editor: LOD_MAP table is missing some LOD models
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- #556 来自 @Fernando-A-Rocha —— 已关闭,未合并
评估
调研方向
Start with [editor]/editor_main/server/mapEditorScriptingExtension_s.lua at the linked LOD_MAP table, then review client/main.lua’s processCursorLineOfSight() use of processLineOfSight and how it obtains buildingId and buildingLOD. The issue cites model 3589 mapping to LOD 3592 and a Python script that parsed IPL files; use those as starting points to identify missing associations. Done means LOD_MAP includes the missing GTA:SA object-to-LOD mappings.
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描述
Which resource(s) have this problem?
editor_main => server => mapEditorScriptingExtension_s.lua
Describe the bug
This table is missing certain object model ID => LOD model ID associations.
e.g. ID 3589 (compfukhouse3)'s LOD model is 3592 (LODpfukhouse3)
To Reproduce
The correct LOD model of a world object / building is actually provided in processLineOfSight ("This function casts a ray between two points in the world, and tells you information about the point that was hit, if any."), which is used by the Map Editor in editor_main => client => main.lua @ processCursorLineOfSight() obtaining buildingId and buildingLOD.
Expected behavior
LOD_MAP should include all Object=>LOD model IDs in GTA:SA.
Screenshots
Version
MTA LOD Table [object] = [lodmodel]
Version of Apr 11, 2023 (last change as of submitting this issue)
Additional context
I created a Python script to parse all of the game's IPL files (including the binary IPLs converted to text), and create a dictionary of object model ID => LOD object model ID according to the info in https://gtamods.com/wiki/LOD#GTA_San_Andreas_.26_GTA_IV . I obtained the same LOD_MAP table in this experiment.
I noticed that some LOD Models like LODpfukhouse3 (3592) aren't actually linked by index by any object model in the same IPL file, which is why the script did not find them... Hmm...
EDIT: I understand now, Rockstar separated some LODs into separate binary IPL files :D
- 主要语言
- Lua
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