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#4984 by Lexus
08 Apr 2016 18:35
Lexus's Mapping Guide!

Okay, so a lot of time I have been asked "can you teach me how to map?", now I'm not the best teacher, but I still want to help those who are interested in the art of mapping! So for those who are interested, here's a good guide on how to get started.​
Mapping and you-
One thing you'll need to be "decent" at mapping is patients. Not because you'll be expecting to do massive projects, but because you'll have to do very precise movements in order to fit objects together, both to stop there being glitchy textures and also so that there are not any tiny gaps in walls, floors and other things that may look out of place, or have a chance of killing you.

Getting Started-
In order to get started with mapping, of course you're going to need to download the editor in which you do it in first. You can find it Once you have successfully installed this program by following the simple instructions on the website, you'll get this icon on your desktop (If you saved the program there, I recommend you do):
Note: If you need any help with the instruction on how to download it, inbox me.
Open it up and then we can get started on giving you your lesson!

Learning the basics-
Step 1) Once open, you should come to the menu screen, at first it may seem overwhelming, but there are really only two things you'll need from this page: "Load" and "Load with COLLS". "Load with COLLs" wont be needed when you're first starting off, so just click on "Load"


Step 2) Once the program has loaded, you should spawn above Area 69 in Las Venturas, meaning you can now move around within the editor freely. - Now we'll show you what each of the mechanics do from the bar on the right, "Views", "Objects" and "Movement" -


Views aren't used very much, but can be a very helpful tool. You can use this to make short-cuts from one creation to another, or to teleport to objects you've accidental place a million coordinates away.


Camera View-
This is the shortcut you can use to go from one place on the map, to the other. All you have to do is copy and paste the coordinates from a certain object into the bar that says "0,0,0" and then click"Point camera at these Coords"

Or if you'd like to copy your coordinates from your current spot to go back to at a later time, then you can click "Copy CameraLookAt() Coords" and then paste it in the box "0,0,0" when you wish to go back. Or if you know you wont come back for a while, may it be a later time or date, you can click "Add" which will save that camera location for the next time you need it, this way all you need to do is double click it to go to that location.

Also, don't forget to rename your bookmarks so that you know which camera view goes where.


This is where you'll find all the pieces of the puzzle to build your masterpiece - It will keep each of the objects saved so that you wont have to keep searching for them each and every time you need them.


Using the objects-
At first, placing the objects and selecting them can be quite difficult, but really it's quite straight forward.

"Add" This is only to add more object to your pallet, not to add them to the virtual world itself.
"Delete" Deletes them from the pallet, not the virtual world.
"Rename" Although it's not a tool I personally use, some may find it useful to name their object rather than just have a picture.

Searching for objects-

Once you've clicked "Add" it will take you to this menu-


This lists all the objects within the SA-MP editor, where you can also type in certain key words to try and find your wanted object. Not only this, but you can also put a range on the search, so it classes it from, biggest to smallest, or smallest to biggest, it is all down to your personal preference and type of items you're looking for.
You can also click either "prev" or "next" to skim through the lift just to browse until you find an object of your liking.
Once you've found your object of choice though, you can click on "Add" which will then add the object to your pallet.
Or click "Exit" at the top of the menu to carry on with your work.

Adding the objects to the virtual world-
This is where you'll find the virtual world object editing -


Movement tools-
This at first may seem like a load of rubbish, but is probably one of the most used things that you'll find whilst mapping.

Mouse Movement Controls-
This is for those who prefer to do free hand mapping, it will basically let you use your mouse to do greater movements of objects, but is prefer only for those who are going to be making colossal scale builds using "building objects".

Nudge Tool-
The nudge tool is probably the most preferred thing to use, as it is the tool in which gives you control over how far, or which way you move your objects in a precise way.
Nudge axis's "X,Y and Z" are the movement of the objects coordinates - North, East, South, West, Up and Down.
Nudges axis's "R-X, R-Y and R-Z" are for the rotation of the object, and will not move the objects coordinates in any way, only turn the objects facing direction.

X axis nudge- This will move in directions: West and East
Y axis nudge- This will move in directions: South and North
Z axis nudge- This will move in directions: Down and Up

R-X axis rotation- This will rotate the object in the directions: Left and Right
R-Y axis rotation- This will rotate the object in the directions: Forward and Backward
R-Z axis rotation- This will rotate the object to make it face either: North, East, South or West

Nudge Power-
This will determine how many coordinates it will add or take away, when you nudge the object, the maximum nudge power being 0.5000 and the minimum being 0.0020

Saving your work-
This editor has no way of saving your work for you, you must do it yourself if you ever wish to see your much worked on creation ever again. Make sure you save it regularly as this editor has been known to freeze at times and make peoples editor crash and therefore loose their work.

Step 1)
Click on the button "Show Code" on the main tool-bar at the top of the editor-


Step 2)
Choose which of code types you want to save-
CreateObject- This type of code makes the set of objects that are within it never de-spawn, even when out of clients range. Just like the actual built map itself, this should ONLY be used for floors of the interiors of garages (/entergarage) that are over 400 objects.
Raw Data- Not something that you'd use when implementing mapping to a server.
CreateDynamicObject- This is the main one that you'll be using when making mapping requests, you'll need to make sure that your interiors are NOT over 400 object as they will cause parts of it to despawn. Although it's not a big deal, if you're using /entergarage within an interior that is 400 objects, then your car will fall through the world and not re-spawn until you re-log.


Step 3)
Highlight all of your code within the top box and then paste it into a text document (preferably Notepad) where you can then save it to your documents.

Then congrats! You can successfully exit the editor knowing that your hard work is safe and sound.

Opening back up your work-
Opening your work back up is simple, and take literally 4 clicks maximum to do!

Step 1)
Have the editor and your notepad document that you saved your work in open.

Step 2)
Whilst in the notepad, press the keys "Ctrl (Control) + A" together, selecting the whole code.

Step 3)
Go back into the editor and click on "Import Paste".


And then it's back! It's that simple!

Now you can begin your new adventure in creating new interiors and exteriors, either for fun or for your home within X-RP - Good luck!

And inbox me for any further assistance you may need!
#4990 by Corne
08 Apr 2016 19:01
Never actually used the camera bookmarks, but it's good to know what it's used for, thanks for the guide.
#4991 by Lexus
08 Apr 2016 19:05
I'm Glad this guide helped you. Thanks.
#4997 by SWGamer
08 Apr 2016 19:36
Make an MTA guide too.SAMP construction lags like shit on some peoples computersI used both and MTA is good for small compact maps and SAMP construction could be much hhelpful when you are building virtual worlds(Desperate worlds or rooms dependant from each other) or complex islands.

If you are a beginner stick with MTA.Nice guide brother.
#5000 by Lexus
08 Apr 2016 19:46
Thanks for the support everyone.
Phillips Brian wrote:Did you create the severs's map? I mean, the fire station, the sheriff station? :shock:

No man I didn't made that mapping lol

Yeah thanks, I'll work on an MTA guide and post it soon. And yep mapping with MTA is much better when you are making virtual worlds.
#5006 by SWGamer
08 Apr 2016 20:18
Phillips Brian wrote:Did you create the severs's map? I mean, the fire station, the sheriff station? :shock:

The developers do the mapping on XRP.But back in the day we could make maps for X Portal and also on the early beginning Role opened mapping for XRP me and a friend named Newly worked on some but then devas thought to make their own maps we were bummed. ;)

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