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October 23, 2011, 12:22:09 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Hello folks, i have a little question about modding mafia, see, im like building this new gasstation, everythings fine, the gasstation is there like its supposed to, but theres only one little problem, the collision stuff from the last gas station is still there and theres like invisible poles.




So my question is simple, is it possible to change the collision thingys, so that i can collide with the gasstation i made, not the one that used to be there.


 




Thanks,


 


 


 




-EvilRed

#1 October 23, 2011, 06:16:02 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
You need to download ASM's Mafia World Editor and press Shift + C to show collisions.




Then just delete them after you'd selected them  <img src="/wp-content/uploads/invision_emoticons/wink.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/wink@2x.png 2x" width="20" height="20">


 




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#2 October 23, 2011, 06:48:32 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
The Shift + C has never worked for me on ASM's world editor. Maybe because I have a 64 bit machine, but I can press shift +c all day and i get nothingÃâà so I useÃâà my more laborious method using TreeRe_Lite)eng (download here) or it may be on this sites downloads as well.Ãâà I am sure there are better tools, techniques, whatnot for doing this, but I am just a cheeseburger modder, and this works.


 




Here is the way I do it.


 


 




Step One Determine the location of the collison with Capone, Mafia Con or what ever tool you are using.




(Side note there is a way to do this with mafia con by itself, but I never save freeride with mafiaÃâà con, because it's glitchy and saves things in a way I can never put back)







 


 


 


 




Step 2









Using Tree Re_ LiteÃâà search the location for collisions and remove the collisions that you want gone.




Always back up the tree.klz you are working on and you could remove something, like the ground and not be able to get it back. Also never close, or look in other locations until you are satisfied that you have it the way you want it, as once you change search parameters, you cannot restore an undone collision The red zero clears a collision the green arrow restores it


 




This is a hunt search test and redo scenario as you can see the collisions are not marked


 




Usually what you are looking to change is in the cube or plane sections....only rarely in the 4ds.Ãâà Trees Columns and Stuff like boxes are usually in the rotational cube section. In this case the rotationals are probably the gas pumps


 




you will probably have to hunt around the location trying new locations to get all the collisions


 


 


 




Step 3


 




Add collisions, again there are many ways to do this, I favor braingibs invisible wall technique because I favor bscriptview4 and capone (for location) as my favorite modding tools


 




You'll have to download some invisible wall models, here is a small file with a wall and a floor download invisible wall sections




The picture below shows my flowershop/gambling hall missionÃâà the plain tan walls are the invisible wall section (one is highlighted in red) they are invisible in game. The walls are completely sizeable into cube shapes or whatever.....note if you make the too big the ends of the collisions get mushy, so keep them at or under 8 x 8 x 8Ãâà and use several if you have to.


 





#3 October 23, 2011, 07:17:28 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Thanks for your replys, Asa the Shift + C doesnt seem to work , im running windows 7 32bit




And Matteo, i downloaded the Tree_Lite, but when i try to run it i get "Component̫̉MSCOMCTL.OCX̫̉ or one of its dependencies not correctly registered: a file is missing or invalid"
 Maybe i exctraced it to the wrong place or something or something is missing.


 




EDIT: Ran the TreeRE in windows xp compability mode, works  <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">

#4 October 23, 2011, 08:15:43 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Did you start up the program and load the mission?  <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">

#5 October 23, 2011, 08:19:19 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
I managed to get the world editor collison thingy also working, it wasnt working if i executed it from editor.exe, but it works in Editor_37.exe




EDIT: BTW, is is possible to add collisons with the World Editor?

#6 October 23, 2011, 10:53:14 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Sure, just go to Create -> Collision and then choose a type. The first two are only a little bit different but AABB can't be rotated whereas XTOBB can  <img src="/wp-content/uploads/invision_emoticons/wink.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/wink@2x.png 2x" width="20" height="20">

#7 October 25, 2011, 07:03:43 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Thanks again, im getting a hang of this, but is it possible to move the collisions and things with this programme.And if yes, then how, i just couldnt fiqure that out. And Matteo, thanks for you help also mate

#8 October 26, 2011, 11:37:06 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
To move collisions and models press Ctrl + 3 and drag them.