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wyvernone
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5 uploads
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Latest Comments

  • 8e95d1 wyvern latest

    Nice!

    October 21, 2018
  • 8e95d1 wyvern latest
  • 8e95d1 wyvern latest

    @Ilikeeditingpolice01 I thought that and checked them. But they look good to me. There are some that can be fixed by adding more nodes to make them closer, but most of floating/submerging appear on banked roads. I thought that GTAV doesn' t support them because:
    1. I can't find any steeply banked two-lane roads in GTAV world
    2. the "steeply" banked roads in GTAV world I find are one lane only
    3. on two-land roads, the nodes lie in the median and the link between the nodes have only limited heights as shown by the box in Code Walker. If the box is submerged or in the air then the NPC cars will be submerged or floating when far away.
    4. GTAV engine renders/puts npc cars on rail when far away, and they always appear horizontal so they are unware of banked road surfaces, until they come close to the player, then GTAV uses more CPUs and applies real gravity/collision to put the tyres on the road.

    That's what I have come to think. Any thoughts?

    October 20, 2018
  • 8e95d1 wyvern latest

    Nevermind, I've worked it out. For the benefit of those newbies coming after me: Area ID=INT((player_Y - -8192) / 512)*32+ INT((player_X- -8192) / 512).

    September 18, 2018
  • 8e95d1 wyvern latest

    Oh bummer, I found the Area ID map CWPathNodesAreaMap.png and the spa map lies mostly outside the boundary so traffic paths will never work on it. Is there a formula for converting xy coords to area ID thanks? Someone is bound to have worked this out already.

    September 16, 2018
  • 8e95d1 wyvern latest

    Awesome tool! How can I find out the area ID of an add-on map such as spa-francorchamp dlc, monaco dlc and race_map_pack dlc? There is no nav mesh in these add-on maps so no area ID?

    September 15, 2018
  • 8e95d1 wyvern latest

    Slow fps but could be due to conflict with other mods. Auto car mods make cars look nice. Great racing even with most of the AI helpers turned off. "Dangerous" parameter helps control AI braking. Would be 5 stars if different start/finish points are supported and fps number is not dropped by half by the time the last waypoint is reached.

    August 15, 2018
  • 8e95d1 wyvern latest

    I can convert Community Races to this format easily but looks like it doens't support races with different start/finish locations, ie. must have laps enabled.

    August 12, 2018
  • 8e95d1 wyvern latest

    The framerate drops when all the AI helpers are turned on. The AI pulls a lot of CPU so the GPU doesn't have enough work to do. If it's unplayable I just turn off some of the AIs helpers.

    August 12, 2018
  • 8e95d1 wyvern latest

    @Guadmaz Is there a parameter in the XML file I can set the starting position of the player to last | random (default)? Races are more challenging to start last!

    July 18, 2018