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codewalker's Introduction

CodeWalker by dexyfex

This program is for viewing the contents of GTAV RPF archives.

Requirements:

  • PC version of GTA:V;
  • 4GB RAM (8+ recommended);
  • Windows 7 and above, x64 processor;
  • .NET framework 4.5 or newer from Microsoft;
  • DirectX 11 and Shader Model 4.0 capable graphics.

App Usage:

On first startup, the app will prompt to browse for the GTA:V game folder. If you have the Steam version installed in the default location (C:\Program Files (x86)\Steam\SteamApps\common\Grand Theft Auto V), then this step will be skipped automatically.

The World View will load by default. It will take a while to load. Use the WASD keys to move the camera. Hold shift to move faster. Drag the left mouse button to rotate the view. Use the mouse wheel to zoom in/out, and change the base movement speed. (Zoom in = slower motion) Xbox controller input is also supported. The Toolbox can be shown by clicking the << button in the top right-hand corner of the screen. T opens the main toolbar.

First-person mode can be activated with the P key, or by pressing the Start button on the XBox controller. While in first-person mode, the left mouse button (or right trigger) will fire an egg.

Entities can be selected (with the right mouse button) by enabling the option on the Selection tab in the toolbox. The details of the selected entity, its archetype, and its drawable can be explored in the relevant sub-tabs. (This option can also be activated with the arrow button on the toolbar).

When an entity is selected, E will switch to edit mode (or alternatively, edit mode can be activated by switching the Widget mode to anything other than Default). When in edit mode, Q will exit edit mode, W toggles the position widget, E toggles rotation, and R toggles scale. Also when in edit mode, movement is still WSAD, but only while you're holding the left mouse button down, and not interacting with the widget. Ctrl-Z and Ctrl-Y will Undo and Redo entity transformation (position/rotation/scale) actions.

The Project Window allows a CodeWalker project to be created (.cwproj), and files added to it. Editing entities while the Project Window is open will add the entity's .ymap to the current project. Ymap files can then be saved to disk, for use in a map mod. New ymap files can also be created, and entities can be added and removed. Also supported for editing are .ynd files (traffic paths), trains .dat files (train tracks), and scenarios (.ymt). (A full tutorial on making map mods is out of the scope of this readme.)

A full explanation of all the tools in this application is still on the to-do list! The user is currently left to explore the options at their own peril. Note some options may cause CodeWalker to crash, or otherwise stop working properly. Restart the program if this happens! Also note that this program is a constant work in progress, so bugs and crashes are to be expected. Some parts of the world do not yet render correctly, but expect updates in the future to fix these issues.

Menu Mode:

The app can also be started with a main menu instead of loading the world view. This can be useful for situations where the world view is not needed, and the world loading can be avoided. To activate the menu mode, run CodeWalker with the 'menu' command line argument, e.g: CodeWalker.exe menu.

Explorer Mode:

The app can be started with the 'explorer' command line argument. This displays an interface much like OpenIV, with a Windows-Explorer style interface for browsing the game's .rpf archives. Double-click on files to open them. Viewers for most file types are available, but hex view will be shown as a fallback. To activate the explorer mode, run the command: CodeWalker.exe explorer. Alternatively, run the CodeWalker Explorer batch file in the program's directory.

Main Toolbar:

The main toolbar is used to access most of the editing features in CodeWalker. Shortcuts for new, open and create files are provided. The selection mode can be changed with the "pointer" button. Move, rotate and scale buttons provide access to the different editing widget modes. Other shortcuts on the toolbar include buttons to open the Selection Info window, and the Project window. See the tooltips on the toolbar items for hints.

Project Window:

The project window is the starting point for editing files in CodeWalker. Project files can be created, and files can be added to them. It is recommended to create and save a project file before adding files to be edited and saved. The tree view displays the files in the current project, and their contents.

YMAP Editing:

New YMAP files can be created via the project window, and existing YMAP files can be edited. To edit an existing single player YMAP, first change codewalker DLC level to patchday2ng, and enable DLC. Open the toolbar, and enable Entity selection mode. Enable the Move widget with the toolbar Move button. Open the project window with the toolbar button. Changes made while the project window is open are automatically added to the project. Select an entity to edit by right clicking when the entity is moused over, and its bounding box shown in white. Move, rotate and/or scale the selected entity with the widget. When the first change is made, the entity's YMAP will be added to the current project. If no project is open, a new one will be created. The edited YMAP file can be saved to the drive using the File menu in the project window. After saving the file, it needs to be added into the mods folder. Using OpenIV, find the existing YMAP file using the search function (note: the correct path for the edited YMAP can be found in the selection info window in CodeWalker, when an entity is selected, look for YMap>RpfFileEntry in the selection info property grid). Replace the edited YMAP into a copy of the correct archive in the /mods folder. Newly created YMAPs can be added to DLC archives in the same manner.

Train Tracks Editing:

[TODO - write this!]

(YND) Traffic Paths Editing:

[TODO - write this!]

(YMT) Scenario Regions Editing:

[TODO: write this!]
See https://youtu.be/U0nrVL44Fb4 - Scenario Editing Tutorial

Regarding game files: (FYI)

The PC GTAV world is stored in the RPF archives in many different file formats. As expected, some formats are used for storing rendering-related content, for example the textures and 3d models, while other formats are used for storing game and engine related data.

The main formats when it comes to rendering GTAV content are: .ytd - Texture Dictionary - Stores texture data in a DirectX format convenient for loading to the GPU. .ydr - Drawable - Contains a single asset's 3d model. Can contain a Texture Dictionary, and up to 4 LODs of a model. .ydd - Drawable Dictionary - A collection of Drawables packed into a single file. .yft - Fragment - Contains a Drawable, along with other metadata for example physics data.

The content Assets are pieced together to create the GTAV world via MapTypes (Archetypes) and MapData (Entity placements). At a high level, Archetypes define objects that are placeable, and Entities define where those objects are placed to make up the world. The collision mesh data for the world is stored in Bounds files.

The formats for these are:

.ytyp - MapTypes - Contains a group of MapTypes (Archetypes), each defining an object that could be placed. .ymap - MapData - Contains placements of Archetypes, each defining an Entity in the world. .ybn - Bounds - Contains collision mesh / bounding data for pieces of the world.

The EntityData contained within the MapData (.ymap) files forms the LOD hierarchy. This hierarchy is arranged such that the lowest detail version of the world, at the root of the hierarchy, is represented by a small number of large models that can all be rendered simultaneously to draw the world at a great distance. The next branch in the hierarchy splits each of these large models into a group of smaller objects, each represented in a higher detail than the previous level. This pattern is continued for up to 6 levels of detail. When rendering the world, the correct level of detail for each branch in the hierarchy needs to be determined, as obviously the highest detail objects cannot all be rendered at once due to limited computing resources.

In CodeWalker, This is done by recursing the LOD tree from the roots, checking how far away from the camera the node's Entity is. If it is below a certain value, then the current level is used, otherwise it moves to the next higher level, depending on the LOD distance setting. (In the Ymap view, the highest LOD, ORPHANHD, is not rendered by default. The ORPHANHD entities can often be manually rendered by specifying the correct strm ymap file for the area in question in the ymap text box. The strm ymap name can often be found by mouse-selecting a high detail object in the area and noting what ymap the entity is contained in, in the selection details panel.)

codewalker's People

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codewalker's Issues

Feature request: Add JSON serlialization of ynd files

JSON serialization of the grid area ynd files would greatly aid folks working in the area of AI and driverless cars. This data is important to developing navigation functions and creating datasets that could be used for machine learning based vehicle trajectory prediction. The data would be particularly useful in JSON form as a lot of machine learning work is currently done in Python, and JSON->Python dictionaries is a doddle.

I believe the appropriate classes for this task are described here: https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/concepts/serialization/

CodeWalker.Core/GameFiles.FileTypes/YndFile.cs looks to be the place where ynd serialization should happen, though I don't know how this should tie into the GUI.

Unfortunately I'm not a c# programmer, otherwise I would just get on and do it. I suspect this is a really simple job for someone who knows what they are doing with c#.

I would be very grateful for this feature but will understand if it is a lot to ask. Many thanks nonetheless.

Codewalker closes while 'Building DLC List...'

Hey! Since some days my Codewalker just closes while 'Building DLC List...'. I already tried three different Codewalker installations (even "CodeWalker30_dev13"). I also tried different GTA V installations. So the Problem has to be somewhere slse. But where? Any ideas?

Cannot export XML from YDR

When I try to export a .ydr file of a building as an XML, the export button is greyed out and I cannot press it and I cannot figure out how to get it working.

Hello,

@dexyfex This is an amazing project! I read through the source and noticed no HLSL shader for PBBNCTTTX in codewalker.shaders (but a TODO in Rendering/Shaders/BasicShader.cs). I want to learn how the HLSL files were created and perhaps help by doing a PR for PBBNCTTTX if needed. Do you have any pointers (or am I on the right track)? I was using the sub_hi as a test example and noticed it was white.

Support non-Windows platforms

While a full port to non-Windows is unlikely, due to dependency on DirectX, it would be nice if some of the core features like the explorer could be written in mono or non-Windows compatible code. This would likely mean dropping WinForms or providing another UI backend.

At least a small SDK for working with the game files (classes in CodeWalker.Core/GameFiles) should be usable on non-Windows platforms through mono or .NET framework.

However, I'm not a C# developer myself, so I don't know how much work it is, or if there is anything to automate this process.
I might be able to spend some time on this if it's a reasonable amount of work.

CodeWalker wont allow the adding of interior entities

The majority of tutorials online showing how to use CodeWalker include the use of adding interior entities to your project, however in its current form, CodeWalker does not allow you to add interior entities to your project. Is this a feature that was removed? Will it be added back? Am I missing something?

image

LOD Problem

Im using CodeWalker30_dev39 and everything was fine .. until i reinstalled GTAV .. now ive got a huge LOD problem in Codewalker.
Its gone if im using the old version 29 .. but i need the features from v39

oh btw.. the lod is only there when i check DLC - but i cant work with DLC unchecked

can someone help me or send me the newest version?

image

Light : ShadowBlur is not supported during export

Version used : dev44

Description :

When you change the ShadowBlur value in the lights edition on RPF Explorer, the property is loaded on RPF Explorer and on the object itself.

image

When you export this object to XML, the ShadowBlur value is no longer supported.

image

And when you re-import it, the ShadowBlur value is obviously back to 0.

Even if you try to set the yourself, this is not taken.

image

after import :

image

How do you build?

Hello. I recently cloned the project so I could build and use the latest version, but I am confused on how to build it and put it together. Thanks.

It crash instantly when loading the world

CodeWalker load all the file and all the rpf archive really fast but when they are loaded and it start to load the world it freeze and then it crashes.
I attach the screenshot of the error taken from "CodeWalker error report tool"
error

Error in RPF7 file entry.

When ever I try to open this rpf with codewalker I get an error (see pic) which is odd as the file is unedited from rockstar and opens fine with openiv. Thanks
image

Codewalker Source

i am trying to clone and open the codewalker repository but visual studio is saying : The default XML namespace of the project must be the MSBuild XML namespace. If the project is authored in the MSBuild 2003 format, please add xmlns="http://schemas.microsoft.com/developer/msbuild/2003" to the element. If the project has been authored in the old 1.0 or 1.2 format, please convert it to MSBuild 2003 format.
im using vs studio 2012

Codewalker v29 crashes while initialize DLC index

When im Starting the Current available Codewalker version, it starts correctly but when Codewalker starts indexing DLC content, COdewalker crashes without any error message.

Is there any Solution to prevent this crash?

Code Walker Discord

Hey um. im sorry for what ever i said. i think i mentioned IV. this wasn't intentional. i also remember asking some dumb question about interiors. this was because i was using a dumb method / different . my bad. i would just like to come back to the community. I've been doing custom scenarios in code walker and im having a real blast streaming them in fivem and i really wanna come back and join the conversation. here's my discord ID PassiveRolePlayer🍄#5766.
sorry again for being kind of stupid. i was not intentionally trying to waste anyone's time. i have good intentions and would like to make a come back ! :)

Ymap not exporting certain rotation values

Not sure if this git is still monitored but I'm having issues with entities not storing the red rotation axis, basically both green and blue axis seem to work fine but when using the red one it doesn't make it in game and just flattens out the object, same with scale, that does not seem to save either

In codewalker: https://i.gyazo.com/814a6a71bd5ab5961403d3c4c0a81b16.jpg

Ingame: https://i.gyazo.com/cfcaa1146d67fec9a1e4ac1c14bfc77f.jpg

Any help would be appreciated

[FEATURE REQUEST] Importing XML's From Map Editor

Importing XML's From Map Editor
https://www.gta5-mods.com/scripts/map-editor
Sort of like your XML importer for Menyoo's XML but compatible with the map editor, this would prevent us from having multiple programs installed on our computers and have to switch between CodeWalker and Map Editor. I think this would be beneficial for all of us, if you're still updating the application, that is.

Thank you for an awesome application!

Move entity from one to another ymap

Hello there, I am interested if there is possibilty to move Entity from one ymap to other ymap.
I am making maps and sometimes happens that I add entity to wrong ymap when I paste them, so I have to work from start then.
If that's possible I would like you to say me how to do it or if you could make it to be possible.

Thanks.

!!!!EDIT: What the fuck are eggs that you drop with CTRL+Left Mouse?
I just don't understand it....

[Feature Request] Export all referenced files to selected entity

The idea is to add an option to export all the files referenced by a selected entity (maybe also extending this to all the other selectable items).

For example we select an entity and with one button click we extract:

  • the .ydr/.yft/.ydd which contains the drawable
  • the .ytyp which contains its archetypedef
  • the required .ytd and all the parents of such .ytd from the gtxd tree
  • the .ymap which contains the entity
  • the parent .ymaps till there is not parent

It could be like a dialogbox which has all these options as checkboxes, it could either be an option to export directly from the toolbar/worldview or at least a way to copy all these referenced files to the project window and then save them from there.

[Feature Request] Add support for loading of DLC subPacks

Some dlc packs allow to mount more than one rpf file, this seems to be used for the first time with the mpbattle dlc.
This is specified in the setup2.xml of the dlc itself by the node subPacksCount.
If subPacksCount > 0 the root directory of the main dlc.rpf will also contains these dlc##.rpf starting with dlc1.rpf if subPacksCount == 1 for example.
Although I don't know yet which is the limint of subPacks for each dlc.
Also it seems that the main dlc.rpf contains all the meta files and the content.xml to load everything from the virtual path (so even data which may be contained in subpacks) and subpacks are just used to exceed the limit of size of the rpf.

[Feature Request] Ability to limit FPS in World Viewer

I often work on projects remotely and any time an application on the Host PC uses 100% of my GPU power (or close to it), the stream lags. In every other game/application, I simply limit their FPS to solve this. In CodeWalker however there does not seem to be any such option. Please add an FPS limit option under Advanced settings.

Personally, I don't find a 120FPS World Viewer necessary anyway. Its great that it runs that well, but 30FPS would work fine.

[YTYP.XML Import] exteriorVisibiltyDepth does not stay -1 when importing

If I have an XML file with exteriorVisibiltyDepth set to -1 under a CMloRoomDef child, it will set it back to 0. This messes with how the exterior renders while inside the interior.


Reproduction Steps:

  1. Export a ytyp.xml with an MLO with rooms defined, with exteriorVisibiltyDepth set to -1.
  2. You can see that exteriorVisibiltyDepth is set to -1 if you were to edit the ytyp.xml file in a text editor.
  3. Re-import the ytyp.xml.
  4. Edit the YTYP, and you can see that exteriorVisibiltyDepth is set back to 0.

[RESEARCH] Dat54 Field Names

According to the GDC14 presentation, here are some of the official field and variable names:

// SoundDat54 "Header" values
Unk02 - Volume
Unk03 - VolumeVariance
Unk04 - Pitch
Unk05 - PitchVariance
Unk06 - Pan
Unk07 - PanVariance
Unk08 - preDelay
Unk09 - preDelayVariance
UnkInt1 - StartOffset
UnkInt2 - StartOffsetVariance
Unk10 = AttackTime
Unk11 = ReleaseTime
Unk12 = DopplerFactor
Unk14 = LPFCutOff
Unk15 = LPFCutOffVariance
Unk16 = HPFCutOff
Unk17 = HPFCutOffVariance

// SoundDat54 "KineticSound" sound type values
UnkFloat0 = Mass
UnkFloat1 = YawAngle
UnkFloat2 = PitchAngle

// SoundDat54 "ParameterTransformSound" sound type values
UnkFloat0 = InputRange (min)
UnkFloat1 = InputRange (max)
Nested Data:
UnkFloat0 = Smooth Rate
UnkFloat1 = Output Range (min)
UnkFloat2 = Output Range (max)

Ytyp

I am trying to completely edit Franklin's house, but when I extract the ytyp, blank elements appear in the project without any data. I try to deactivate the render of GTAV and leave the Render of the project activated, and nothing appears.
What could be the problem?
Thank you
image

[Feature Request] Change Vehicle Color in Vehicle Explorer

It would be nice to have a possibility to change the color of the vehicle paint in the vehicle viewer.
So you could create some nice screenshots of the vehicles.

Also an option to get/set the camera position and rotation,
so you can have the same view of the vehicle after changing the model.

Corrupt Ytyp when saving in Project Window

First of all, thanks for a great tool, especially the possibility to edit ytyp (I have a build of the master branch), but when I try to save an ytyp it seems to get corrupt, I've tried to create a new project, select an entity inside an interior/ytyp, I've choosen "Add to Project" in the Project Window, and the whole ytyp gets imported, so far so good, but if I save the ytyp without any modifications and try to load it in game the game crashes and OpenIV crashes when I try to open the new ytyp, I've noticed that the file size of the ytyp saved with codewalker is 21KB while the original is 23KB, I know using the latest and greatest from master isn't optimal and that ytyp modifications is experimental.

World search missing some ymaps

There seems to be some ymaps missing in the "World search" feature.
For example I can't find entities with it that are in the Mission Row Police Station (hei_dt1_19_interior_0_heist_police_dlc_milo_).

Maybe I'm also doing something wrong? I already tried loading all DLCs and unchecked "Loaded files only".

Occlusions

Can anyone tell me how i can get to the Occlusions mode? My modes stop at Audio

Scripted YMAP Flag

Setting the scripted flag on a ymap always reverts back to disabled when saving the ymap. The LOD flag sticks correctly, but flag 1 is always removed on saving.

Adding the ability to export to FBX

As we all know, the program has the ability to import a model from the FBX format. But for some reason, there is no export to this format. I believe that by adding the export option, you can create your own modifications (vehicles, characters, etc.) in 3ds Max and / or Blender, bypassing ZModeler3, which can be a good alternative for those people who only deal with vehicles. I understand that I could write such functionality for myself personally using the source code published here, but I would like to see this feature in the official version of the program, available to everyone.

FiveM generated cache files aren't supported

Hi,

This is a very low priority issue concerning CacheFile XML edition, as the use case for editing these files is quite rare (except for curiosity and research).

I was curious about editing cache files generated from FiveM and it seems like they are not currently supported.
The code generating these cache files is here : https://github.com/citizenfx/fivem/blob/3750194d2d6bf04e5927d854eeb5fd8223b85262/code/components/gta-streaming-five/src/CacheLoader.cpp#L304

CodeWalker is failing to read XML out of them properly because TimeStamp.ToFileTimeUtc() is throwing ArgumentOutOfRangeException here :

CacheDatXml.ValueTag(sb, indent, "timeStamp", TimeStamp.ToFileTimeUtc().ToString());

I have included an example file to reproduce this error :
fuckgta_cache_y.zip

This file cannot be read in XML format, but it works correctly on GTA5.

Thanks for your hard work 👍

Codewalker crashing due to KernelBase on Wins 10 Pro

I have updated windows 10 to 2004 and now codewalker is crashing when trying to look into the centre of town (FIB tower and Maze tower) and it crashes with these 2 application errors

Faulting application name: CodeWalker.exe, version: 1.0.0.0, time stamp: 0xa1d69d0c Faulting module name: KERNELBASE.dll, version: 10.0.19041.572, time stamp: 0x1183946c Exception code: 0xe0434352 Fault offset: 0x0000000000023e49 Faulting process id: 0x790 Faulting application start time: 0x01d6a23a7af2390c Faulting application path: D:\CodeWalker30_dev33\CodeWalker.exe Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll Report Id: e96d9e27-3940-49e6-8b63-570a6a3e6703 Faulting package full name: Faulting package-relative application ID:

Here is the .net runtime error
Application: CodeWalker.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.ArgumentNullException at System.Buffer.BlockCopy(System.Array, Int32, System.Array, Int32, Int32) at CodeWalker.GameFiles.ResourceDataReader.ReadUlongsAt(UInt64, UInt32, Boolean) at CodeWalker.GameFiles.ResourcePointerList641[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Read(CodeWalker.GameFiles.ResourceDataReader, System.Object[])
at CodeWalker.GameFiles.ResourceDataReader.ReadBlock[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]
at CodeWalker.GameFiles.TextureDictionary.Read(CodeWalker.GameFiles.ResourceDataReader, System.Object[])
at CodeWalker.GameFiles.ResourceDataReader.ReadBlock[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]
at CodeWalker.GameFiles.YtdFile.Load(Byte[], CodeWalker.GameFiles.RpfFileEntry)
at CodeWalker.GameFiles.RpfManager.LoadFile[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](System.__Canon, CodeWalker.GameFiles.RpfEntry)
at CodeWalker.GameFiles.GameFileCache.ContentThreadProc()
at CodeWalker.WorldForm.ContentThread()
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
at System.Threading.ThreadHelper.ThreadStart()`

Thanks

Issues on saving the right position and rotation

Hello, i saw the other post made by other guy having the same problem as me, and i changed the flag to 1 and still have the same issue as him.
I normalized the rotation, then calculated the extents, then saved the ymap file but still have the same problem...
Can you help me solve this?
The position i saved:
imagem

Then after closing the project and open it again it spawns like this:
imagem

Traffic path node delete bug

If more than 2 traffic path nodes are deleted along with their path links, when saved and imported into the DLC rpf with openiv, the next time the project is loaded along with the DLC, there will be corrupted links pointing to those deleted nodes from other nodes.

DX Does'nt initialize

image

My GPU support Shader Model 5.0 without issues and it isn't an intagrated graphics...

I need to use CodeWalker but I cannot because i've this error everytime when starting the tool...

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