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How can you tell the difference in code in .ymt for peds?

Featured Replies

Hello

 

How would you add more drawable variations to a ped correctly? I have seen Alex Braun's video and it still confuses me as to how to edit the drawable variations. I want more drawable variations but I can not tell the diffrerence between the many, many lines of code. Which one is accs? Which one is uppr or lowr?

 

Thanks

17 minutes ago, Nailbiter said:

Hello

 

How would you add more drawable variations to a ped correctly? I have seen Alex Braun's video and it still confuses me as to how to edit the drawable variations. I want more drawable variations but I can not tell the diffrerence between the many, many lines of code. Which one is accs? Which one is uppr or lowr?

 

Thanks

what video you talking about? i think ymt editting  still need a lot of research, because too many values just a hashes, and you can't convert it to actual info

1 hour ago, Desmond98 said:

what video you talking about? i think ymt editting  still need a lot of research, because too many values just a hashes, and you can't convert it to actual info

 

 

@AlexBraun figured out which hashes correspond to the ped components. The full YMT file hasn't been reversed though. 

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  • Author

Yes. That video. I find some parts still confusing. As Alex Braun had put the new code within the MP player model, I need help on the non MP models. I can't tell if(not real code) 0000394 is uppr or 0000765 is lowr. In the video, Alex said that this number corresponds with ... and this corresponds with ... but I do not understand how he knows.

16 minutes ago, Nailbiter said:

Yes. That video. I find some parts still confusing. As Alex Braun had put the new code within the MP player model, I need help on the non MP models. I can't tell if(not real code) 0000394 is uppr or 0000765 is lowr. In the video, Alex said that this number corresponds with ... and this corresponds with ... but I do not understand how he knows.

The <Item> elements within <hash_E2489C4F> correspond to the individual components, and each of the <Item> elements within the <hash_68AC8351> element of each component <Item> element, are responsible for the drawable variations.

Screenshot_25.png

Screenshot_26.png

 

Edit for clarification:

I used the s_m_y_hwaycop_01 ymt file in these pictures.

Edited by AlexBraun

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6 minutes ago, Nailbiter said:

Is the drawable variations the same as the uppr, lowr, accs stuff?

Do you know what drawables are?

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14 minutes ago, Nailbiter said:

Not really. I'm sure they are the individual parts right? The lowr, uppr, accs, head, etc?

The parts of the players (lowr, jbib, accs) are called components. These components have different models, also known as drawables, and identifiable by the number after the component name. And they can have different texture variations, which can be identified by the letter at the end. (a = texture id 0, b = texture id 1, c = texture id 2, ...)

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  • Author

But regarding the components, how would one know which one is head, accs, uppr, lowr, etc?  More specifically, how would you know which item corresponds with which component? Is this a guess and check?

Edited by Nailbiter

4 hours ago, Nailbiter said:

But regarding the components, how would one know which one is head, accs, uppr, lowr, etc?  More specifically, how would you know which item corresponds with which component? Is this a guess and check?

There are 12 numbers, from left to right they go by the component Ids. A number under 11 means the n-th <Item> element (n being the number that was given) 

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