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@guillaume56 Hmm, there's some extremely weird shit going on with that 'concrete_block'. Even my own one (which is essentially a rebuild of 'marble_block') keeps being invalidated (and thus disappearing from world), whilst 'marble_block' itself acts just fine, and stays in position. There are no other props in game called 'concrete_block' anywhere. Dafuq?!
@guillaume56 "@meimeiriver thanks man several small bugs that do not work in ymap (the kitchen a block at the entrance and the huge display accessory under the garage for not that cars fall) glad it works for you"
That 'concrete_block' (from Map Builder) is severely broken. I just repaired it myself, using 'marble_block' as a template, and openFormats to re-create a new 'concrete_block' with it. Btw, 'modern_stone' is also incredibly broken; try walking on it :P
As for the kitchen block (nice find!), it works for me, because I incorporated it into my own, private fancy objects addon rpf, so I can always use it in my own builds (in ymaps). Not sure though why Prop_Huge_Display_01 doesn't show up for you in the ymap (here it does).
Cars don't work in ymap (not a bug); at least not the way we're used to. Ymaps can have a <carGenerators> section, but that's meant for use with popgroups (so you can spawn a certain type of cars within the vicinity of the map). You can't spawn fully tuned cars with a ymap.
@guillaume56 And there's something funky going on with that 'concrete_block', as it suddenly becomes 'Invalid' when you move it around it Menyoo.
@guillaume56 I said "Looks great! But why are there still many props loading via Map Editor?!"
Oh, I see; those are the fancy kitchen block and all. I bet they didn't rezz inside the ymap?! Well, they will in my (private) version. :P
@guillaume56 I have to say, you're getting very good at this! The pictures didn't do it justice: it's much better when you actually load it. :)
@guillaume56 Looks great! But why are there still many props loading via Map Editor?! (Besides the marker cones)
@Reyser The way I see it, either you are privy to more information, the kind to substantiate that ppl were spreading ' fake news about the mod/author,' or you know as much as we do, in which case there was no real reason to delete those posts.
@Shaezbreizh "not really fun for us but if you find interest with invisible prop that cool then xD"
The existence of an invisible prop is really very useful. Like recently I scaled down a helipad (in ymap), but physics don't scale down with it, so the collision was still the original size. So, I made the object 'phantom', and constructed a faux collision frame for it with several of the invisi-prop instances.
As I told Dekurwinator, several days ago, the situation with your zmodeler props isn't that bad as I inititially thought, really: if you repair the bounding box values, many will actually become (and stay) visible in a ymap again. But the broken ytyp settings, together with the 'broken' props, indeed, renders virtually all of them invisible inside a ymap (what I used to to create the perfect invisi-prop).
@OmegaKingMods "You can add these props together by putting all of the props in the "mapbuilder" folder. Then add the def_props.ytyp code from custom props to the map builder def_props.ytyp code"
Be aware that many props from the custom props addon (by the author's admission) do not function well in a ymap; i.e., they become invisible. In fact, LOL, I specifically used such a prop to create an 'invisi-prim' on purpose. Made with the wrong mesh creator, and all. So, merging them with your props might not be wise.
@kinghippo2000 Also, no one needs to merge anything. These are not DLC's that eat up resources. One can just add the 2 extra entries needed in content.xml, to add a second (or third, whatever) props rpf to the DLC. So as to keep things clean, and all that.