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GTA Belgium
Brussels
19 files liked
50 comments
12 videos
10 uploads
23 followers
9,788 downloads

Latest Comments

  • 3c017f gta belgium logo

    @thiagoandradevitoria
    I am so sorry I forgot to tell you. GIMS Evo only works with 3dsMax 2014 version I think. I don't know if this is still available on the website Autodesk... But I have to warn you, 3dsMax is not an easy program to learn. You actually need to learn how 'modeling' works. It's not very easy, and asks a lot of time to learn.

    I could move away the islands a little further, but the problem is that vehicle paths only work within certain boundaries of the game. If you move too far away from the 'edge' of the map, vehicles will not spawn anymore. I'm trying to find a way to fix this but I'm afraid it's very hard to work around the games limitations.

    23 hours ago
  • 3c017f gta belgium logo

    @thiagoandradevitoria Thank you so much for the kind words! They mean a lot :) I didn't ask money for this mod because I thought everyone has the right to enjoy mods for free, even if they ask a lot of time. As for the update version of this mod: I am working on that, and it will have some really nice features! New buildings, vehicle paths so there is some more 'life' on the map, and probably a race circuit too, from Abu Dhabi. Those are some of the new parts of this mod :D

    Again, thank you for the message! Happy modding!

    1 day ago
  • 3c017f gta belgium logo

    @thiagoandradevitoria You don't need to activate the collision anywhere. Not in .ymap files, not in .ytyp files. Again, collision files are only done by .ybn collision files and don't need to be defined anywhere, they don't need an 'activation'. While .ydr model files DO need that. Just leave <physicsDictionary /> as it is, that's perfectly okay. Same with <drawableDictionary />.

    Also, you don't need to make the .ytyp and .ymap files completely yourself.
    Let them be generated by this with 3dsmax:
    https://www.gta5-mods.com/tools/gta-v-map-helper-maxscript

    And then open them with metatool, and edit the values. You can always copy my LodDist values, flags values,... https://www.gta5-mods.com/tools/meta-toolkit

    Or you can use this sometimes:

    https://www.gta5-mods.com/tools/ytools-ymap-mover-ymap-replacer-ymap-merger
    But I don't have a lot of experience with this since I work almost always with 3dsMax and GTAV Maphelper Maxscript and MetaTool.

    Yes, the buildings from my mod were created in 3dsMax. You can make all kind of things with that program, but you will need to learn how to model. Then I convert everything with the tools explained above, and GIMS EVO by 3Doomer.

    4 days ago
  • 3c017f gta belgium logo

    @thiagoandradevitoria No problem, I'm glad to help!

    You can download a 3dsMax Student version, which is free for 3 years, official. You have to enter your school or job. Autodesk sometimes might check that. Link:
    https://www.autodesk.com/education/free-software/3ds-max
    You need to create an Autodesk account.

    For the collision being generated automatically once you have your ymap set up: this is not true (unless you have embedded collision in your .ydr model mesh). What i mean, is you need to create .ybn files. Those are the collision files. But they don't need to be defined in another file. (While YDR model meshes need to be defined in ymap files and ytyp files). The ybn file will save the coördinates on its own. But you will need it in order to have collision.

    A _manifest.ymf file only links a ytyp with a ymap as far as i know. It's not used for collisions.

    So what I would do, for your yacht interior, without using 3dsMax: I would search for the original collision ybn files in OpenIV, export them using right click --> Openformats. Open that with Notepad and change the 'centroid' xyz coördinate values with the ones from your ymap file, as I explained in my previous message. And then import them into your rpf where the model mesh ydr files are located. But I'm not sure if this will work... I don't tried it myself.

    So maybe it's best to download the free 3-year student version of 3dsMax and generate ybn collision files from there. The coordinates in 3dsmax are the same as in GTA 5 (if your units are set on default). You can also use embedded collision in .ydr model meshes just like in the video i sent you.

    I hope you can still follow what I'm trying to say haha

    5 days ago
  • 3c017f gta belgium logo

    @thiagoandradevitoria Sorry for the late answer, I was a little busy :p

    So yeah, to make a .ybn collision, you don't need collisions in a .ymap file. YBN collisions are never defined in a .ymap. That's only for model meshes. A ybn file saves the coördinates itself, himself. I hope you understand what I mean?

    I guess you need 3dsMax in order to do this, because of this i explained above: the coördinates are saved inside the collision meshes.

    I think I understand you already have a .ymap file with the model coördinates. What I would do, is opening each model in 3dsMax (you can import each GTA5 .ydr model in 3dsMax with OPEN IV Openformats .odr conversion and GIMS EVO by 3Doomer). Then i would be copying the coördinates of each model from the .ymap file, and using those xyz coördinates to place the corresponding model meshes inside 3dsMax. When done that, you can convert the model meshes to collision meshes, with GIMS EVO. Delete the 'game mesh' modifier (modifier tab in the menu on the right in 3dsMax). Reset all pivots, center them and apply transform and scale (hierarchy tab). Then go to last tab, and click 'reset xForm'. Then go to modifier tab and right click on xForm --> Collapse All. Then apply a collision - mesh modifier using GIMS EVO. Set the right flags (if you don't know what flags, i can send you two screenshots of the right ones, just ask). You should create a composite collision dummy and link it to your collision meshes (easy way to do that is in schematic view).

    When everything is set up, you should be able to export the collisions to the same place your model will be, as defined in the .ymap files.

    Another way to do it I think, without 3dsMax, is exporting your GTA5 collision meshes using Openformats, to .obn files. Since you are using collision files that already exist in GTA 5, this could also work. Although I never tried it myself because I use my own custom collisions mostly. So what you need to do once you exported to .obn openformats files: Open the .obn file with Notepad. Yes, notepad could work but I highly recommend Notepad++ because this is way more handy. It's a free text editor, just google it :) Now once you open the obn file with Notepad(++), you should see 2 lines saying 'Centroid' per mesh. 1 mesh should have 2 times the same centroid, if I am correct. Once inside the 'Type BoundComposite' and once inside the 'Type BoundBVH'. I think, only THINK, this is the centered pivot location from the mesh. Like, the coördinate. You could change this xyz coördinate to the coördinate from the models in the ymap files, save the new obn file and import it into you rpf in OpenIV. This COULD work when done correctly i think.

    I tried to be as complete as possible but I may have forgotten something, let me know if you got it :) Again I realise this could be quite overwhelming.

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    5 days ago
  • 3c017f gta belgium logo

    @thiagoandradevitoria Thanks for the kind words!

    You could always try to embed collision for export with GIMS Evo. This video shows how to do that: https://youtu.be/RyX2fyYhUGI

    Another way is to use .ybn collision files, but that is only used if you are using .ymap files in order to spawn your models. If you don't use a .ymap file, there is no point using external collision files. External ybn collisions are created with Gims Evo, by cloning the model mesh, placing your new cloned collision mesh on the coördinates your original model is in the .ymap file, and center your pivot. Apply a 'mesh' modifier with Gims Evo under collision - composite. Then set the right flags and you can export. If you want more information on this you can always send me a message here, because i can understand this could be quite overwhelming and non-understandable.

    Happy modding!

    7 days ago
  • 3c017f gta belgium logo

    @meimeiriver Well I am very sorry I have to say this, but it won't be until June probably. I have some big projects coming up to work on for college. In June they will be done and then I will have time to spend a lot of work on it. I want it to look as good as the previous version, or better, so yeah :)

    January 18, 2018
  • 3c017f gta belgium logo

    @CSYON Yes, I saw it too, yesterday. Finally :)

    January 13, 2018
  • 3c017f gta belgium logo

    Sorry but i just need to say this. Jelle Van Vucht a.k.a. 'Jelly' is an idiot. I'll tell you why.

    A few years ago, when he still had the channel 'gta5videos' on YouTube, he did a fake giveaway.
    And not just a fake giveaway. You had to like, subscribe and comment on the 'giveaway' video (you can't even see who likes your videos, FFS). When he felt he had gained enough subscribers, he just deleted the video. Nobody won the giveaway. When i contacted him, he didn't respond, yet he read it.

    This has now became an everyday thing on YouTube, with idiots like 'Sernandoe' and 'LispyJimmy' doing the same thing. And all their 'fans' are under 12 years old... No wonder they got subscribers. Most children will believe anything.

    January 11, 2018
  • 3c017f gta belgium logo

    @obayana52 Yes I will take a look if it's possible for Monaco GP

    January 10, 2018