One of the greatest things about the modding community of GTA V is that the modders not only have the chance to improve the game itself through the use of mods, but can go ahead and improve or add to other mods as well. By extension, this of course improved the game in the end, but the method of achieving this is unique.
The cooperation and collaboration between various modders has always resulted in some pretty spectacular additions or changes to GTA 5. Several of the greatest mods, LSPDFR included are the works of multiple, dedicated modders trying to achieve a vision of the game’s future.However, simply creating a sort of addon to an existing mod without direct team work is another way to nourishing the GTA 5 modding community. Guadmaz created something truly groundbreaking with the Map Editor, as this modding tool has been since used in countless popular mods, ranging from the small to the gigantic.OmegaKingMods’ Map Builder update is something of an expansion pack for the Map Editor. It adds a number of new features and options, such as material choice for the ground and walls and stack-able blocks of your desired material.This, relatively small mod gives prospective custom map creators quite a bit of more control over their creations and opens up new opportunities for future GTA V map mods. Modders have been able to put together some truly awing custom locations and maps. This mod will only allow that ‘wow factor’ to increase with every new map.The Map Editor is a pretty easy to learn, but fairly difficult to master tool. It enables people new to modding to wet their feet and later to take the plunge, all in a single comprehensive map creator.Have you ever made any custom GTA V maps with the Map Editor? Will this smaller addition be useful for you?GTA 5 MAPS Mods – Map Editor 2.13Description
This is a tool reminiscent of MTA:SA Map Editor days. You have a freecam to navigate around, and you can spawn objects (with preview!), move them around with your mouse or keys. Then you can save or load your map in various formats, currently supported are XML and Simple Trainer format (objects.ini). Picture : Map Editor 2.13Controls
F7 or R3 + LB – Open main menu.
WASD or Left Stick – Fly around while inside map editor, or when having an object selected, move/rotate the object.
Q/E or LB/RB – While having an object selected, move up/down the object, or rotate it.
F or Controller Y – Open the object spawning menu.
P or Controller Pause – Open the ped spawning menu.
V or Controller Back – Open the vehicle spawning menu.
Arrow Up or DPAD Up – Spawn a marker.
Shift or Controller A – Fly/Move/Rotate objects faster.
Alt or DPAD Down – Fly/Move/Rotate objects slower.
Control or L3 – While having an object selected, switch from moving to rotating. The arrow above the object will switch colors. Yellow for moving and red for rotating.
Mouse Left Click or RT – Select an object while looking at it.
Mouse Right Click or LT – Move an object with the mouse while looking at it.
Mouse Wheel or RB/LB – Rotate an object while having it snapped to your cursor.
C or R3 – Copy an object while looking at it or having it selected.
Del or Controller X – Delete an object while looking at it.Saving and Loading Maps
You can load and save your maps as XML files or as object.ini files. When selecting load or save from the main menu, you will be prompted to enter a filename. Note that when loading maps, they stack, so use New Map to clean any objects.
You can automatically load maps by creating a directory in the scripts folder named “AutoloadMaps”. Any file ending with the .xml or .ini extension will be loaded on gamestart. These maps will save with you when you save your current map, so before creating a map, use New Mapyou can also refer to the article about Real Life Mod – Scripts for GTA5Installation
1. Install ScriptHookV
2. Download and install Visual C++ Redistributable for Visual Studio 2015 x64, x86, Visual C++ Redistributable for Visual Studio 2013 x64, x86.
3. Install latest ScriptHookVDotNet, read the requirements.
4. Download last NativeUI version from here.
5. Move all contents of the .zip into your /scripts/ directory. If it doesn’t exist, create one.Expanded Object List
Normally a lot of objects cannot be spawned, but thanks to the GTA:MP Team you can unlock this and spawn building and a bunch of other stuff!
Apart from that you will need an updated ObjectList.ini. Just rename the included “Expanded ObjectList.ini” to ObjectList.ini and replace the one in your scripts/ folder.Check out this awesome addon by OmegaKingMods, adding new building blocks to the game!Translation
Ecm titanium 1.61 full download crack. The mod is available in many languages. You can change your langauge in Settings. You can help translate the mod by creating a translation file, found in scripts/MapEditor folder. Currently the translation progress is the next:
- American – Done by me
- French – Translated by Venom_714
- German – Translated by Weedinator69
- Italian – Translated by PaVI
- Spanish – Translated by me
- Portuguese – Translated by maurojunior
- Polish – Not translated
- Russian – Translated by MMK_033
- Korean – Not translated
- Chinese – Translated by yzhlzz
- Japanese – Translated by Shibaneko
- Mexican – Translated by me
note that there appears to be some kind of issue with non-english
characters, if the description doesn not add an automatic new line,
you’ll have to add a ~n~ character to create a line break.Changelog
— Added mpstunt props & vehicles
— Misc fixes
— Updated Chinese translation. Thanks @yzhlzz!
— Hotfix for Community Races incompatibilities.
— Quickfix for rotation transferring when copying an object.
— Updated the Russian translation thanks to MMK_033
— Improved search: you can now use AND & OR keywords for searching. For example, query “heist AND prop” will match prop_heist_carrier, prop_dlc_heist etc, and query “barrier OR barier” will match both prop_barrier and prop_barier.
— Added a new file chooser to the load menu, so you can select a file without needing to type the filename.
— Added map metadata information such as name, author and description.
— Added new marker properties: Mark as Loading Point, Mark as Starting Point, and Only Visible In Editor.
— Added ‘Wander’ idle action.
— Added logging when map editor fails to load a map.
— Fixed culture settings when inputting position coordinates.
— Fixed objects spawning in incorrect positions sometimes.
— Updated Italian and Japanese translations, thanks to PaVI and Shibaneko respectively. Thanks!
— Added ability to teleport while inside a car.
— Vehicle colors are now saved.
— Fixed crash when you build outside of map limits.
— Removed the time reset when opening object preview menu.
— Made skipping invalid objects optional. (Change it in settings)
— Fixed C# format yet again.
— You can now ty[pe in your own values for Positions X/Y/Z inside the property menu. Press enter when you have it selected.
— Fixed props not being dynamic when using C# format.
— Fixed DirectX game-crashing issue caused by ScriptHookV.
— Organized crosshair & translation files inside a MapEditor directory.
— Every language now has their separate translation file. You’re encouraged to translate map editor and upload your file on this website!
— Added ability for switching languages, and support for more than the default languages.
— You can now edit crosshair images located in scripts/MapEditor
— Fixed pickups not spawning at long distance
— Added ‘Door’ property for objects so they won’t fall through the world when loaded.
— Fixed C# generated script misplacing props and improved LOD distance. You can tweak it inside your .cs map (change the variable named ‘LodDistance’).
— Added teleports to markers. All markers are now numbered, you can find it’s ID in the properties window title. You can then set the teleport target of other markers to this ID.
— Added marker and pickup support for C# scripts. The C# format now generates a fully working ScriptHookVDotNet script, so you can share your maps with people that can’t get Map Editor to work. Just place the resulting .cs map in the scripts/ folder.
— Saving with the raw/C#/Spooner/Menyoo format will append the appropiate extension to your path.
— Added pickups! Press G (by default) to spawn them in.
— Pickup regeneration time is in seconds. Set to 0 for them to never regenerate.
— (Finally) fixed rotations, now you can rotate in any direction without weird behaviour.
— Positionment for props now should be more accurate.
— Removed the huge ‘LOADING’ text and added a smaller loading icon in bottom-right corner.
— Fixed props resetting rotation when changing heading.
— You can now add a model’s name into ObjectList.ini without a hash, and the script will calculate the hash itself (e.g. instead of “hei_heist_kit_bin_01=1251521521” write “hei_heist_kit_bin_01”)
— Stopped using the ScriptHookVDotNet VehicleHash enum and added VehicleList.ini.
— Stopped using the ScriptHookVDotNet PedHash enum and added PedList.ini.
— Added support for both Menyoo .xml format & the old .SP00N format.
— Fixed peds refusing to turn.
— Fixed game crashes after loading a lot of models.
— Fixed dynamic property not being properly copied for peds.
— Peds now spawn facing you in preview mode.
— Fixed peds/vehicle search not working.
— Sped up the validation system.
— Added a list of valid objects to use with Object Spawn Unlocker.
— Fixed framedrop when backing out of prop search.
— Added a bunch of translations, thanks guys!
— Improved object validation, now it’s slower but should be more accurate.
— Removed debug leftovers from model edges.
— Added Russian translation, thanks @MMK_033!
— You can now press Left/Right while in a long list to scroll 100 items at a time.
— Added a bounding box for placed items. This can be disabled in Settings.
— Minor bugfixes.
— Added translations! For now there’s only a Spanish translation. If you know one of these languages, you can help translating the mod! Just edit MapEditor_Translation.xml. Supported languages:
— Added a way to change the Draw Distance. This affects props, peds and vehicles. Default is 300. This can help your framerate, or you can extend it to remove pop-ins. You can find it in the Settings submenu.
— Please update your ScriptHookVDotNet to version 2.3
— Added an autosave feature. It will save your map every interval if any changes have been made. It won’t autosave if you just loaded a map. You also can change the interval time in settings, default is 5 minutes.
— The map is saved to Autosave.xml in your root GTAV directory.
— Compatibility with ScriptHookVDotNet 2.1
— Camera Sensitivities are now split between Keyboard+Mouse and Gamepad.
— Added changeable movement speed, split between Keyboard and Gamepad.
— If you accidently type a space as first character in the searchbox, it will be removed.
— Code optimizations.
— Added a new feature: Ped Relationships. Default is Companion (they will act like they did in previous versions). Others are self-explanatory. I also added Ballas & Grove groups, they’re neutral to the player but hate eachother. Note that they’re not actually ballas & grove groups, so they still will act neutral towards those gangs. With this you can make AI firefights.
— Relationship groups will be set after a map load, or you can set them by hitting enter/Controller A while having the item selected in the ped properties menu.
— You can reset all active relations in Settings > Reset Relationship Groups.
— Added a weapon option for peds. Same behaviour as in relationship groups.
— Added a siren checkbox for vehicles.
— This is one of the last updates.
— Fixed gimbal lock when rotating objects. Now you can freely rotate entities in all axis.
— The radar is now hidden while in map editor.
— When leaving the editor, you’re placed at the ground.
— Re-added the removed scenarios
— Fixed some scenarios not working. Thanks jedijosh920 for saving my ass.
— Added Any – Warp and Any – Walk options for scenarios.
— Fixed scenarios altering ped’s heading.
— Removed coffee & smoking 1 scenarios because they were not compatible. Instead use Drinking & Smoking 2 (Now just Smoking).
— Fixed markers disappearing after loading a map. This change is not backwards compatible.
— Added a new scenario for ped: Any. The ped will find something to do. Experiment with this by placing the ped at the beach, near benches, etc. Thanks to jedijosh920 for the find.
— Added scenarios for peds. Just select a ped and there will be a list with all scenarios available. Click on the current scenario to play/stop it. The scenario doesn’t need to be playing for it to be saved. Scenarios autoplay when loading the map.
— Added a way to disconnect a mod without cleaning the map. Just select the mod again and it will disconnect.
— Added ~1k valid objects for spawning.
— Added marker spawns.
— Created a Map Editor API: add the .dll to the references in your mod, create a ModListener object and suscribe your mod. When people select your mod from a list, the save function will be passed to you for saving. See the Community Races mod for reference.
— Added ability to remove world objects by using the usual delete button. These deletions can be saved in an XML file so when it’s loaded, these objects will be automatically removed from the world.
— Added ability to copy objects from the world, by using the usual copy button.
— The crosshair/orb changes color based on what you are currently aiming at: White for nothing, Blue for World Entity (can be copied/deleted) and Yellow for Script Entity (Your own map entity).
— Objects deleted from the world can be put back in place using the CurrentEntities menu.
— Quickfix for the vehicle clone bug.
— Removed prop streaming since Alexander upped the object cap to 2048. Download the latest ScriptHookV for this to work. (here)
— Added a “Current Entities” menu, due to this map loading times have increased.
— Added an option for the camera to follow the prop when it’s selected.
— Removed the 250 prop limit. The more props you spawn, the worse performance you will get. You can change the prop draw distance in the settings menu. To disable this feature, change the draw distance to 245 props and do not go over this limit.
— Settings now save to MapEditor.xml
— Added a prop counter, which turns yellow when the prop streaming service kicks in.
— Added a gamepad option, when turned off disables the LB + R3 controller combination.
— Increased the accuracy in the prop details window.
— Bug fixes.– 0.6
— Prop movements are now relative to the camera’s position.
— Added a way to load maps on startup: create a folder in your scripts/ folder named “AutoloadMaps”. Any .xml or .ini file located there will be loaded at gamestart.
— Added a new crosshair option: orb.
— Added an option to validate current object list.
— Reduced object list to remove any invalidated objects thanks to sjaak327.
— Misc bugfixes and improvements.
— If you save/load a map without the extension, it will be added automatically.
— Fixed a bug where props may be misplaced when loaded.
— Put a limit on props (250). This will be lifted later on.
— Added a Properties window when having an entity selected.
— Fixed a bug where you couldn’t clone peds.
— Laid the base for object streaming
— Added full controller support
— Added instructional buttons to aid you.
— Added a camera sensitivity option.
— Removed some invalid objects.
— Changed how freelook works so you don’t need to be in fullscreen anymore.
— Removed invalid objects.
— Added ability to spawn in Peds and Vehicles. Press P for peds, and V for vehicles.
— Added new formats for saving: C# code and raw.
— Fixed bugs.
— Initial ReleaseLink download Map Editor 2.13ContentsGTA 5 Map Editor Allows You to Spawn Different ThingsPeople are currently arguing if it is proper to call it as Map Editor since it does not necessarily allow you to edit the map’s layout. However, it was named as Map editor GTA 5 Mod by the creator, so we can do nothing about it. Instead of allowing you to edit the map, it allows you to spawn various objects such as vehicle and ramp into the world of GTA5. Basically, the creator is comparing it with the editor of San Andreas, so in case you have an experience in using that type of mod, you will basically get the idea behind this mod.
Guide on the GTA 5 Map Editor Tool
During the designing process, you will have the free cam that you can use to navigate around. You can also get a preview of the object that you spawned. After you are satisfied with the changes that you made, you can save your map in different formats before loading it. Here are some of the things that you need to remember when using the Map Editor GTa 5 mod.
The control of this Map editor is something you need to be familiar with in order to design the world freely and easily. When opening the menu screen, simply hit F7 (or R3 and LB). W-A-S-d is how you can conveniently navigate around the map. It can also be used when rotating a particular object. When you selected a certain object and you want to move it down or up, or perhaps you want to rotate the object, hitting the Q and E is the right way to do it.
In terms of the spawning Menu, there are different controls that you can use to spawn. The F key can be used to open the menu intended to spawn objects. P is for ped spawning and the V for vehicle spawning. You may also spawn marker on this map editor GTA 5 by hitting the arrow up button. Other functions are somehow pretty obvious; the left click is for observing an object, right-click is used to move the object while observing it and the mouse wheel can be used to rotate the object.
- Before you proceed, you need to make sure that you have ScripyHookV in your system
- You should also check your operating system if you have the Microsoft Visual C++ 2015 or 2013.
- You should also check if you have the most recent version of ScriptHookCDotNet. Make sure to read the requirements first.
- You should also install the latest version of Native UI
- Download the Map editor GTA 5 Mod and extract all the content of the zip file into the directory folder.
- In case you do not have the directory folder. Right click, then choose create new folder. Rename the New Folder to Directory.
This Map editor has allowed the players to create some dimension in a place that gets too redundant. Even the place with valleys and hills such as the Los Santos can get boring if it is too repetitive.