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GTA4Unity will be developed along with GTA5Unity, the priority will be focused on GTA5Unity due to larger resources available. Feel free to send a message on issues tab if you want to contribute to one of these projects
GTA4Unity loads everything from GTADatLoader which is responsible for loading image files, wpl files, etc. GTADatLoader caches all game files entries and generate hashes for them all, so every change that is done with mods or tools can be opened without so much issues. After loading essential game files, the World Composer will generate cells based on WPL positions and then will allocate game objects for each WPL Item Instance and assign their data.
GTA4Unity uses burst to handle mesh creation and conversion, increasing the loading speed with parallel generation
GTA4Unity doesn't support the creation of skinned meshes at the moment, some research is needed...
GTA4Unity loads raw DXT textures without format conversion for better performance, this excludes the compatibility with other platforms than Windows, texture format migration need to be implemented using C# JOBS system
GTA4Unity may fail to find some models and textures for specific World Drawable Resources due to non-scalable importing conversion
This needs to be implemented yet along with world streaming, near objects will react with collisions and far ones will load dynamic lods