~Outlaw~/.
Trucksim Veteran
T.B.C. 1/2-Owner.
Posts: 2,434
|
Post by ~Outlaw~/. on Apr 10, 2013 23:00:24 GMT -5
after all these years of playing & editing these games i just joined SCS Software games forum and asked them if it is possible to edit these files and what program could be used...waiting on a reply Gooooooooooood Luck! Brother......
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 13, 2013 11:38:12 GMT -5
Well i did a quick test and assigned an invisible texture to the stockpile yard. By typing g_colbox 1 in to the console you can see the collision boxes. The stockpile isnt a very good place to create a new depot. Id rather do it on one of the bigger depots. But this proves that its possible.
|
|
~Outlaw~/.
Trucksim Veteran
T.B.C. 1/2-Owner.
Posts: 2,434
|
Post by ~Outlaw~/. on Apr 13, 2013 11:50:31 GMT -5
Not bad man. I agree with wanting to use a bigger depot, for instance, alpha channel out the main building, marking the collision points, and dropping in a building from the gta stockpile, where a few new warehouses were made even...... Best way I can think up currently.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 13, 2013 11:53:47 GMT -5
You can just place new models over the old depot and after that make the original depot invisible. Its easier that way since you dont have to guess where the walls are or mark any collsion points.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 13, 2013 12:08:37 GMT -5
So it's possible with a little bit of work then? Just a case of plonking buildings and structures over the collision boxes and hey presto!
|
|
~Outlaw~/.
Trucksim Veteran
T.B.C. 1/2-Owner.
Posts: 2,434
|
Post by ~Outlaw~/. on Apr 13, 2013 12:11:42 GMT -5
So it's possible with a little bit of work then? Just a case of plonking buildings and structures over the collision boxes and hey presto! We will find out one way or another there hand. We have the original twin towers, going into New York on the map, once we get a couple current messes out of our way.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 13, 2013 12:23:40 GMT -5
So it's possible with a little bit of work then? Just a case of plonking buildings and structures over the collision boxes and hey presto! Exactly
|
|
|
Post by texaslonewolf on Apr 13, 2013 14:04:27 GMT -5
ok we can Apha Edit the dock buildings, but what about the key elements... the Trailer Spawn / drop off / sleep nods ? aren't they in these (.pbd) files ?
|
|
~Outlaw~/.
Trucksim Veteran
T.B.C. 1/2-Owner.
Posts: 2,434
|
Post by ~Outlaw~/. on Apr 13, 2013 14:08:30 GMT -5
ok we can Apha Edit the dock buildings, but what about the key elements... the Trailer Spawn / drop off / sleep nods ? aren't they in these (.pbd) files ? If I recall right, those come already coded with the depot. Just a matter of correct placement of any outside building model we plan to redue a depot with.... I think so far anyway, subject to change.
|
|
|
Post by texaslonewolf on Apr 13, 2013 14:15:24 GMT -5
ok,, cool gotcha
|
|
topdog5184
Trucksim Veteran
T.B.C. 1/2-Owner.
Car Hauler, 3D Re-Inventer, Taurus Bros. Partner
Posts: 2,493
|
Post by topdog5184 on Apr 13, 2013 14:19:37 GMT -5
I'll offer what I can here. @penguin: Exactly. With a smidge of work we can "fool" the game into having a new depot. Same spawn points but refreshing new looks. @ the rest: I know, for a fact, the sleep points CAN BE edited out. In the HUGE US map all sleep nodes were removed from all depots. forcing you to sleep in a hotel. HOWEVER I dont know about trailer spawns, and accepts. I'll be lookin into this alittle as I go. But don't rely on me. Meaning if y'all wanna try go for it. we're workin together here Lastly: Thanks for the pics of the collision boxes. Thats going to come in SUPER HANDY now. I never knew what that did. and I have a few trailers that have "issues" with that. so it'll help fix some probs down the line.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 13, 2013 21:08:28 GMT -5
If one were to get "Very Handy" with a hex editor you could delete everything but the trailer spawn points. I have no interest in doing such though. I have not messed with hex editor in that extent since 18 Wos AA, I am sure that is how the sleep points were deleted.
|
|
|
Post by texaslonewolf on Apr 13, 2013 21:14:20 GMT -5
Hex editing ? all those codes ....... please no..... that is how i feel around a Hex editor ... been there, tried that, and F-ed everything up .... lol
|
|
~Outlaw~/.
Trucksim Veteran
T.B.C. 1/2-Owner.
Posts: 2,434
|
Post by ~Outlaw~/. on Apr 13, 2013 21:17:35 GMT -5
The hex editing trick is noted, we will get around to it, somewhere between current project goin's on.....
|
|
topdog5184
Trucksim Veteran
T.B.C. 1/2-Owner.
Car Hauler, 3D Re-Inventer, Taurus Bros. Partner
Posts: 2,493
|
Post by topdog5184 on Apr 13, 2013 21:20:14 GMT -5
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 13, 2013 22:48:46 GMT -5
I've tried a little hex editing myself, that was for a PS3 game. Getting data from a console onto PC and editing it is not fun. Never quite works either. Penguin
|
|
~Outlaw~/.
Trucksim Veteran
T.B.C. 1/2-Owner.
Posts: 2,434
|
Post by ~Outlaw~/. on Apr 13, 2013 22:54:14 GMT -5
It actually isn't as bad as it is thought. The common error made, is not every hex editor is the same. Some confuse the stuffing out of you with line after line of crap. A couple I know of, (and have to track down again) only hand you the lines you desire to edit, and decode the rest to a readable level. It's all in the tool you use folks, not settling for what just opens and edits. We'll get through it, one way or another.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 14, 2013 8:43:03 GMT -5
Oh man I remember hex editing! My first mods for pttm were via hex edit! 7 cablights for 379, a stretched lime green 379 etc,,,,
|
|
~Outlaw~/.
Trucksim Veteran
T.B.C. 1/2-Owner.
Posts: 2,434
|
Post by ~Outlaw~/. on Apr 14, 2013 8:46:36 GMT -5
Oh man I remember hex editing! My first mods for pttm were via hex edit! 7 cablights for 379, a stretched lime green 379 etc,,,, I still get "flash back" figgits.....
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 14, 2013 8:47:27 GMT -5
I don't even want to think about hex! 00 00 01 00 01 01
|
|
~Outlaw~/.
Trucksim Veteran
T.B.C. 1/2-Owner.
Posts: 2,434
|
Post by ~Outlaw~/. on Apr 14, 2013 8:56:39 GMT -5
I don't even want to think about hex! 00 00 01 00 01 01 LMAO! Don't sweat it Pat, thats one war I'm sure I'll be taking on all by myself.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 14, 2013 10:28:50 GMT -5
Oh man I remember hex editing! My first mods for pttm were via hex edit! 7 cablights for 379, a stretched lime green 379 etc,,,, You didn't do that by hex editing did you? You poor soul. I can feel your pain from here!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 14, 2013 10:45:04 GMT -5
I wonder if I still have any pics. Might be long lost!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 14, 2013 13:23:51 GMT -5
|
|
|
Post by texaslonewolf on Apr 14, 2013 13:52:32 GMT -5
HOLY S*** thanks Highroller I wondered where that site was.... BOOYA !!! now I'm gonna download all the goodies ;D
|
|