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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).
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.
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?
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.
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.
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.
@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!
Perfect for modding. Thanks.
@cazorlas Not tested. But give it a go and see if the mod help the AI racers handle turns/corners better?
@littlesally New community race released https://www.gta5-mods.com/maps/michael-s-million-dollar-car-club-track-day-community-races