Выберите одну из следующих категорий, чтобы начать просматривать последние моды для GTA 5 на ПК:
@shawnlynch23 @PatrickJr @danix93 This kinds of crashes while loading files is almost always due to bad mods installation. Verify your game files, and try CW again.
@Yoha Yes, that is the Win7 "Platform Update". It is required for CW to run on Win7.
Perhaps you could file a bug report instead of giving a lower rating? Noone else has reported any issues with loading project files...
@Vitalik2187836 you can view all ymt files via the new RPF Explorer, but only the scenario region ymt's are currently editable.
@Yoha The GTX980 should have no trouble with the current version of CodeWalker... I run it on a GTX780 with no problems. I could only assume that for some reason that version of Win 7, or the graphics drivers, must be responsible for the problem. Perhaps the driver is just reporting a lower version of DirectX. Anyway, hopefully this new change to the code will help.
@Yoha @RODEBLUR I have noticed that some older GPUs drivers have DX11 support, but the device itself can only support DX10 feature level. I have made a change in CodeWalker for the next version that will make it only require DX10 feature level device. Hopefully this will solve this issue you are having, at the moment I don't have any other ideas on what might solve it, as the error is indicating that the GPU doesn't support DX11, and CodeWalker requires DX11 for rendering.
@zzcool Tools depending on collision meshes (eg grass painting, auto snap objects/paths to the ground, etc) is something I'm looking into at the moment. It will still be a while before I finish building those tools though.
@Zolika1351 Have you modded your base game .rpf files at all? Are you using SC/disc version of the game? (see discussion above)
@Gta5KoRn Car wheels are still WIP. I got them to render ok, but in the wrong location. I need to find in the .yft files where the wheel offsets are stored.
@Cleveyus Thanks! Currently you need to know the name or hash of the entity you wish to use, and set it in the archetype name box in the project window. I don't currently have a list of objects for easy use, but the creating entities interface is something I plan to work on more in the future (ie, placing entities with preview and/or select from a list is the goal).
Currently the best way to deploy these changes is via the /mods/ folder, and have the game load files from mods via OpenIV.asi. Also I shouldn't have to tell you not to use a modded game for online play. If you uninstall openIV.asi / asiloader, then /mods/ folder won't be used, and then you can play online again.