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Old 04/02/2016, 11:57 PM   #11
ikey07
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Default Re: (Mapping) retexturing GTA sa objectes

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Originally Posted by Rufio View Post
Yep but then again what about players with low internet speeds? They will most likely fall off the map.

Edit: The point I am trying to make is there will be A LOT of objects for a player to stream whenever he/she moves hence the massive lag for players with low internet speeds.
You are not removing original roads, only adding an extra layer above it, I don't see an issue, other than SA originally use decimal numbers for object rotation, and almost all roads ends up being rotated by 3.16 degree etc, once I redo one area of LS, I stopped it, cuz its pain in the ass to get right rotation for the objects.
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Old 04/02/2016, 11:59 PM   #12
Rufio
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Default Re: (Mapping) retexturing GTA sa objectes

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Originally Posted by ikey07 View Post
You are not removing original roads, only adding an extra layer above it, I don't see an issue, other than SA originally use decimal numbers for object rotation, and almost all roads ends up being rotated by 3.16 degree etc, once I redo one area of LS, I stopped it, cuz its pain in the ass to get right rotation for the objects.
I thought you were removing original roads as well, my bad. Sorry. ^^
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Old 05/02/2016, 06:53 PM   #13
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Default Re: (Mapping) retexturing GTA sa objectes

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Originally Posted by ikey07 View Post
You are not removing original roads, only adding an extra layer above it, I don't see an issue, other than SA originally use decimal numbers for object rotation, and almost all roads ends up being rotated by 3.16 degree etc, once I redo one area of LS, I stopped it, cuz its pain in the ass to get right rotation for the objects.

There is an option at the map editor to reset angles.
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