Saints Row: The Third Traffic and world zone questions

I've been playing Saints Row 3 for quite a while now, and I have noticed that when you are driving down a road whith a whole bunch of other cars, the car at the very front will stop, back up, and make a U turn, and next thing you know, every single car on that road does it too?? Why do they do this? Is something scaring them, is it some mod I downloaded, or what? This has been happening for quite a while now and has gotten annoying...
 
The only mods I have are Rare Vehicle Cheats, Sandbox, Extended Vehicle Customization, and Customize all cars mod.
The last time I can remember it happening was on a road just east of the 3 Count Casino
 

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What you are most likely seeing is the roadblock system trying to spawn a roadblock of interest. These are not just roadblocks, but things like construction barrels, people pulled over by the cops, etc. The game disables the traffic spline and waits for it to clear before spawning anything. Usually if you're driving quickly it doesn't happen soon enough and we give up spawning it because we don't want to pop it in right in your face. Sometimes the peds make a mess of the attempt because they don't get out of the way.
 
What you are most likely seeing is the roadblock system trying to spawn a roadblock of interest. These are not just roadblocks, but things like construction barrels, people pulled over by the cops, etc. The game disables the traffic spline and waits for it to clear before spawning anything. Usually if you're driving quickly it doesn't happen soon enough and we give up spawning it because we don't want to pop it in right in your face. Sometimes the peds make a mess of the attempt because they don't get out of the way.

Thought of posting that, but you beat me to it.
 
What you are most likely seeing is the roadblock system trying to spawn a roadblock of interest. These are not just roadblocks, but things like construction barrels, people pulled over by the cops, etc. The game disables the traffic spline and waits for it to clear before spawning anything. Usually if you're driving quickly it doesn't happen soon enough and we give up spawning it because we don't want to pop it in right in your face. Sometimes the peds make a mess of the attempt because they don't get out of the way.

Where are the traffic splines located in the game files? Is this something we can edit without Volition's world building tools? For example, I would like to add water traffic splines to have police boats, jet skiers, etc driving around on the water around the city.
 
This data is included in the world data in the czn files. The zone file is a header and zone sections. Each section(objects, navmesh, traffic, sidewalks, etc) has a section has a small header on it telling the type and size. You could feasibly hack into this file and expand or add sections if you could figure out the internal representation of the data.

Traffic data is always loaded and one of the holdover systems from SR2 that we didn't get around to changing in the new engine. As a result, it is all just a big glob in the global always loaded file(awld.czn_pc I think). This data has the splines, lots of specific pointers to things like adjacent lanes and an rbb tree, so it might not be the easiest to build from scratch. Hopefully at some point this will be possible with tools though.
 
This data is included in the world data in the czn files. The zone file is a header and zone sections. Each section(objects, navmesh, traffic, sidewalks, etc) has a section has a small header on it telling the type and size. You could feasibly hack into this file and expand or add sections if you could figure out the internal representation of the data.

Traffic data is always loaded and one of the holdover systems from SR2 that we didn't get around to changing in the new engine. As a result, it is all just a big glob in the global always loaded file(awld.czn_pc I think). This data has the splines, lots of specific pointers to things like adjacent lanes and an rbb tree, so it might not be the easiest to build from scratch. Hopefully at some point this will be possible with tools though.

I'll put my traffic spline dreams on hold for now then until later with the potential for world building tools.

We should be able to at least easily edit/add coordinates and triggers for things like teleports, garage keys, etc though by editing the correct city files though? This is my understanding; each city zone (that's what czn stands for, right) is in either sr3_city_0.vpp_pc and sr3_city_1.vpp_pc and the data is located within the a 4 digit streaming file. Within that streaming file are cvbm_pc, gvbm_pc, cvn_pc, and czh_pc files.

Can you get us a list of what section of the city each 4 digit number stands for? I'm guessing you probably have a birds eye map of the city split into squares that id each of these.

What do each of the extensions stand for within the streaming file?

What is the exact purpose of each of the files within the streaming file?

What is the exact file/header format of each of these internal files? The gvbm/cvbm ones are usually textures, and we already have tools for those, so more interested in czn, czh, and why some of the file names are f and and some s. (example: sr3_city~f0609.czn_pc vs sr3_city~s0609.czn_pc.) I'm still still curious what the cvbm/gvbm extensions actually stand for too.
 
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