#GTAV Map
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It can be textured, just didn't bother to convert all the materials
so it is massive?
blue box at the center is the normal max source bounds
so it exceeds 1x1km
Yes
gtav
@old heron any limitations?
you can only have about 10k triangles per material, which is related to source model limitations
easy solution is to just split the model into parts… so it really isnt that big of a deal
and theres probably some ram limitation
can you shoot people across this GTA map?
are you going to make a lib for it? would be cool to load up many surf maps in one
tho probably triggers are messed up too?
unfortunately yeah
Can we make à dark rp on it ? 
genius
evilmaxxing
is there a possible solution to it?
without doing triggers in lua?
dont think so
If you do it, you Will Kill gmod
(using the LOD version here, I don't think anyone could run full res)
Aw damn, beat me to the punch.
So, no chunk loading based on entity distance?
hey if you can find a model of the entire full scale gta map then good on you
I wasn’t able to find any
Don’t really have to. https://github.com/dexyfex/CodeWalker & https://github.com/Skylumz/Sollumz
It’s my impression that it might be possible to do some garrysmod/data/ folder symlink bullshit to literally just load .ydr/ymap assets from an installed copy of GTA into gmod in real time
But that means having to reimplement all of…that.
So read or export, either works
.ymaps of course are each loaded section of the game world, streamed & unloaded as you get close or away from them.
Pair that with the seamless portals mod for the non-Euclideanness of the interiors. (I honestly have no clue how cross-chunk portaling will work; not very well I think)
