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GTA Belgium   


### Най-популярен файл

GTA: Dubai Islands [Add-on Map] 2.0 Standard (crash fix) от GTA Belgium 7 858  ·  132  · 

###  Най-нови файлове (Прегледай всички)

Las Venturas & San Fierro DLC 0.1.1 от GTA Belgium 2 371  ·  152  · 

GTA: Dubai Islands [Add-on Map] 2.0 Standard (crash fix) от GTA Belgium 7 858  ·  132  · 

Guillermo 'Memo' Ochoa  от GTA Belgium 61  ·  0  · 

Stadium expansion for Monaco GP (Stade Sclessin) 1.0 от GTA Belgium 288  ·  19  · 

Monaco Grand Prix 1.0 от GTA Belgium 1 667  ·  92  · 

Vincent Kompany [AddonPed] 1.0 от GTA Belgium 91  ·  3 

Phil Collins [AddonPed] 1.0 от GTA Belgium 94  ·  9  · 

Spa Francorchamps Circuit [Add-On Map] 2.0 от GTA Belgium , Tanjes , onclsam13 3 680  ·  116  · 

### Последни коментари

  * Please ignore my previous comment, I realised after a few more times trying, I messed up myself. I calculated the wrong offset for what I was trying. After recalculating it worked like a charm! My bad, very sorry for that. Thanks again for this nice tool.

  * Hi! First of all I want to say thank you for this. It looks like a very user friendly tool, and it's really helpful. But I still got the problem of the .ybn files that are NOT moving. Ymap is ok, but collisions still don't move in my case, with version 2.0.2.0. I tried about 5 times but no result. I'm trying to move my Stade Vélodrome mod with a 0.7 z-offset to get rid of seagulls flying above the pitch. I am now trying to move collision with 3dsmax. Any ideas? I already deleted the old versions of this tool from my pc, and reïnstalled 2.0.2.0 but doesn't seem to work. Thanks in advance!

  * I don't know what is causing those 2 specific problems (both the crash when far away from map and turn back, and the character swap crash). I have never heard of my mod causing those crashes, although the character swap problem is very common when someone has installed a lot of mods, or has a lot of large mods. Maybe this Dubai mod is a little too large to handle for your game, I'm not quite sure. But this character swap problem is not really caused by just my mod files, it has to be something bigger than that. It's possible the amount of 'heap' your game can handle, is too small in your cases for a proper use of large size mods. I have a few mods listed here below, you can try to prevent this from happening with using them, but I'm not sure it will be fixed. You can try and let me know :) . 

Furthermore, there's not much I can do about this I'm afraid, since all mod files are now (since the last mod update) 100% correct as far as I know, and it crashes only for a few people and I just don't know why. Here the mod list you can try:

https://www.gta5-mods.com/tools/packfile-limit-adjuster   
https://www.gta5-mods.com/tools/heap-limit-adjuster-600-mb-of-heap   
https://www.gta5-mods.com/scripts/no-boundary-limits-unknown-modder   
https://www.gta5-mods.com/misc/gameconfig-xml-dilapidated   
https://www.gta5-mods.com/misc/no-boundary-limits

Anyway, thanks for adressing the problems, and I'm really very sorry for this late reply but it's quite a busy time for me now. But I'm working on a reworked version of the Stade Vélodrome mod by me :)   
This will be updated soon:   
https://www.gta5-mods.com/maps/stade-orange-velodrome-marseille-soccer-stadium

  * Super! Thank you, I'll link to this file in my mod description! Good job! 

  * Nice! I'll update my mod description with a link to this soon! Thank you for contributing! 

  * Hi, I would like to thank you for this upload, enlarging my mod. It's good to see people like my mod! I downloaded yours and will link to this in my mod description! 

  * Thank you so much for this upload! I really appreciate it! I will link to this mod in my desciption. Also, thank you you gave me credit. Giving original mod creators credit they deserve, seems to be a problem for some people apparently... 

  * Hmm could it be you need to change to another gameconfig.xml file? Maybe you just have too many map addons at once?

Haha, I didn't answer you because it's just a stupid question in my opinion; it's so obvious you didn't even take the time to watch the screenshots or read some previous comments. Again, the map is NORTH EAST of the Mount Gordo, if you'd even know where that is. I'm really sorry to say this and don't normally do this, but you're just a noob and probably a wannabe-troll too. So who are you to judge? 

  * Thank you so much for the well deserved 2,5 stars... No but why do you say 10/10 then at first :p No but I mean, why would you need LODs for max 256x256 textures on a max 1500 poly model, from 2004 in a 2013 game? I really think it's better I put my time in traffic, interiors, collision fixes, model normals fixes, bridge connecting, etc...

Thanks :) yes I have considered replacing it with GTA5 vegetation, but the palm trees and pine trees look nearly as good in my opinion, plus they give an extra touch. Though, there are some small bushes that would look better if they would be the GTA5 models and textures. I will think about it!

Thank you for the explanation, and I'm glad the other No Boundary Limits mod worked for you!

I understand what you mean. There are indeed still many holes in the map. This is because some props/houses are not converted yet. Some objects are difficult to find in the GTA IVSA files, and it's not always easy to find the correct .wpl files for the right .wdr files, and convert them the right way. This also explains why trees and traffic lights have no collision yet: I'm still messing around with .ybd files.

Thank you for the compliment. As stated above, LODs are in my opinion a little unnecesarry and would take a lot of time I better put in something else. Textures are the San Andreas original ones, maybe I try to add HD textures in the future but that's not something that will be done immediately.

@MrGTAmodsgerman Thanks, and you are right, some models don't have the right smoothing groups, and I was aware of that. The problem is all models are (of course) triangulated and there are a lot of unwelded vertices. If I want to add correct smoothing groups, I would have to quadrify all models and weld all the right vertices... I may try to add smoothing groups to the terrain, because that is the most visible with the hard edges.

@EliChanGTAJPTR I may add some F1 circuits in the future, I will see. My Spa Francorchamps mod will be updated too probably.

@ShakeZone Thanks! Yes I really hope some people make traffic paths because it's just impossible to do it all by myself.

  * For people asking about traffic paths, please know this is a huge map to do all traffic paths for, on my own. It would take me months of work. I will probably release some basic paths in future updates but any help on it is welcome. You don't even have to work together with me, everyone is free to make some paths.

The holes in the map are places where there still need to be placed some houses. I am working on that, but it's not easy to find the right .wdr files and .wpl files from GTAIVSA.

Interiors are coming in a future update. This will include the casino interiors. 

You need to install the No Boundary Limits mod, like said above. You need that mod for every map mod that exceeds the boundaries... And this map mod is as near as possible at the GTA 5 original map... It's just north of Mount Gordo... No reason to rate only 3 stars man.

Hi, yes this map is far away from Dubai Islands :) It will not conflict.

No LODs yet. I don't think I will put time and work in that, as San Andreas is a 2004 game and GTA 5 should easily be able to handle the 'HD' models.