mods for GTA:LC
Posted 01 February 2004 - 01:57 AM Edited by killer.ip, 01 February 2004 - 02:09 AM.
As far as I know there's only one more place that exhibits the green glass phenomenon... that's the security hut at Catalina's mansion (probably because it's also meant to have breakable glass), but there are more objects that'll need their flag values updated, one of them being Punk Noodles.
Another one that Mark & I have been getting annoyed about are the 'glass' textures on the glass handrail barriers in Staunton, they're pretty visible and it's a bit obvious there's a problem as you're driving by. Now that we know what's going on hopefully a little editing should be enough to take care of it.
With the bridge textures still being dark is there going to be a v1.1 fix on the cards?
Steve, I'll head over there and take a look, but taking a guess it looks like the problem you get when you use the original 32bit textures. Have you tried the compressed texture pack?
[EDIT] Nope, they're definitely bugs, bit of retexturing should do the trick. Thanks for bringing those up man.
Posted 01 February 2004 - 01:58 AM Edited by freakin@, 01 February 2004 - 02:08 AM.
Posted 01 February 2004 - 04:42 AM
And most of us have access to better hosts, anyway.
Posted 01 February 2004 - 05:10 AM Edited by freakin@, 02 February 2004 - 03:40 AM.
By the way [4D]Out Back If I've done somethin to piss you off I'm realy sorry I realy did'nt mean to!!!!!!!!
Posted 01 February 2004 - 05:59 AM
SteveM: thanks for the bug report, that first pic really scared me
killer.ip: Ill look into the darkness of the bridge, the problem is that the light-data has somehow been lost. Ive seen this with the sky-train pieces as well. I could recover the road pieces but I cant seem to fix the bridge.
But ill look into it.
Posted 01 February 2004 - 06:09 AM
Posted 01 February 2004 - 08:59 AM
|Craig, I've taken a look in the area of Staunton I think you're referring to but haven't been able to come up with anything. These are in the area of the Casino & Police station? If you could look up the model names in Moo Mapper that would be a great help.|
Here are the areas I've found that still have the old glass.
Posted 01 February 2004 - 10:44 AM
I only spent 10 min on it tho, so maybe someone else will have better luck than me.
Posted 01 February 2004 - 12:23 PM
WTF is this???
its in that 'glass-room' opposite the subway in the RLD. Also, a bit further on, at the intersection with the hospital at the right the same problem arises.
You can see straight trough the pillar. But not every pillar...
Posted 01 February 2004 - 03:51 PM Edited by killer.ip, 01 February 2004 - 05:10 PM.
Craig, thanks for the info on the windows in Staunton there, I'll get on the case with those this afternoon. The Security Hut outside Catalina's was a goer last night, it's looking a lot better, they will be making it into the release.
Largo, pull down the console and type /x-ray specs 0... j/k. No idea what the see through girder's about I'm afraid, but I noticed the door to it's right is looking a little invisible itself, no problem to fix, cheers.
freakin@, breaking those panes of glass is wholly speed dependant... too slow you bounce off, at the right speed you'll go right through:
Posted 01 February 2004 - 04:03 PM
Posted 01 February 2004 - 04:22 PM Edited by SteveM, 01 February 2004 - 04:23 PM.
i hope im helpin and not stessing u guys out
Posted 01 February 2004 - 05:13 PM
Posted 01 February 2004 - 05:15 PM
Posted 01 February 2004 - 05:31 PM
No problems with the bug reports Steve, you keep 'em coming. With the 1st pic I don't think the pine trees are meant to be there, are you using Skidz mapfix v2? I'm am getting the levitating tree on the right though, just need to tweak the IPL file there. What's the problem in the 2nd pic? I just can't seem to see it.
Craig, that would be a great idea. I think some of the hud is hardcoded, so I'm not sure if we can get rid of the pink lettering but the radar should be do-able. We had some weapon icons made up around Christmas, but I remember Dem saying they didn't fit in with the projected weapon plan, you'll have to ask him about that though. You can pick those up at Smither's page here if you'd like to take a look.
Posted 01 February 2004 - 05:35 PM
@killer.ip-what are you talking bout? we got see-thru pillars here, not just that one but at several places in town. dont tell me thats not a bug.
ill post another screenie soon.
Posted 01 February 2004 - 05:44 PM
Im gona update the site quite soon. I hear that the cars are coming soon, that should be a major step forward.
Posted 01 February 2004 - 05:51 PM
The train track is a simple fix, in the IDE, set the flags for all the el train tracks, and the support, to 0.
Posted 01 February 2004 - 06:09 PM
Posted 01 February 2004 - 06:15 PM
Anyway, the black tracks are most likely caused by the recent portland road fix. So i cant make screenshots of the see-thru pillars now cos they're all black.
Also: is it just me, or is this grass suddenly looking rather retarded?
Posted 01 February 2004 - 06:25 PM
Posted 01 February 2004 - 07:01 PM Edited by killer.ip, 01 February 2004 - 07:57 PM.
largo, try out the new files and see if the problem goes away... if it does I can recommend to anyone using Moo Mapper to edit the flags by hand.
Thanks again Steve, now that you've been bringing up these bugs I've started noticing them in quite a few places around the city. Do you fancy taking charge and organising yourself & anybody else interested in retexturing those models?
Skidz, after todays debacle I know exactly where you're getting at with the L-Train girders, I'll get on the case with moving them, shouldn't take too long.
[EDIT] Actually, scratch that last one, just checked up in GTA3 and the L-Train's girders are perfectly positioned after all.
Posted 01 February 2004 - 08:46 PM
Posted 01 February 2004 - 09:23 PM
|QUOTE (spaceeinstein @ Feb 1 2004, 17:13)|
|Anyone notice that when far away you can see buoys floating in the air above the water?|
Anything that floats is stuck at the VC level until you get close, then it falls into the water.
Posted 02 February 2004 - 12:51 AM
Seems as though when you compressed the textures with the DXT compression they messed up.
Posted 02 February 2004 - 01:30 AM
Did you make sure you were using the new .ide files? I did some testing earlier and came to the conclusion the originals were at fault, the current download has files that I believe have corrected the problem.
Posted 02 February 2004 - 01:35 AM Edited by PineCreek-Skidz, 02 February 2004 - 01:37 AM.
crazydude is right, the gtaiii.txd is definatly messed up, I looked at (some) of the textures and they resemble the problematic textures we have been seeing around town, im going to test this theory abit further, if its just the txd then it shouldnt take long to correct.
Posted 02 February 2004 - 01:59 AM
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