Lalalu Posted June 10, 2017 Share Posted June 10, 2017 Hello everyone, i'm doing this post today because, i need help with something. I want to know how i can convert a map from gta:sa for mta? for example this: Link to comment
Hale Posted June 10, 2017 Share Posted June 10, 2017 https://convertffs.com/ I suppose you can try this, and if it's not of use you'll most likely have to do it manually, object by object. Link to comment
Lalalu Posted June 11, 2017 Author Share Posted June 11, 2017 Yeah, i can do it manually, but only replace the objects, the position of every model ... i don't know, but ok i'll try that link Link to comment
MTA Anti-Cheat Team Dutchman101 Posted June 11, 2017 MTA Anti-Cheat Team Share Posted June 11, 2017 (edited) Basically you first need to replace dff & txd's onto some GTA world model ID's (make sure not dynamic ones) then load that script while in map editor so they apply, now go to the location you want the map to be at.. Then; - create the object model ID's you replaced map mod files on - position the map parts (now being those models) to connect to eachother, I advise grossly positioning it with rightclick cursor freemove first and then more exact with object coordinates (rightclick in Map editor on them once placed) - Make plenty of backups and save the final version, use the .map as usual and include the code loading custom map models + its files, within the resource too. About the hardships vs the mapping you're used to: The problem is that mapping with custom objects can be very delicate and precise (to avoid crack and gap linings) because of their nature, it's generally hard to map it perfectly without it ending up looking like a "crappy mapper job". For that reason avoid obj rotations in editor, they can cause fixing positions of some object later on, affecting the others by creating new cracks and breaking uninterrupted surface with them (this will happen really quick anyways but that contributes, so make sure you work in sequence, like from bottom to the last object up (and pledge to not touch each obj's coords again after you proceed to the next one which means perfecting it before moving on to higher/further objects. A few facts: - You can theoretically load a kilometre big map land part onto a small GTA model (like a table) aslong its not dynamic (beginners mistake and if it is, hitting certain map parts can trip away the ground under your feet while playing and glitch out - Don't replace world models that are (broadly) used or else you can see map parts popping out in the streets or blocking/encapsulating interiors. Try to use unused models much as possible. - By mapping this you're basically creating an instance of the GTA map that MTA understands, from scratch (GTA mod will load on a location made by the mod programmer and MTA needs mapping) so not any "automatic converter" will exist for it, by having to do it all over you are replicating it in MTA and therefore also have the unique chance to make major location decisions as you choose a starting point from object 1 on (like create it in SF while f.e the original SA map is found in LS) Edited June 11, 2017 by Dutchman101 Link to comment
Captain Cody Posted June 11, 2017 Share Posted June 11, 2017 For maps like these I would highly recommend you use The GTAs convertor I use an quite heavily edited version for most of my maps, but this should do the trick. Link to comment
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