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Col file bug


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Hey, I replaced all the col files from gta sa liberty city with my custom made col files.

Original gta sa liberty city was bugged so i re created all the col files.

My problem is that replaced col files doesn't get applied to world objects. Like when i create an object from the liberty city the collision works but the collision doesn't work with the world models of liberty city.

2 possible ways i thought to fix them

1.Attaching the col files with .dff and then replacing them. It's working fine but it will increase the download size.

2.Then i though of exporting the file levelmap.ipl from GTA San Andreas\data\maps\leveldes and then converting it into .map file then removing all world models with removeWorldModel function but i don't know why it is creating lag for me.

If you guys have any other solution for this then please post.

Edited by Guest
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I am not certain, but I guess you cannot replace the collisions of world models (only create new objects with those model IDs).

Or perhaps there is a special case for those specific world models that disable all collisions on those models? Maybe MTA team knows about this?

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If I'm not mistaken, you can only change the collision of an object which as been placed by you. Not by the game. If you want to add collisions to Liberty, you should copy the entire liberty city, and rebuild it somewhere in the air in the same interior/dimension. That will enable your custom collisions.

Well.. at least that worked for me with various objects.

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There is an easy way to solve that lag, well not really easy but it's a possible thing.

Grab all the objects and import them into your 3D program. Attach them all to each other and export it as 1 big object. It might increase your download size a bit more but I'm not sure if it's more than replacing all of them as col and dff files. When it's 1 big object, your MTA won't have to load it all the time.

this will give you another problem, if it turns out bigger than I'm expecting, the object might get out of reach for your streamer. You might want to increase your stream distance in that area to avoid it from happening. And if you're unable to do so, create 3 or 4 big objects out of Liberty. That should resolve your problem.

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There is an easy way to solve that lag, well not really easy but it's a possible thing.

Grab all the objects and import them into your 3D program. Attach them all to each other and export it as 1 big object. It might increase your download size a bit more but I'm not sure if it's more than replacing all of them as col and dff files. When it's 1 big object, your MTA won't have to load it all the time.

this will give you another problem, if it turns out bigger than I'm expecting, the object might get out of reach for your streamer. You might want to increase your stream distance in that area to avoid it from happening. And if you're unable to do so, create 3 or 4 big objects out of Liberty. That should resolve your problem.

Can also disable streaming on the objects. Then when you get out of range just put the streamer back on. Hacky but works.

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Well, Adding all the object into 3ds max, Placing them in the correct order and attaching them with be really very time consuming. It's not worth to spend that much on that. Anyway, I've just created few fake col's and deleted some of the collision files and it has reduced the lag.

Thanks for your suggestion guys.

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