rpf\common\data\levels\gta5
That's it, enjoy!
CHANGELOG
Update 2.0
Update to accommodate for my earlier not realizing these heights affect at what altitude planes and helicopters fly. Now, instead of lazily setting the lot to FF, everything below ca. 322m (the height of the tallest building in vanillla (the Maze Bank Towers) is set to that max height
Every 'pip' in heightmap.dat represents a unit of exactly 3.2m (816m / 255). So, the chosen default value is now 0x65 = 326m.
Primo Caricamento: 15 maggio 2021
Ultimo Aggiornamento: 09 novembre 2024
Last Downloaded: 8 minuti fa
Update 2.0
Update to accommodate for my earlier not realizing these heights affect at what altitude planes and helicopters fly. Now, instead of lazily setting the lot to FF, everything below ca. 322m (the height of the tallest building in vanillla (the Maze Bank Towers) is set to that max height
Every 'pip' in heightmap.dat represents a unit of exactly 3.2m (816m / 255). So, the chosen default value is now 0x65 = 326m.
Is it possible to install this on a fivem server? if so, How?
for fivem pls
we need it for fivem
For mod "Venice Beach House" does not work. Can you fix it?
@Rob1n je cherche aussi
Grazie!!
how to fix police helicopter bug
I got issue with police helicopters, they came in radar but disappeared instantly
@meimeiriver How can I use this mod? I thought I could load a pool with Word anywhere or is that not how it works?
hello! Can you make this mod compatible with this one? I would even send it converted to SP if you are willing. thanks https://www.youtube.com/watch?v=hIJBkzkOzTI
Hi. Please tell me if I can somehow visualize this dat file, or could you please tell me how to edit it correctly?
Thank you so so much for the update @meimeiriver 😊😊🥳
A simple mod, but one that makes all the difference in the game, improving a native functionality.
@Kotik_GL "Hi. Please tell me if I can somehow visualize this dat file, or could you please tell me how to edit it correctly?"
Each of the 2 sections of the map (highs/lows), consists of a grid of 183 rows, and 249 ranks, covering all the map. The grid is represented upside down, though. So, if you need to change a spot, top-left somewhere on the map, you need to change bottom-right at same, opposite offset from the edge. It's a PITA, to be honest.
@Olegsag "For mod "Venice Beach House" does not work. Can you fix it?"
No. In order to create a 'swimmable' pool, its waterline surface must be coated, as it were, with a special ybn that indicates real water usage. Plus (and that's what this mod does), the area must be be designated as swimmable to begin with. Shaq's famous Venice Beach House doesn't use a true swimmable (roof) pool. And even if it did, you couldn't swim in it anyway, as it's too shallow, so you would just be standing in it, and thus not trigger the swim animation.
@og23rd "we need it for fivem"
The game uses only 1, hardcoded location for heightmap.dat, namely: (mods)\update\update.rpf\common\data\levels\gta5
That is why you cannot use a localized heightmap.dat in in a custom dlc. If you can manage to get your server admin to allow you to overwrite it in the update\update.rpf\common\data\levels\gta5 location, it would work on FiveM too; but, honestly, I doubt they'll let you do that.
nice thanks!!
@meimeiriver Oh, thanks. I want to bother you with one more question. As I understand it, changing the dat file allows the water to be through the ybn above, but that's the question. And if I have a prop with built-in water, like rockstars, where ydr is spawned with a water collision, will it help or does it need waterhight?
@Kotik_GL As far as I know, a pool ybn that will trigger real water, needs to be static, not embedded. (There's an exception for a pool that is essentially a self-contained mlo, a method shaq uses too). If you want to read more on this, see https://dekurwinator-mods.bitrix24.site/water/
From Dekurwinator, modder god par excellence. :)