GTA V Map Assistant (Maxscript)

by Neos7·v0.3·Updated 2019-03-16

GTA V地图助手(Maxscript)

Screenshots 1 screenshots

About this mod Machine translation

GTAV Map Assistant for NEOS7

V0.3

Install

Copy the folders "GTAV_Map_Helper" and "Startup" in the "scripts" folder of 3ds Max. (usually "3dsmax\scripts\")

Run 3ds Max and the script will appear in your utility.

YTYP and YMAP

exit###

Select the mesh to use as GTA V drawables, customize the settings and click Add to collect data.

The selected settings will be applied to all selected meshes.

Click the "Export" button when finished to save the .xml file.

If you want to restart, you can click the "Reset" button.

If you export your model using GIMS EVO, remember that the mesh name you choose should match. #dr file has the same name because the script gets the name from the grid. Some properties you don't see in the panel may still be unsupported or automatically calculated. For example, lodDist is automatically calculated based on the radius of the mesh, the texture dictionary is in .ytyp, if left empty it will be filled with the same name of the single mesh (case of embedded textures), otherwise the selected name will be used for all selected created prototypes.

I strongly recommend placing the pivot of the mesh within its bounding box, you can easily move them to the center of the mesh using tools in 3ds. Also remember that the parent dummy object created with GIMS EVO overrides the child pivot, so you should move it manually in the same position (or at least within the bounding box) of the pivot you previously moved in the center of the grid

You can use "GIMS EVO Shortcouts" from the main menu of this script to automatically create parent dummy objects and move them to the same position on the grid pivot. (It will also add the "Game Mesh" modifier required for GIMS EVO)

So an example scenario is:

  • Shift the pivots of all grids in the local center
  • Select all meshes and click "Create Multiple Models" in the main menu of this script
  • Use this script to export the model with GIMS EVO and ytyp/ymap

Keep in mind that the exported model and exported metadata must be consistent to work properly, so if you edit a model's mesh topology, export new metadata.

import###

Importing is very simple, click "Import.ymap.xml" and select your file.

The script will read it and then move/rotate/scale the object in the scene based on its name.

You can first use "check .ymap.xml" to check which object is missing without moving anything.

So an example scenario is:

  • Import your model using GIMS EVO
  • Use my script to import .ymap.xml

motionless lawn

Select the mesh you want to draw, select the archetypeName and click Enable Drawing to start drawing.

If there is no mesh in the scene containing the selected archetypeName, the script will load it from the assets folder.

Click Enable Paint again to close the current batch. Repeat these steps for each batch.

Once completed, select the batch's root dummy object, customize the settings for the batch and instance, and click Add Batch to collect data. Keep in mind that when adding them, all batches selected will use the settings selected by thr.

If you want to reset the batch collected in the exporter, click Reset.

To export a .ymap.xml file, just click "Export .ymap.xml"

If you want to preload all assets, click the "Import Assets" button and wait for them to load.

You can also import grass batches into your scene using the "Import .ymap.xml" button.

NOTE: This is a beta script and it is subject to significant changes.

Old script:

Water.xml

Work from the top view and create flat surfaces that will serve as water blocks.

FiveM.json exporter

I'm also including .json support because this script was originally written to only work with json and I still find json to be a good format to have entities and prototypes in the same file.

You can also import json to move/rotate geometry in the scene and it will create instances for entities with the same name. (This functionality will be extended to ymaps)

If you get an error about the assembly on startup, right-click on "Newtonsoft.Json.dll" loca …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
GTA V地图助手(Maxscript)
File size
23.4 MiB