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it possible to add traffic cars without replacing?

Posted: Tue Apr 11, 2017 1:17 am
by Michaelx1
Hey heard about that the minivan and pickup in the revised v5 mod aren't replaced I want to know how's that possible just wanting to know.

Posted: Tue Apr 11, 2017 10:41 pm
by Franch88
They're two unused ones present in the game files, that Dummiesboy fixed and added in the SF traffic due to his MM2 Revisited mod series. Since they're added, they don't replace any already existing traffic vehicle.
That's possible to do by editing the sf.aimap and london.aimap files, where there's the traffic vehicles total number, the list of their basenames and the density value for each one.

Posted: Tue Apr 11, 2017 11:01 pm
by Michaelx1
When I was reading in the mm2c forum about adding traffic car Bus city it is possible also there's a limit [spoiler]To add traffic cars to london bc, first extract the 3 files (roam.aimap;roam.aimap_p;roambak.aimap) from race/bclondon to C:\

Open up one of the files above and u'll notice a heading named [Ambient Types/Density], which will have a list of traffic car basenames listed underneath.

If u wish to add a traffic car, put the basename under the heading [Ambient Types/Density] and then change the cumulative abundance of each type of traffic cars.

Eg.
[Ambient Types/Density]
14
va_vlw_s 0.07 0
va_ddbus_l 0.1 0
va_diesels_s 0.13 0
va_largesuv_s 0.2 0
va_sedans_s 0.33 0
va_smallsuv_s 0.4 0
va_2sitersport_l 0.46 0
va_cooper_l 0.53 0
va_eurocargo_l 0.60 0
va_ultrasport_l 0.66 0
va_euro_l 0.73 0
va_cab_l 0.82 0
va_compact_s 0.93 0
va_alx400_s 1.0 0

Note that both va_vlw_s and va_alx400_s are non-default traffics. The number next to the basenames are the cumulative abundance of each type of traffic. In this example, there is 7% va_vlw_s; 3% va_ddbus_l; 3% va_diesels_s etc. Make sure the cumulative abundance of the last traffic car in the list is 1.0

Count the number of traffic cars in the list and change the number count under the [Ambient Types/Density] heading. In this example there are 14 traffic cars in total.

Finally, save and replace all 3 files. The roam.aimap is the traffic control file for amateur player profiles while roam.aimap_p is the one for professional drivers. Not too sure about the roambak.aimap though...

Zip the file and put it back in the mm2 folder, making sure the added traffic cars are also in the same folder.[/spoiler]

Posted: Tue Apr 11, 2017 11:19 pm
by Franch88
Indeed, that's a small tutorial which explains what I told you. In that example there are 14 different traffic vehicles used, but maybe that's not the maximum limit, it's written nowhere if that's the limit number. I always wondered what it could be, but never got to try.

Posted: Wed Apr 12, 2017 12:28 am
by Michaelx1
So can you use a player car and turn it to a traffic car with a custom name is that possible?

Posted: Wed Apr 12, 2017 1:30 pm
by sajmon14
Not every player car. Traffic cars cannot have reverse lights and third brakelight if I recall correctly

Posted: Wed Apr 12, 2017 5:21 pm
by zoot
Not every player car. Traffic cars cannot have reverse lights and third brakelight if I recall correctly
Could just make a third brakelight attached to one of the tail light objects. It just goes on at the same time anyway.

Posted: Wed Apr 12, 2017 8:08 pm
by Franch88
It's possible to use player vehicles as traffic vehicles, but they need an edit before, like remove the RLIGHT_H object and add the two objects for the indicator lights, and also, it's always better to don't use too much high polygons models.

Posted: Wed Apr 12, 2017 10:47 pm
by Michaelx1
how i add the indicator lights

Posted: Thu Apr 13, 2017 8:08 pm
by sajmon14
Not every player car. Traffic cars cannot have reverse lights and third brakelight if I recall correctly
Could just make a third brakelight attached to one of the tail light objects. It just goes on at the same time anyway.
Yeah, that's what I do sometimes. But remember that it will glow on the night all the time. I just meant that actual BLIGHT object, the one of the brake lights, needs to be removed

Posted: Mon Apr 24, 2017 12:15 am
by Michaelx1
As what I thought in my opinion that traffic are hardcoded but anyways I'll make own traffic cars without replacing I'll use low ploy ones

Posted: Thu Feb 01, 2018 12:34 pm
by Seahawk
I had to bump this for some info....
I'm testing this limit of traffic cars and currently I have got 29 traffic vehicles together. From Tonius11, me and Sajmon14. I will add more to see the limit.

Posted: Thu Feb 01, 2018 11:17 pm
by Michaelx1
What are the ones, list them