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Mapping/Interior Design Guide for GTAW


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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.

 

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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.

 

 

 

 

 

 

Edited by BabyFelon
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I recently purchased a property and got the interior changed so I could design my own interior, this thread has helped me tenfold. It needs more attention or to be pinned or something I've never felt so lost when first purchasing my property etc. Many thanks for this!

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5 hours ago, Avon said:

I recently purchased a property and got the interior changed so I could design my own interior, this thread has helped me tenfold. It needs more attention or to be pinned or something I've never felt so lost when first purchasing my property etc. Many thanks for this!

 

2 hours ago, Rheotic said:

amazing guide felon great job this needs more attention

Thank you guys, I appreciate the posts :)

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