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Found 16 results

  1. Wall Art List Given Rasbruu's thread vanished some time ago, I've decided to make a new one as people have been asking for a thread. You can either bookmark this here thread or the imgur album Rasbruu has provided. All credit goes to them, all I did was to re-upload the pictures and make this thread. I'll try my best to keep this one updated as well. You can simply search for each wall art via the /sf command. Example: /sf wall art 155
  2. Floor List Yet another list here showing all the floors available. I'm using mods so floors might look a little different on your screen, less colorful and whatnot. You can find these walls with the /sf command. Example: /sf floor001 Credits for the following goes to @JaspWomanizer 🙂 (Imgur Album Link: https://imgur.com/a/EmZXXDx)
  3. Walls List Another list here to assist new and more experienced mappers. I'm using mods, with brightness all the way down so some walls might slightly different in your game + they were done at dawn, keep that in mind. You can find these walls with the /sf command. Example: /sf wall001 New walls
  4. jany

    Tamati Estates

    https://imgur.com/a/izn7TxP ((imgur is bugged rn, check the second page please.)) ((TEMPORARY PORTFOLIO))
  5. Detailed Description: Please add a section of the UCP to make it possible for us to transfer our permanent, paid furniture slots between characters. EDIT: Or allow permanent furniture slots to be account-wide (as suggested by @Liam Crawford and @Tarantula) EDIT: Or allow mappers to be commissioned in World Points (if they choose), so that we can afford more furniture slots, or monthly plat. People such as myself may have permanent slots on more than one character, and it would be extremely useful for us to just move those slots around as we need. Ultimately those of us with permanent slots have paid for them and while I can understand not wanting to make them an 'account-wide' thing, I do feel that we should have more flexibility with them, without having to pester admins (who in turn just tell us to contact Nervous). It's extra work for everyone involved and makes very little sense to me. If there is a concern about people 'abusing' this, then simply add a cooldown to how frequently people can transfer their slots between characters. For example; a two week cool down, just like with the sale of properties. Relevant Commands/Items: It may require a couple of changes: A new section/settings on the UCP for this A new rule about slot transfers - or better yet, just have a cooldown through the UCP How will it benefit the server? I believe this will be super beneficial for a number of reasons: Less work/oversight for Property Management admins (frees them up to do other, more important things) - no more having to request keys on mapping alts, etc. A lot more flexibility for users OOC More RP potential for those who do mapping in an IC capacity Any negatives would be greatly outweighed by the positives, in my opinion
  6. [Mapping] Custom Builds In this thread, I will be showing some custom work from some of our mappers! If you have a custom piece you think others may struggle on and would like to add you are more than welcome to comment and add! I do hope this helps in regards to any custom pieces, or at least with knowing items on some. Checkout(s) [3] Some difficulties people tend to have are checkouts in-game to map. as they really aren't the easiest. In this section specifically I will show two check-outs with a conveyer on and one self-checkout along with listing the items used. 🙂 Check-out #1 Full-sized check-out with conveyer Thank you @Oxygarum for letting me use the picture. Item(s) Used: Base Newquarterwall26 - Areas in white Used in order to continue the exterior look. Concrete counter This was utilised in order to create storage for carrier bags or extra-strength bags. Newhalfwall52 This reflects the grey exterior for the bagging area. Plain White Counter This is replicating where your items would go down to the bagging area. Quarter Metal Trim This is outlining the scan portion of the check-out. Transparent Glass This is to reflect the shield and the area of which you scan. Garage Elevator Door This is used to replicate the idea of a conveyer. Additives Scaffolding Pole This created the thin line effect against the white (Solely for design purpose, not a requirement) Modern Cash Register This was sunk in, but it is the monitor (till) displayed in this picture. Microphone In place to replicate the idea of an intercom, i.e. when announcing for a customer or staff member to come such and such place. Check-out #2 Full-sized check-out with conveyer Item(s) Used: Base Newquarterwall26 This is used as the white exterior, i.e. the frame and the wall for where the bags are hanging. White Narrow Counter This was used to do the sides and around the edge of the bag area. Newwall27 This is the black wall, it was used to provide a more modern look to the cash register, you can choose whichever wall and design if you wished. Quarter metal trim The edges of where items are scanned. Garage Elevator Door This is portrayed for the conveyer portion. Transparent Glass Portrays the screen protector. Additives Modern Cash Register Fairly self explanatory. Notepad ICly creates the ability for notes. Check-out #3 Self-checkout tills Item(s) Used: Base Garage Elevator Door On the right you can see the ''scale'' area for the items once you have scanned them, this is made from garage elevator as the surrounding (Walls so to say) Silver Tray This is the top part of the ''scale'' for the shopping items but flipped upside down. Transparent Glass This is on the right side, essentially to help prevent the items from falling as one would IRL. Newquarterwall26 This is the back wall for where all of the self-checkout is built and where you'd essentially slot the coins in when paying. Quarter Metal Trim As previously said above, this is to create realism of where you are scanning items - Inspiration taken from IRL supermarkets. Dark Counter This is to symbolise where the basket would ICly be placed, and has a bag storage below for you to purchase bags on the spot. Additives Modern Cash Register Quite explanatory. Metal Wire Basket This is to symbolise a basket you would take around the store, this isn't a must to add. Silver Tray Symbolising where you have your cash payments would go to. Key Fob This is portrayed for the cash portion. Custom Built Dishwasher(s) [2] Custom Built Dishwasher #1 Item(s) Used: Base Grey Stove This has been rotated so you cannot see the actual stove portion, only the sides seen as this doesn't present above of there being a stove with a counter on top. Long Silver Handle Fairly explanatory, the handle to open up the dishwasher. Light Switch These are on the right, essentially the different modes you could have. Heating Wall Control On the left - It shows as your time awaiting and the temp setting you have. Custom Built Dishwasher #2 Item(s) Used: Base Grey Stove As above, it's rotated so you don't have the stove portion on show. Long White Sink with Metal Divider This is rotated in a way for this to be used as a handle (Before handles were added to game) Light Switch Rotated on the side so it can symbolise dials. Clock Radio As above, shows the time one would wait as dishwashers do IRL. Credit to @Bobb Other(s) [3] Good ol' Smoker It says in the picture, but oh well. Item(s) Used: Base Brick Grill This is the whole brick portion, this I believe has been flipped on top as well to continue the true smoker effect. Short Silver Handle Explanatory. Concrete Counter The base and top of the stone. Tiny Black Panel This is the doors to the smoker, you can use these however you'd like. Tiny Gray Metal Door Another door to the smoker, you don't have to use this one of course just works best for the smoker. Modern Fireplace Quite explanatory also. Credits to @ChickenOffSky Custom Door Frame I know some do struggle in regards to this, so I will add to here. This does not require those walls in specific, I do advise strongly to use quarterwalls when using this. The door frame is Wooden Double Frame Credit to @Neszy Custom Built Disabled Toilet Item(s) Used Base Modern Metal Toilet You don't need to use this one in specific, use whichever tickles your fancy. However this one in particular does provide the ''flushing'' type furniture piece. Long White Divider This is rotated to be able to use as the handles/arms you'd witness in a supportive toilet. Toilet Paper Dispenser This is what the toilet roll holder is in the picture. Credit to @HB Any custom builds you find difficult or you would like to see on this thread, you are more than welcome to reach out or comment below and I can try accommodate to this. Alternatively, you are also more than welcome to add your own custom builds with the furniture items for others to use!
  7. Mapping - Frequently Asked Question(s) Hey there! As noticed over time, mapping is always an area not everyone is 100% knowledgeable of (Not even us mappers are 100% knowledgeable surrounding mapping, lol) but this should hopefully help with the influx of questions that appear on a daily basis. I have included commands for mapping in the mapping guide created, but I will add them again in this thread to save time! 🙂 As always, I will add overtime but for the meantime these are ones I can think of the most. Thank you to those who helped contribute to this! 🙂 Commands for Mapping (As stated in the mapping guide itself, some of these commands do require Platinum donator, but I will specify on which do) In-text Command(s): Key(s) Now for the Questions portion of this all! The questions below are ones I could think of as the most common, anyone and everyone is more than welcome to add more Q & A's for mapping in the comments. 🙂 Q: How do I change the time in my property? It's too dark/light. A: /ptime [0-23] This requires donator status. Q: How do I set the entrance to my house once I figured where my door is? A: You can do /pentrance in the desired spot, this must be used appropriately. Q: Why can I see lights through my walls after moving a wall I placed and how to get rid of this? A: You need to /reloadprop, this will allow the property to reset and fix said issue. Q: I'm stuck in mapping mode, how do I move again? A: You need to use the ''F6'' key once to unfreeze yourself, utilise the F6 key to freeze yourself once more. Q: I fell through the floor - How can I get back to the door without the use of mapping mode? A: You can utilise the /fixloc command - As it alerts, only in commands where you have been left unable to get back up etc. e.g. falling through a floor. Q: How do I change the weather in my property? I don't want this one. A: Refer to the useful commands above, /pweather is the command you want to use. This requires donator status. Q: How do I put a lock on my door I mapped in? A: You need to purchase either a door lock or door handle from the tool store, once obtained you need to do /putlock or /puthandle against that door. It should automatically open - If it doesn't you may need to press ''L'' or refer to the lockable door thread. Q: I don't have donator status but I want my property or residence to sync back to normal, help. A: You can utilise the /ptime -1 command. This doesn't require any donator status and will sync back to server time on the next full minute. Q: How do I go into mapping mode? A: You need to use the ''F5'' key to enable mapping mode, press the same key again to disable mapping mode. Q: How can I search for an item in specific without going through the Property Furniture Menu? A: You can use the /sf command in your text box. Example of this can be: /sf wooden door. Q: I've placed furniture but I can't find it in the property furniture menu? A: You can use the /psf command in the text box, this will allow you to search all placed furniture with that name. Example of this can be: /psf white trim. Q: Why can I walk through my furniture? How can I fix this? A: You need to go into the furniture itself and disable furniture collision. Process: Manage Property Furniture > Manage Furniture > Click on the furniture item in question > Go to ''Collision'' If this says ''YES'', you need to disable and have it say ''NO''. You then need to /reloadprop to allow this to register. Q: I've been mapping for a while and want to join the mapping team - How to apply? A: Send a Forum PM to Head of Mapping [ @Kyra ] and Assistant Head of Mapping [???] with your portfolio and expressing interest. Q: How can I access furniture easier? A: You can utilise the /fur or /furniture command - This will bring up said menu. Q: I'm learning how to map for people but how do I know what to follow? A: Linked thread below, very helpful. Q: I want to learn how to map but don't know where to begin, is there anything I can read or look at? A: Thread linked. Q: Is there anywhere that shows which are lockable doors as some don't work when I place? A: Credit to @tired! for this thread. Q: Where can I find pictures of what walls are in game right now? A: Credit to @Kyra for this thread. Q: What floors do we have in game and what do they look like? A: Credit to @Kyra for this thread. Q: I began to build inside the building for my property but it's flickering, is there any way to possibly fix? A: Credit to @Tiddy for the video regarding flickering, I will link this here for you to look at.
  8. GUIDE TO MAPPING! 🙂 You do not need to be a god at mapping, you just need to be yourself and hopefully this will help! Oh and I will probably update this overtime. Hello everyone! Whether you are new to mapping, new to the server or even someone who knows all about the mapping side (within reason).. This guide is for a introduction for mapping as for the long time now.. Mappers are so hard to come by due to the volume of requests that come in. The plan for this guide is to provide some useful links/threads, helpful information i.e: Glitching floors, or how to build a simple arch. Aim to also include helpful commands for mapping, or helpful tricks some of us mappers use! All will be listed slowly throughout. Useful Threads/Information: > Lockable Doors List: (Credit to @tired! for the lockable doors, also has been recently updated. 🙂 ) > Walls List: > Floors List: Updated Floors: https://docs.google.com/spreadsheets/d/1AoX8Qh7p2FogCXXXzt0bBxI-H3mEOX9CpL32JYRSWAM/edit#gid=0 > Wall Arts List: (Credit to @Kyra for the above, along with @AgentQ for the updated floors) > Video to try help with flickering inside the actual building! (Credit to @Tiddy for this one above!) Helpful Commands associated with mapping or the server: (Some may require platinum donator or above, I will mention or highlight those that do) /pentrance = This allows you to set your own entrance inside your interior. /reloadprop = This will trigger a reload of the current interior. Note: You can only use this once a minute. /ptime -1 = This resets any previously set /ptime to the server time. This doesn't require donator. /ptime [No] = This allows you to set a different time of the day, helps you with seeing an interior in different light. This requires Platinum donator minimum. /sf = Allows you to search for furniture in specific. For example: /sf wooden door. /spf = This will allow you to search for a furniture in particular that is already placed. For example: /spf Trim003 /pweather [0 - 9]= Using /pweather will allow you to try different weathers in your specific dim. Info: [0 - Extra Sunny] [1 - Clear] [2 - Clouds] [3 - Smog] [4 - Foggy] [5 - Overcast] [6 - Overcast] [7 - Thunder + rain] [8 - Clearing + rain] [9 - Rain] And yes, both five and six are the same. This requires a minumum of platinum donator to utilise this command. /pweather -1 = Allows you to sync the weather back up to current server weather. This doesn't require donator. /furnrotation [number] [number] [number] = This allows you to move a piece so many times with more ease, rather than continuous rotate [X][Y][Z]. 🙂 Example: /furnrotation [180] [180] [180] /pstructure [confirm] = This will set your interior to be saved, when/if someone rents. They cannot delete the structure only add. 🙂 /putlock = In order to open a place door, you will need to use a door lock. Only you or an individual with a key to the property will be able to unlock said door. /placehandle = In order to open this door, you'll need a door handle. Anyone in the property (With or without a key) can unlock these doors. Please note: In regards to the last two, a door will not open unless you've obtained a handle or lock from a tool store. 🙂 Thank you to Mittenly for the PM and adding some useful information! Key(s): F3 - Brings up your mouse, this allows you to click on the item if you are in the (click mode) in furniture menu. If you press F3 again, it will remove the mouse that is on your screen. F5 - Allows you to enter mapping mode. If you press F5 again, it will bring you out of your current mapping mode. F6 - Freezes you into your current mapping position so you can still map in mapping mode. If you press F6 again, it will unfreeze you from your mapping mode. If you F5 and go back into this, you will still need to press F6 as it will still consider you as frozen. F7 - Closes all visible chats, maps, etc. from your screen to allow you. If you press F7 again, it will bring your chat back up for you to see. F8 - Takes a screenshot of your current screen. (Thank you @Natala for help within this section! 🙂) Helpful Tips to know: Unfortunately, mapping inside interiors has always been said and proven itself to be one of the biggest problems for mapping. If you decide to build inside the building itself, you can run into a flickering interior (Very high chance) to which the only possible fix can be club glass - If this doesn't work then you can't fix and will have to relocate to the roof or in front. Most mappers, myself included will map on top of the building or in front. This allows us the most reassurance and best outcome as we know it'll be a significantly less drop in issues. So I do strongly recommend to begin with this if you want less stress. A personal tip of mine to get the most accurate size with the property, or even location for the windows or doors etc. I use either use a metallic baseball mat and send it to the sky, or use a longtrim and sent that up to the roof too. This allows you to figure where the walls meet, where your door(s) will be. You can always delete these once you have placed the wall, floor, doors or whichever. Let's talk about Mapping... How to do it? Sometimes mapping can be as simple as placing a wall, or door. Granted, that sounds simpler than it is. There won't always be an ''easy'' way into mapping, I won't try deny that. So to those attempting, those who do and even those who do others away from mapping I salute you! So, if you are new to mapping and want to ensure you are getting dead on 90 degree angles.. There is always ''Angle Tool'' - It shows the different degrees, VERY similar to a protractor but it just goes all the way around instead of half way. It shows [0] [90] [180] [90], these allow us to tell if it is as at the right angle. A image will be attached to show what it will look like if it is at 90 degrees - Proving to be the right rotation for that time (Helps provide the most accuracy with mapping) Reference Image: https://imgur.com/a/YekR8VN Now on to the more painful part (Joking of course!), the actual mapping. So as the commands show above, you can either use /sf [item] or go another route. This being via the Personal Assistant. To find how to manage the property furniture (Which is what you will need to be able to map), you will need to press '' I '' in-game, scroll to roughly page 3 (Don't quote as it can change), you will be looking for ''Manage Property Furniture'', if you press enter you will be greeted by six different things: 1. ''Buy Furniture'' - This will allow you to search through the large amount of furniture we have on the server! They are organized into their own areas, for example: Couches, beds, appliances. You can also purchase furniture through this way by selecting an item and pressing enter. 2. ''Manage Furniture'' - This feature is to go through items you've already placed or had placed in your current interior. It will show in a white outlined box when highlighting the item in question. Example: https://imgur.com/a/P1vsuv6 3. ''Manage Furniture (Click Mode)'' - This feature allows you to click on the furniture item in question (For example a wall) and allow you to move without having to do a prolonged search for that furniture piece. 4. ''Search a furniture'' - Slightly self-explanatory, this will just inform you in chat of ''Use searchf to search a furniture by its name!'', which helps by referring to the commands above for useful ones! 5. ''Finish Furnishing'' - If and when you click this, this will trigger a reload of the current interior. Allowing it to refresh and update to the server properly. 6. ''Back'' - This will just bring you back to the 'Personal Assistant' menu. Righty, now the above is explained.. Let's dive in further. Once you spawn the furniture of choice, you can either use the arrow keys [ < and > ] or use ''W'' ''S'' (This allows you to go up and down, or rotate if you press ''R'' but we'll dive into that more soon.) As you are moving the furniture item in question, you can keep the furniture item in the rotation it is already set in or you can use the ''Sharp Rotation'', which will allow you to move the item to a 45 degree angle, repeating this process will eventually allow you to move it 45 degrees each time until you reach the point you are happiest with. Alternatively, you can use the /furnrotation command. (This is explained above in the helpful commands with an example to help you understand.) After doing this, you can press the ''Enter'' button on your keyboard. This essentially saves it into it's place. If you wanted to repeat the item you have just placed, you can use the ''Duplicate'' command and repeat the above. Repeating with the keys of choice (Arrows or W/S keys) will allow you to move it to the next desired choice. You can repeat this until you want to change the rotation. (Please note: If using the duplicate command, it will duplicate in the exact same spot UNLESS you are in mapping mode (F5) - It will then spawn where you are in mapping mode rather than in the position it once was.) At this point, you can use 'Sharp Rotation' which will show you either - ''Sharp X Rotation'' ''Sharp Y Rotation'' ''Sharp Z Rotation'' If you press any of the above twice, it /should/ end up turning a full 90 degrees. This commands allows the furniture to turn at 45 degree angle each time. Using the above will help you begin a shell for your property, whether it's a residential property or a business. For easier purposes, you can also copy both the rotation and position again and move the furniture item that way. If / when you have space for the window - You can always use an easy item already set which is ''Framed Window'' (This comes in four different colours.) and will be the easiest option for windows whilst you are learning the basics. Eventually repeating the instructions above (Duplicating and moving it along, as well as rotation) it will help towards building a basic shell for your property. As for a roof, you can either use a floor (This allows a large space to cover, helpful at times) or roof(001-003). These are helpful, however sometimes dependant on the light you may have to raise another roof on top to block out the light that shouldn't be there. (Another random note! If walls look ''invisible'' or you can see light shining through the walls - Please /reloadprop and this *should* fix it but don't quote me!) If and when the basic shell is completed, you can repeat the above to create an inside shell leading to any bedrooms, bathrooms or offices etc. Once these are done you can look into the different furniture items. The different commands or keys above will help you create your own interior. Upon placing doors, you will need to place a door handle or door lock in order to open the door. In the Helpful links above you will find a ''Lockable doors'' thread - This will allow you have an easier way with mapping in a door rather than struggling to test each and every door known. Any questions you can ask below in the comments, ask in the property management discord or reach out via Forum PM and we'd be happy to help (If we know the answer) Enjoy mapping! 🙂
  9. Hello, I've put together a list of doors you can use /putlock on, along with pictures. The thread is a little messy but it does the job. All tested but I may have missed some! There's a lot. Basic wooden door Bathroom Door WC Black and White Modern Door Left Black and White Modern Door Right Beaten White Door Beaten Worn Wood Door Black Basic Door Black Door w/ white panel Black Door with Diamond Window Black Door with Window Black Glass Blurred Door Black gray door 1 Black Manor Door Black regel door Black restricted Access Door Black ribbed door Dark Brown Wooden Door 2 Blue 6 Apartment Door Blue White Horizon Door 1 Blue White Horizon Door 2 Blue Metal Classroom Door 1 Blue Metal Classroom Door 2 Blue Rusted Junk Door Brown Door with Glass Window Brown Window Door Busted Wooden Door Chestnut Wooden Panel Door City Scene Reflection Door 1 Dirty teal door Dirty White Tiled Door Door 7 Door Vitree 9 Door with bars Clean Green Front Door Clear Glass Door 1 Clear Glass Door 2 Cream Colored Door Cream Door w/ White Panel Dark Rusted Door L Dark Rusted Door R Dirty blue door Dirty Door Dirty Start Only Door Dirty Stinky White Door 1 Dirty Stinky White Door 2 Double Windowed Backdoor Fancy Padded Door Fancy White Front Door Fancy Wooden Door Fancy Wooden Front Door Frosted Glass Door Generic Clean White Door Generic Clean Wood Door Glass Door 4 Glass Door 5 Glass Door Metal Bar Left Glass Door Metal Bar Right Glass Door With Bar 2 Glass Door With Blinds 1 Glass Door With Blinds 2 Glass Door With White Bar Gold white black door Grey Yellow Striped Glass Door 1 Half Glass Door Hardwood Door with Netted Glass Window Kids Bedroom Door 1 Kids Bedroom Door 2 Large Sliding Door Left Brown Door Left glass door Luxurious Wooden Door Meth Trail Door Minimalistic Glass Door Left Minimalistic Glass Door Right Modern Design Window White Door 1 Modern Glass Door Modern Glass Door Modern Wooden Door Office door with blinds Old wooden door Orange door 1 Orange door 2 Orange Heavy Door Orange wooden door Orange knocker door Ornate Chestnut Door Plain Dark Door Plain White Door Plain Wooden WC Door Quaint White Lacy Door Red Heavy Door Rusty Metal Door Door 1 Scratched Wood Door Slide Door Solid White Door Teal Door 1 Teal door with window
  10. FURNITURE CATALOG - Preview objects/furniture in the game. Use "REVEAL HIDDEN CONTENT" to browse the category. Only (complete) ones are complete. Big thanks to @MartosG, @cxn, Lena, Azexor, Fahuky (@Fahuky) from GTAW:FR forums for volunteering to help with this ❤️ Navigate - Couches, Chairs, Armchairs, Misc. Seating, Office Chairs, Benches, Beds, Electronics, Appliances (this page - scroll down) Tables, Side and Coffee Tables, Outdoor Tables, Misc Tables, Shelves, Dresser, Safes and Lockers, Cabinets, Misc. Personal Storage Plumbing, Umbrella and Canopies, Traffic cones and barriers, Auto, Construction, Traffic Signs, Buildings and Structure, Industrial, Business and Store Related Pallets shipping boxes and storage, effects, trash cans, Trash and Litter, Public Utility, Machinery, Mail Related, Restaurant Related, Vending Machines Stars and ladders, Doors, Garage doors, Business doors, Blinds and curtains, Windows, Glass Walls, Misc Doors, Gates and Fences, Pillars and Poles, Exercise, Hobbies, Sports, Instruments, Cleaning Office, Beach, Animal Related, Death Related, Holiday Related, Drugs, Medical, Outdoors, Recreation Everyday Items, Lighting, Nature, Misc., Plants, Mature, Signs, Decoration, Wall Art Photos, Statues, Flags, Computers, Smartphones and Phones, Radios and Speakers, Clocks, Cameras, TVs Entertainment and Media, Misc. Electronics, Beauty Items, Food Items, Drinks, Toys, Weapon and Tools, Kitchen items, Clothing Accessories, Luggage, Backpack and Bags, Imported Objects, Imported Objects 2, Imported Objects 3, Walls / Floors / Roof 1, Walls / Floors / Roof 2, Walls / Floors / Roof 3, Walls / Floors / Roof 4, Skate Park, Gambling Couches(complete) Chairs(complete) Armchairs(complete) Misc. Seating(complete) Office Chairs(complete) Benches(complete) Beds(complete) Electronics(complete) Appliances(complete)
  11. 2nd Floor Apartment, Abe Milton Pkwy House. $300,000 Budget. Prior development experience required and a portfolio should accompany your statement of interest, as well as an estimated invoice. Would prefer to keep the interior reflective of the exterior, in terms of style and design. CONTACT AT: [email protected] (Forum PM)
  12. [WEBSITE] [ Click here to view our website and portfolio, or to request our services. ] [ Click here to view our website and portfolio, or to request our services. ] [ Click here to view our website and portfolio, or to request our services. ]
  13. Short description: As the title says. Detailed description: I roleplay a character who lives in an RV. Giving the ability to /furnish Journey and Camper would allow me to decorate it to my needs. Since /furniture does not work in a camper, you cannot add a light source to grow weed. I think growing weed in a RV should be possible. Perhaps if there is weed growing inside the RV could not be despawned. Commands to add: None Items to add: None How would your suggestion improve the server? Allows people to decorate their RV interiors to their liking and allows growing weed which makes the server more realistic. Additional information:
  14. Welcome to the system of interior designing on GTA World. It's changed significantly over the last year, with introductions to simplify the user interface and streamline the mapping workflow, such as sharp rotation, duplicate and copy/paste. There's also been a large swathe of objects added to the database, all bursting with creative potential (Thank you to the team for organizing the items). Players now have hundreds of objects at their disposal, each for a very reasonable price. For example 100,000$ can purchase around 400 items! More than enough for most designs, although some do go up to and above 1,200 objects. Thanks to faster interior loading speeds and performance improvements there is no longer a risk in overloading your interior, so let your imagination run wild. *The default item limit for all characters if currently 50 slots. Permanent slots are available for purchase using WP. Temporary slots are included with Bronze, Gold and Platinum packages. You like the color of a surface? The texture? Size, shine and utility? Use it all! Bring your vision to the server for others to inhabit and enjoy rply. Businesses, homes... Be sure to join the Property Channel on Discord for help, tips and ideas - https://forum.gta.world/en/index.php?/topic/13677-join-property-discord/ Also, be sure to check out @jesscatXD's guide for proper demonstrations and examples!- Okay let's jump in. Basic Commands /fixinvi This refreshes the interior and all objects within it, in some instances reloading missing objects *Set /preload in your interior, so that it automatically uses /fixinvi upon entry. /reloadprop This command reloads every object in your interior, refreshes them and freezes you in place to avoid falling (No longer a big risk - given obj loading speed). Moving an object and it disappears suddenly? Hit enter to purchase/lay the item down, type /reloadprop and then continue. *Use /pfreeze in your interior, to automatically freeze as you enter, which can help avoid falling into the void in special circumstances. /pentrance This command sets the int entry just under your feet. Using this command in your interior, then pressing Y, will exit the interior. Entering your property again will bring you back to the same spot. /dim This command resets your environment/dimension, dropping you outside of your property onto the very location you're standing on.This command doesn't affect your property entrance. /fixloc - *Abuse is prohibited by server rules - use in desperate circumstances* This command transports you back to your entrance. /sf (/fsearch) Used in conjunction with a keyword. Typing /sf and a color for example (/sf orange) will load a list of every item with orange in the name. /pmenu An assortment of options, EG enabling construction rights for others renting at your property. /pinfo Self explanatory, *When furniture value is 0 and you know it's incorrect, use /reloadprop to get the true value. /preload Automatic /fixinvi upon entering for any player. /pfreeze Freezes players in place upon entry - Press Y to unfreeze. /putlock Installs a (required)Door Lock to any door in front of you. /removelock Removes the nearest Door Lock to your character's position. /plock (/hlock) Locks and unlocks the entrance to your property. Useful when surrounded by swinging doors. /switchfurnituremovement Switches relative movement of spawned / actively selected objects /construction (Requires Platinum status + Admin permission) Enables exterior mapping /psp [PRICE] [ID/PartOfName] Offers to sell property to another player (Requires you to be standing at the property entrance/interior) /sellproperty Sells property back to the server for 50% value (Requires you to be standing at the property entrance/interior) Designing /furniture (/fur) Opens the main interface for purchasing and editing objects in your property. The choices it presents are the following; - Buy furniture (Erases all copied XYZ values once you enter this option) Opens a list of objects you can purchase for your interior. These are spread out in categories over 12 pages. - Manage furniture Lists the nearest objects already placed in your interior, along with their distance from you. Only lists the nearest items up to 12 pages. - Manage furniture (click mode) Pressing F3 enables the cursor, with which you may actively select any visible object. *Disable cursor while actively selecting an object to enable the item menu. - Search a furniture N/A - Use /sf , /fsearch, or the Buy furniture option. - Finish furnishing /reloadprop your property - Sell all Furniture Deletes all objects in the property. All of them. Purchasing an Item When you find something you want to purchase, hit enter once to spawn the object. The first thing you may notice is the object has appeared in front of you, or on top of you, and a list of values on the left of your screen. Most of these values are self explanatory, but let's take a look at the most important ones. Moving *Default* (Press R to alternate between states) - Allows you to move an object along the X, Y and Z axis. Movement is by default relative to the object itself. - Up arrow key moves the object forward, down moves it backward, left goes left, and right goes right. - W key elevates an object, the S key will lower it. ***Offsets of the X axis*** In the majority of locations a custom Int is placed, there's a slight deviation along the X axis whenever you move an object. For example you have Wall001 facing you and you want to extend it by creating another Wall001 seamlessly beside it. You might duplicate the first wall, and slide the second along to create a longer wall. IF you step back and see a seam jutting out in between the two walls, there's an offset at your location. The degree to which the duplicate wall will deviate as it moves varies, in my opinion on the angle of the terrain. Some locations have no deviation at all. To the best of my knowledge, this depends on the axis you're building on, in relation to the world axis. Rotating (Press R to alternate between states) - The rotating state allows you to spin an object along the X, Y and Z axis. - Rotations are relative to the object, IE rotating along the X axis affects the angle when rotating along Y or Z axis. You'll become familiar with each object over time, how they move and rotate and where precisely their core is. While an object is actively selected, the third notable value on the left is; Speed - Determines the distance an object moves and rotates by. *Adjusting Speed* Page Up increases the value by one step Home steadily increases the value Page Down decreases the value End steadily decreases the value *Tapping both increase keys can raise the value quickly, likewise for decreasing speed. Cancel the changes made to any active object by pressing Delete. *This either resets the object to whatever position it was in before you changed it, or sells the object if you'd just bought the item and haven't yet placed it with Enter. Accept the changes made to any active/purchased object by pressing Enter. *Places the object in the interior, however you've edited it. -Object is placed in a non-absolute state, and newly purchased items when moved again may easily pass through your character. Absolute state - This object is placed, not actively selected (or has been through /fixinvi) and is fixed in the interior for everyone to interact with. Non-Absolute state - This object is, or has been actively selected(or bought). They do not interact with light, and can appear translucent. The color will be flat, and will stand out from absolute objects in most settings (giving you an advantage in placing it without hurting the eyes). Object Menu Once the changes have been accepted, you'll find the main Object Menu where you can decide on further changes or move on to the next item. Let's take a quick look at these useful commands; Move - Actively selects an object, turns it into non-Absolute state Duplicate - Duplicates the object on top of itself. Deleting it will return you to the Object Menu of the original Copy Position - Copies the core X, Y and Z values of an object Paste Position - Pastes the X, Y and Z values to the core of an object (Appears only when Copy Position has been used) Copy Rotation - Copies the X, Y and Z values of an object's rotation Paste Rotation - Pastes the X, Y and Z values to an object's rotation (Appears only when Copy Rotation has been used) Flatten Rotation - Resets the rotation values of an object to their original positions Sharp Rotation - Rotates an object's X, Y or Z value once by a single 45* step No Collision - On/Off - toggles an object's ability to collide with your character while placing (set to original state following /fixinvi) Sell - Sells the object for its original value Back - Shortcut is Backspace, takes you out of the menu related to your selected/purchased item. Now that we've trekked through the UI, you have all the knowledge needed to design your dream interior. Get some cash on hand, you'll need it. Objects are very diverse and can all be utilized in multiple ways. For example, I use Black Topped Rectangle Dining Display Table quite a bit (formerly known as -634182963). I use this table a lot, as floor tiling, kitchen counters, TV stands, ceiling trims, shelves. Ironically never as an actual table. It's got a very shiny black finish to it. I like it, a lot. I want you to think of each object also as a texture, color and form, and finally its possible usage or utlity. For example, an ornate sofa used as trim for a bedframe, a coffee machine stack from the floor to the ceiling to create a metal pillar, or a door with a metal bar slid up in the shower wall to create a handle for disabled, frail and the elderly. All objects are open to you in this respect, and there are hundreds of objects. Here are a couple lists of items and their appearances - Much credit to the authors and creators; Even if you don't intend to map anything other than one int, I'd highly recommend creating a .txt to jot down the objects you like the look of (textures, colors, forms and utilities). This builds up your object vocabulary, streamlining your ideas and workflow. I created this guide hoping newer players can easily find the most useful commands for mapping. If there is anything you feel is missing in this guide, or would like to correct any part of it all feedback is welcomed, and appreciated. ________________________________________________________________________________________________________________________________________________________________ ________________________________________________________________________________________________________________________________________________________________ Tips Using the Camera Working on placing objects and decoration, there are gaps and misaligned angles we can easily miss. Given you're constructing in 3D, be mindful to use the camera and check that you're satisfied with all the X, Y and Z values of an objects placement and rotation. This is where the camera comes in. 1st Person mapping - However you're comfortable, with a shaky camera or not, the first person view has a lot of advantages in mapping, but also drawbacks such as distance and field of view. 3rd Person mapping - Very effective in checking all X Y and Z values. Paintings for example may look good from the front, but a quick peek around the side could reveal a gap. Super-Moving around your Property You'll often have ideas drifting through your mind, but find executing them to be a tricky operation. Or perhaps, you spot an error with the ceiling but you're surrounded by detail objects, and can't find the offending ceiling object within 12 pages. Use your powers, think outside the box. Spawn a temporary staircase, push a wall out at a memorable speed to exit the interior (or squish yourself out). Create actual scaffolding inside and outside your properties, with easily selectable items. Use /reloadprop to freeze yourself in place if need be, do whatever it takes. Exploit the duplicate feature. Every item when purchased and set down in a property will clip through your character when you select and move it again. However, if you duplicate the item, or you've freshly purchased it and haven't set it down yet, the object will not easily clip through your character. This allows you to create elevators using your floors, modify your character's position to better aim your camera, or ofcourse to squish yourself through surfaces. *No Collision allows you to circumvent the need to move objects out of your way. Select an object, EG a boundary wall inside your property, and toggle the No Collision option on or off to then walk through that selected object. Using /fixinvi resets the object to its default state. *Correcting the X axis offset* + Seamlessly overlapping surfaces This involves a good deal of camera work, some familiarity with the type of lighting in your interior and the two different states of an object. Let's demonstrate this. Load up a wall, (for example. /sf longwall001). Looks great! But, it's not long enough? So you might want to duplicate the first wall and slide it along, extending the overall effect. The first thing you might notice once you duplicate the wall, is texture flickering. Sliding this duplicated wall down the length of the first, you will either see this flickering disappear as it deviates along the offset, or the flickering will remain, meaning your property has no offset in that wall's location. This flickering has an inherent value. It tells you one thing, these two objects have the exact same X, Y and, or Z values. You can use this flickering to your advantage to find the seamless difference between overlapping surfaces. How do we create seamless, overlapping surfaces? Switching to 1st person camera can help us a lot in this respect, but there is no drawback in doing it in the third person view either. Two objects mildly overlapping, with a large seam can be made seamless by doing the following. 1- Place both surfaces, then type /fixinvi, setting them both to interact with lighting. 2- Select the second surface, or the one which deviated when moving, and it will change to the non-absolute state. 3- Choose a low speed, EG .50 to move the second surface step by step until it is overlapped by the first. Great, you're now within .5 of a seamless overlap. 4- Select .20 speed, and repeat the process moving the object in the opposite direction until it overlaps the first. You're now within .2 of a seamless overlap! 5- Move again in the same direction once, so the second surface is now between .21 and .4 of the first surface. 6- Adjust your movement speed to .3, and move the second surface once again to overlap the first. *If at this point, the second surface overlaps the first, you're now within .1 from the seamless overlap, almost there. If the second surface does not overlap the first at this stage, the layers are now apart by .10 -.19. At this point, you alternate the overlapping until you have the difference between the surfaces down to .20 and .21. Reducing your speed to .2, moving the object in one direction, then increasing your speed to .21 and moving the object in the opposite direction allows you to fine tune the overlapping of surfaces. You can go slower than .01 also, IE going from .2 to .21 takes three presses of PageUP. However, you should overlap the great majority of surfaces by .01 or you'll get flickering when staring at them from a distance. Creating Windows By using the /sf command, you can insert sheets of glass into walls and shape out a window around it using a mixture of walls, halfwalls and longwalls or other flat(ish) surfaces. While using /sf windwall001 is always an option, don't be put off from creating your own unique windows. Glass doors, Glass panes, even Glass tables are all viable solutions. Window framing also has a broad range of options and possible shapes are very diverse. Create angular archways, uniquely shaped windows and sky lights. Creating Doorways, Archways There are doorwalls ofcourse, EG doorwall001, which serve as a solid door frame for most size doors. Gaps can always be corrected by copying the doorwall's rotation and position, then spawning a halfwall and pasting the values to it, sliding it in place. For more complicated entrances, such as an archway, EG Balcony Door frame 1, it helps a great deal to be able to accurately overlap walls and surfaces. For the Balcony Door frame 1, I find it has a depth of approximately 1.89. The longwalls, halfwalls and walls however have much less depth, so leave a gap in the edges. Here's how I map to achieve a seamless effect using this object. *First, wrap the doorframe on either side in two vertical longwalls, creating the basic position for the wall surface and doorway. *Second, ensure the door frame is within .01 of clipping through these longwalls, giving accuracy between the longwalls and a nice, flat finish to the base design. *Third, duplicate the longwalls and move them to thicken out the overall depth. I do this first by pushing the longwall to the other side of the doorframe at speed 1.82, bringing it back to the original longwall by .2, before pushing it one last time by .27 to the otherside of the doorframe to achieve a layered wall 1.89 from the first, covering the gaps visible from the sides of the doorframe. *Fourth comes the tough part, which involves creating upwards of 8 walls. That equates to four walls on either side, maintining the thickness of your longwalls. Rotate them at different angles to match the top of the doorframe, slot them in and alternate overlapping them by .01 as you go along. Execute it well the first time to avoid any issues, flickering at distances and clipping through the doorframe. There are a variety of ways to acheive any effect when mapping. By creating unique doorways, double doors and sliding doors you can create a great deal of immersion very quickly, don't be put off from creating unique designs! Seating For clubs, various businesses and housing, you may find it immersive to set usable seating. In the future, there may be a time when we can, for example, /drawchair to move it back 10 spaces so we can sit RPly, and /fixchair to slide it back to it's mapped position. Until such a time, be sure to test out any seating arrangements before finalizing your designs, so that characters can, without climbing all over it, sit appropriately. This is another opportunity to unleash your creativity, mixing and matching couches to create L, U, V shapes and much more. Protrusions Unless your property has no rooms constructed in it, or exists as a windowless open space, you may discover protrusions on the outside of your project. These can always harm immersion, so be mindful of your end goal and take your time to prepare the floorplan and measure the walls. It'll save you a lot of time and masking at the final stages. Finding Placed Objects The Manage Furniture menu lists the nearest 12 pages of objects placed in your interior, to your character's core (rather than head or feet). Given the core of some objects are not obvious, beware when searching for a specific item in your interior. Watch and look for which object, when selected, is in the non-absolute state, or becomes translucent. This is the item you're selecting. Cancel any unwanted changes with DEL key, and continue searching until the object you want lights up when selected. Invisible Objects Sometimes, an object exists in your int that you can't find, or can't see. Some may be placed just out of sight, so be diligent in searching through your Manage Furtniture menu. In rare cases however, objects are actually invisible (while maintain their mass, creating invisible obstacles). In these cases, do your best to delete the offending item. In other cases, an item disappears due to the int refreshing automatically. In this case hit /fixinvi. Failing that, try using /reloadprop. If that also fails then this issue will be related to the item's placement or nature(EG Club Glass being visible on one side). Swinging Doors Creating doors which can be locked, unlocked, and swung open by your character is very simple. The property owner is required to do this. Travel to any hardware store (wrench icon on the map) and purchase Door Lock(s). Return to your property, and go to the door you'd like to make swing. Stand by the hinge, or in front of the door, and type /putlock The game will inform you that your lock has been installed. Press L on your keyboard, to lock and unlock this door. Once unlocked, you will be able to walk through it. *Type /sf Slide for a door which slides to the right, instead of swinging forward Functional Doors -While some doors can't have a Door Lock installed on them, the vast majority can. Elevator doors for instance can have locks installed on them to slide left and right, but the Modern doors might not respond to L once a lock is installed. -You can install doorlocks on two doors besides each other and create double swinging doors, and add even more swingable doors in the immediate area. Be sure though to prioritize the placement of these doors, and the installation of Door Locks. For example, you design a shower with a sliding door and frame it by tucking in elevator doors to create an illusion of the overall effect. Everything is in place, all that's left is to install the door lock to the sliding shower door. You stand in front of it, hit /putlock and tap L, only to see an elevator door sliding out from the wall. In such a circumstance, to save on Door Locks it's best to remove all the non-essential / decdoors and then install the locks, adding the decor afterwards. The hinges are generally the core point of all doors when rotating and opening/sliding with a functional Door Lock, so aim to install the locks near the hinge. Creating angles of 3, 6, 12 - Introduction Currently, sharp rotation allows you to spin an object to eight equal angles on an axis. You can thereby spin an object to angles of 2, 4 and 8, creating intricate patterns in your floorplan / overall design. However, measuring out angles of 3 is very tricky, when rotating and object with the eye alone. With the following tip, we can easily create triangles, hexagons and 12 sided dodecagons Here's how it works; - First, decide what shape you want and where you want it. - Second, copy the rotation of any object facing your property's North - South, East - West angles (eg the floor) - Type /sf clock and purchase the Big Modern Wall Art Clock, and paste your rotation to it. - Lay the clock on the center point of your decided spot for the shape and sharp rotate the clock to be flat against the surface facing outwards, blend it in slightly to the surface and then copy the position of your clock before moving on. - Type /sf revolving and spawn the Revolving Door. Paste both your Rotation and Position values to this door, it should align itself with the clock precisely. - Duplicate the revolving door, and select speed 3.33 (or whatever you're comfortable with) and spin it to the next hour marker. Repeat until you have three perfectly in place, all overlapping the clock in the same way. From here, you have the angles set down in your three revolving doors. You can replace the angles with other items to make them easier to select, such as halfwall001 through halfwall006 etc. Using these angles however, you can measure out perfect shapes just like you can with sharp rotation normally. *Getting Inside the Actual Building* Someone has accepted your property request, and you're on your way to check out the possibilities. You enter your new building from the outside, get in, and begin falling into the void.. until poof, you're in the middle of the city! What!? You're still in your interior right now. Hitting /dim will transport you to the actual game world, where cars may be driving very near to your character so becareful. First, do not press /dim, instead run max speed to your property's building. Forgot where it was? No sweat, a couple ways to resolve this - Hit /pentrance - You will be able to hit Y after pressing this to exit your int, and re enter onto the same spot. - Hit /pfreeze and then, /fixloc - You will set the interior to freeze players on entry, then transport yourself to the entrance of your int without falling again. This allows you to quickly /sf floor001 to save yourself, if you choose to build in the void, for example. Okay, so you're standing inside your interior, looking at your property's exterior from the outside. You think, hey, how do I get IN there? It's a bit obvious, and now very simple to do. To avoid possibly falling back into the void, set down a floor, say /sf floor001 and put it at the base of the exterior, where you would ideally want the floor to be on the inside. Next, nestle yourself up against the wall of the exterior, (on the temporary floor you placed just previously), nestle in really close, tuck yourself into a corner if possible. Next, about face, spawn a longwall (EG /sf longwall001). Given the longwall is freshly bought, it's in an absolute-ish state and can be used to displace your character easily. Bring it really close against yourself, and if need be, create a second and rotate it so your really squished up against the wall and can't slide out to the left or right. Essentially, cone yourself up against the wall. Then, duplicate either wall, rotate it so you're between your property exterior and the long face of the wall like a sandwich. Set a nice speed like 3.33 or 5, and press it up against yourself in incremental steps until the camera shrinks to your head. Don't pass the wall through you, not yet. Get it close, this wall is your backup, and will prevent you slipping out of the squish in the wrong direction. Next, with your backup wall still active, squishing you against the building, duplicate it. A duplicated object (longwall here) can be used to displace your character, unlike an object that has already been placed in the world. Squish your character even more by moving it once, or twice, to narrow the gap between the longwall and your property exterior (with you in between the sandwich). Repeat this step slowly, until the camera chaos stops. Test it out, if you can move, you're in. If you can't move, repeat the wall duplication squeeze. Once done, hit /reloadprop to refresh all the duplicated walls, select them in your Manage Furniture menu and clean up. Save us from the eye sore, and get your cash back. (Keep the floor) (You may /pentrance at this point, but beware complications may arise and you could possibly need to repeat the wall squeeze to get out of the building.) *Mapping Inside the Actual Building* Alright, great, you're in the building walking around on the floor you placed from the outside. But hey, everything is flickering! My floor it just disappeared! Why is everything invisible, you ask? When the player camera interacts with the environment's negative side (for example, a housing estate with the discarded formations of a stairwell right there in the apartment you just bought and wanted to map), it does something. I don't know. I have ideas, but anyway. It makes everything flicker in and out of existence including your character, essentially blocking the camera lens. This also happens in first person mode. How do you circumvent this? Well! If the player camera doesn't interact with the negative environment, you're good to go, is essentially the answer. What this means practically is, for example, you've gotten into the actual building you wanted to map, but there's flicker nightmare everywhere. Here are some handy tips on making a coherent environment. - Find the boundaries. Most buildings have two sided boundaries, so you can spread-duplicate your temporary floor all over the place and run around looking for these boundaries. These are crucial, as they may ultimately determine your final floorplan and design elements, such as windows. Becareful though, some buildings have one-sided boundaries, meaning you will casually walk through the building wall and have to repeat the steps of squeezing yourself in, or /fixloc to your /pentrance on the inside. - Use a flat surface, EG Large Glass Pane (If you are up for squinting) or a longwall, (try to avoid having windows that reveal longwalls or anything jutting out the sides of your properties) - Place the flat surface up against the boundary. Aim the camera between your character and your Large Glass Pane. Still see flickering? This is where you finely tune the placement. - Actively select the surface, and using speed 2 or so - move the surface towards your character in steps while the camera is sandwiched between the two, and keep moving until you see the flickering stop and ALL your floors reappear. Keep in mind, you may need to return to this once you begin laying down detail objects so use a memorable speed in your wall constructions. - Once this step is done, and you painstakingly lay down the design of all your longwalls/walls/etc with overlaps of .01, a good idea is to use Club Glass at any section of the boundary where it still encounters flickering, to permanently block the player camera from touching these negative spaces. The Club Glass is invisible on one side, so place it using the visible side before finalizing your barriers, then flip one, copy rotation, and flip all glasses along the surface. When you've done this for all the walls, do it again for the ceilings. *Warning: Beware when building inside buildings that wildly differ from your property exterior, and be faithful to the property's dimensions, or admin will be knockin. *Keep in mind this method isn't guaranteed. Most buildings are actually spaced in the game, but many more such as skyscrapers, or certain houses are not properly spaced. You will know the difference between the two in time. A building that hasn't been spaced properly squishes the player camera and doesn't reset it. Do not waste time with these. Typically, if a player jumps inside one of these properties, they will be ejected from the building sides or floor, into the void. Also, while your character may appear to be functional in this environment, in my experience you will see other characters wildly glitching, and they will see you in the same way. This environment has very little potential. A building that HAS been spaced properly inside, lets your camera fly around freely and always resets the distance. Speed Tips On the face of it, speed determines how quickly you can move an object. In my opinion, it's better to define this as distance-to-move or distance moved. An object moved at speed 5 will fix itself at points 5 speed apart, rather than actually moving a bit quickly. This is useful, because it allows us to make measurements, and ultimately create unique features and seamless patterns in our interiors. *all Speed values above 5 are slightly less stable, often moving two+ steps rather than a reliable one step increase My opinions of the Speed values; 5 - The most effective mover 20 - The best rotator .2 + .21 - The best for finesse 2.86 - Walls, medium sized surfaces, initial finesse 1.00 - Narrow the gap for further finesse 3.33 - Favorite for elevation of miscellaneous items, lights Find your favorite speeds, assign a memorable speed for walls / floors / ceilings to make revisions easier on yourself. The following is a quick demonstration of the above ((6x original speed)), where you may see some of the mentioned methods and tricks put to use. Above all else, patience and imagination are the most essential qualities for mapping. Luxury, and modern styles are great, however the gritty realism much of GTAW RP has is equally appealing. Mapping is an act of curating for RP, setting the stage, but you can enjoy bringing your ideas to life at the same time.
  15. This is a guide for using the furnishing/mapping system in-game. It takes 5-10 mins to read thru. TUTORIAL TIPS & TRICKS Once you have your custom interior set up in-game and you located where you're going to map, it's helpful to avoid rotating the first floor you place (Build facing North). This way when you purchase more floors and walls, they will spawn in straight or at a 90 degree angle to where you need them, in which case a couple Sharp Z rotations will do the trick. This basically eliminates the need to free-hand rotate, at least where floors and walls are concerned. It also makes moving furniture and lights around easier. Don't want to build facing North for accurate windows or other reasons? No worries. There are now Copy/Paste Position and Copy/Paste Rotation options available (these show up when you buy a furniture through /sf or select an existing piece of furniture). Try copying a wall's rotation and pasting it onto a light- you can now duplicate them and move them in one direction going straight along the axis of your walls. Use /fixinvi periodically while mapping to fix shading and lighting issues. "Ghost items" which are there visibly but cannot be found in the furniture list may be corrected using /reloadprop. If not, they will disappear when the server restarts. To fix the twitching/flickering of textures that happens when two items directly overlap, follow these steps: Find one of the items in the property furniture list (or use click mode) and go into "Move mode" Change the movement speed down to 0.2 (the lowest) by pressing [ and press W, the up arrow and the left arrow once. Then, change the move speed to .21 and press S, the down arrow and the right arrow once (the opposite directions). Now, press Enter to save your changes. After /fixinvi the twitching should be fixed, not leaving any visible lines. The principal at work here is: you're subtracting one movement from another in order to create a movement which is smaller than at .20 speed, which would otherwise be the smallest movement. The reason? To fix the twitching without leaving any visible lines. Don't map in the dark! Fancy Lamp and Flood Light are the lights that stay on during the day. Once your walls are up, it's helpful to put those around so you're not squinting in the dark. To get an accurate interior size, you can count the steps of your exterior's perimeter or use a large item for measurement while mapping, like the massive white and red tile (/sf massive). Also, be sure to get basement approval by Property Management before construction. You will find floors, walls and trim (all the essentials!) in the last two pages (11&12) of the buy menu, under "Walls / Floors / Roof (1-4)" Dressers (/sf dresser) can be used to make custom kitchen cabinets and elevator doors or black topped table (/sf black topped) are popular counter-top pieces. Join the Property Management Discord for mapping support and property related questions. https://discord.gg/RuAyYPn Need more guidance? Check out @BabyFelon's guide here, which includes property commands and much more.
  16. Short description: create a system to save custom interior variants for businesses. Detailed description: Right now it takes a huge out-of-character effort to create custom scenes for certain roleplaying situations in businesses. For example, let's say you run a bar and you want to roleplay that your bar is dusty after an opening. You want to hire a cleaning brigade to come over and clean the place but to make the experience better, you want to change the interior a little bit by placing down dust, moving the chairs to make a messy appearance, leaving cigarettes at the counter et cetera. The only way you can do that is making everything by hand over and over again and if you want to run your business realistically you need to repeat the process after every opening. This takes a huge effort from the business owner and ends up killing the mood for certain roleplay setups. We should add a command which saves the current interior mapping to a slot and after that, we can switch between mappings with a single command. Business owners can save different mapping scenarios (for example dirty, clean, formal event, etc.) and apply them easily. You need to create the scene only once, save them and after that, you can set up the roleplay scenario for other groups (cleaning companies for example) instantly. Commands to add: /interiorvariant -- the root of the command. save [name] -- for saving the current setup. E.g. /interiorvariant save dusty; /interiorvariant save normal apply [name] -- to apply a certain setup. E.g. /interiorvariant apply dusty; /interiorvariant apply normal list -- list all the variants you saved before. E.g. /interiorvariant list -> prints 1.) dusty 2.) normal Items to add: N/A How would your suggestion improve the server? I believe it would give a really good tool to the business owners and potentially create several new roleplaying situations which aren't really a thing now because of the effort it takes to transform certain scenes into others. It would help the server financially too because we can limit the usable interior slots depending on the donator rank. For example, the free tier could save two variants, bronze donators can save three, gold can save five and platinum ten. Additional information: This script can be abused by mapping completely different things into a single venue. I believe the script should check for the changes made in the furniture list and if the difference is more than 50 items then it should refuse to save the scene.
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