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John McLewis

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  1. link no longer works...too many downloads
  2. lolol. SP means SIngle Player as in GTA V, not FiveM
  3. Just curious. You're obviously a dude pretending hard to be an asian chick. Why???
  4. The ymap editing is done in OpenIV or in CodeWalker's RPF Explorer. However you need to find the culprit first. 1. First you find the offending vanilla occlusion and its related ymap. Codewalker will give you the precise coordinates you need. 2. From OpenIV, using the mods version, not the vanilla game, you edit out the coordinate section you found in step 1. I'm sure if you sure for "GTA 5 occlusions codewalker" on Google you'll find a tutorial. It's not complicated and will help you solve these issues in the first place. I don't understand why some people have them, others don't, but it's very likely related to dlc. Actually I take back what i wrote earlier, given this required MP maps enabled it could be due to your game version. My first thought was nope, because I"m on a more current but reverted version. However I don't load most of the game's dlc since I don't play online at all. This might be why I have the occlusions while someone who loads all the R* DLC shit has no issues.
  5. Unfortunately it doesn't mean it will work. I don't have the flickering but i have the occlusion problems that I need to fix. With respect to textures, ydr's with embedded textures are a pain in the ass because you can't simply replace the texture as you would with a ytd. You need to export the ydr, change the texture, and then reimport it back...
  6. Put a ytd in a ydr? Wow that is so fucking retarded. You can't put a ytd inside a ydr. What you likely meant is to take the textures from a ytd, which are dds files, and embed those textures in the ydr which is a drawable asset.
  7. You sound like that guy, another John, who used to write those guides. Yeah, bro, I only load MLOs on demand, so if there was a conflict it would be with vanilla. Another guy just commented a crash. A crash to desktop is the worst crash and hardest to troubleshoot...no logs, nothing to work with.
  8. expect a crash as you are near this MLO
  9. No don't bother, instead you can ignore 3 comments already saying it crashes as soon as you're in proximity of the MLO. Total waste of time.
  10. really bad conversion, instant crash to desktop as you near the MLO. SP maps, no other MLOs installed. you should remove this. just junk.
  11. You need the water.xml from the FiveM leak. It goes in common.rpf and removes the water without impacting the ocean surrounding the MLO.
  12. When you do a conversion, you need to look at all the files. Most people who convert are noobs, they take all the files and just dump them in a dlc.rpf. When I downloaded the FiveM version of Atlantis, I immediately saw the water.xml and knew i had found the missing piece. It was never included with your SP and of course it goes in common.rpf. As for Asylum Island, it works fine except for floating props which need to be fixed. Now you said water park? Which MLO is that? I"ll take a look.
  13. Update: ATLANTIS BAY MOD For anyone who is having issues with flooded levels, the solution is 100% water.xml. This has NOTHING to do with any script (that would be purely for the elevator). Additionally, It has nothing to do with your game version. THE FIX 1. Get a copy of the FiveM version and it has the proper water. xml. 2. Backup your file (optional) and place the Atlantis Bay version of water.xml in your Mods folder, in your common.rpf. Replace the existing one, the water.xml goes here: Mods\common.rpf\data\levels\gta5 3. Optionally, also put gta5.meta from the FIveM version in the same folder: \Mods\common.rpf\data\levels\gta5 No idea if its required or not, but when in doubt put it as well. That solves the problem and contrary to what Punkman was screaming about like a little girl, it has nothing to do with older versus newer game versions.
  14. 1. FiveM is a different animal, much more flexible than SP. Apparently they created some new functions. 2. Unless Punkman is lying, he's using it on SP without a script and without water. If he can do it, we should be able to do it as well. As for the top? It's not interesting at all. What is interesting are the submerged levels. They did a good job on the stores, clinic, bank etc. This can be fixed wit water.xml but I don't have the patience. You can't just deleted tags, you need to replace them. If someone want's to do that, great. I've wasted enuf time with this MLO. If i ever want to explore it I"ll just delete water.xml. In fact I don't even use common.rpf as part of my modded game. If anyone is interested, these are approximate tags to remove the water. <!-- Instead of the original single quad, put these 4: --> <!-- North piece --> <Item> <minX value="-4000" /> <maxX value="-3700" /> <minY value="1140" /> <maxY value="1200" /> <Type value="0" /> <IsInvisible value="false" /> <HasLimitedDepth value="false" /> <z value="0.0" /> <a1 value="26" /> <a2 value="26" /> <a3 value="26" /> <a4 value="26" /> <NoStencil value="false" /> </Item> <!-- South piece --> <Item> <minX value="-4000" /> <maxX value="-3700" /> <minY value="1000" /> <maxY value="1040" /> <!-- same properties --> </Item> <!-- West piece --> <Item> <minX value="-4000" /> <maxX value="-3920" /> <minY value="1040" /> <maxY value="1140" /> <!-- same properties --> </Item> <!-- East piece --> <Item> <minX value="-3870" /> <maxX value="-3700" /> <minY value="1040" /> <maxY value="1140" /> <!-- same properties --> </Item> <!-- The hole is X: -3920 to -3870, Y: 1040 to 1140 --> <!-- Your building at -3891, 1083 is inside this hole -->
  15. Rox is on another leak site. Do a google search you will find it. Works near perfectly in SP.
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