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ghost_master2000
  • ghost_master2000

    Li'l G Loc

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#61

Posted 14 December 2003 - 08:09 PM

Alright, I might just be rambling here, but I had a theory on loading the islands seperately. Perhaps set the files of eac islad as a seperate interior? I'm not exactly sure how the interior stuff works, but I figure it would be worth a try. Maybe set the lod of the whole city to interior = 0, and the each island as 1, 2, and 3. Might work, but I don't know how interiors work, and it would be tedious to do by had.

ghost_master2000 runs off to work on tool.

Aztlan
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#62

Posted 14 December 2003 - 08:23 PM

i am having second thoughts of working on transeferring the sound files of the sfx files
because if you use winrar to compress them, the files will be like 100 mb so i think it will be better to leave the sounds the same dont you think?

Silent Viper
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#63

Posted 14 December 2003 - 08:34 PM

if you mean radio by sound,i would think,just give a tutorial how to do gta3-station-convertations,thats leagl than,the SFX should be used of GTA3,or at least the most critical files like Car and Gunsounds,what peds are saying is not important (why shouldn't a prostitue in LC say no money ,no funny ,honey bunny ,too ??)

Krutchkov
  • Krutchkov

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#64

Posted 15 December 2003 - 02:13 AM

QUOTE (Aztlan @ Dec 14 2003, 15:23)
i am having second thoughts of working on transeferring the sound files of the sfx files
because if you use winrar to compress them, the files will be like 100 mb so i think it will be better to leave the sounds the same dont you think?

if you have aim or or yahoo i am directly linked to demarest so you can send them to me and ill post them for demarest to get if thats ok for you

Demarest
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#65

Posted 15 December 2003 - 11:17 AM

@Silent Viper: The idea is to replace GTA3. So having the extra weapons simply wouldn't fit. I'm not sure how much control I have over that anyways as I suspect that law enforcement weaponry is hard coded. I can see your points on using the M60. But consider this: The M16 can level cars in a second flat. The M60 cannot. This can all be edited in weapons.dat as could the clip capacity of the minigun. So really, any weapons used are going to need tweaking for stat/animation authenticity.

@gm2k: That's an idea. I'm not sure how to assign interiors, but a little prodding of the experts would give me an answer quick enough. HOWEVER, both GTA3 and VC have this feature in by default. That tells me that somebody took it out. How they took it out should be reversible unless they hacked the EXE. If it's something we can put back in, we should for the sake of conformity if nothing else. I'm not discarding your idea, I just want to try doing it "the right way" first. Plus then the interiors would be unused and could be used for later mods.

@Aztlan: I'm not terribly worried about filesize, but I agree it should be for something useful. Maybe instead we can play it by ear and see if there's any sounds that REALLY need replacing. If so, maybe we could offer the editing tool along with instructions for the user to replace them. Then it's a smaller DL and people could decide for themselves.

Silent Viper
  • Silent Viper

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#66

Posted 15 December 2003 - 02:24 PM

something more what would fit in the mod,ok,it ain't the best,but it's really hard to get something of a different model to fit exactly to a new model,and for the LC-Prisoner-Sign on the back,that was impossible as the Player11 doesn't support something like that and player12 only has a sign for the front of tommy,not the back ...
but here it is ...
user posted image

Aztlan
  • Aztlan

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#67

Posted 15 December 2003 - 03:57 PM

i agree with you Demarest
it will better to write a tutorial so the person can decide to do them or not, also it will be more legal since the person needs gta3 to transfer the sounds
i will try to find the sounds,

Mark Pagliaro
  • Mark Pagliaro

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#68

Posted 15 December 2003 - 05:00 PM Edited by MarkPagliaro, 15 December 2003 - 05:01 PM.

Here are the glitches I have found by playing in Portland.
Grand Theft Auto Liberty City
Portland Glitch List
- 2d Effect (Only 50 % of a dff’s faces show up) [This has effected more than I had originally thought] {l-train track, buildings, fire escapes, lamp post, ceilings, walls , stairs, guardrails , fences, trees, abandoned school busses, power lines, radio tower, I have found many effected objects and have a few ideas on how to fix}
- Portland Tunnel , Car Crusher, Part of Red Light District Under Water at certain angles
- Inaccurate COL Files
- Doors missing on all Cut scene buildings
- Tunnel and Subway can be scene through water
- Lag loading city
- Player teleports to water when walking in certain interiors (Laundry Mat) [Maria’s Dance Party]
- Street Lamps are incorrectly placed

As I am working on correcting the 2d effect I have run into a major problem. I have lost my GTAIII install cd so I can't get anything from the gta3.img file to compare. I tried using my ps2 disk but it will fail to read.

Bogus
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#69

Posted 15 December 2003 - 05:22 PM

I do not know why but I am not getting traffic or peds....

I have the most recent manual install file.. do I need a diff one from another site?

any help would be cool

Mark Pagliaro
  • Mark Pagliaro

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#70

Posted 15 December 2003 - 05:25 PM

thats normal

unless you are not geting any traffic in red light district and st marks. Peds path nor traffic paths haven't been implemented yet with the exception of traffic paths for the above stated.

Lix
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#71

Posted 15 December 2003 - 05:43 PM

QUOTE (MarkPagliaro @ Dec 15 2003, 17:00)
- Player teleports to water when walking in certain interiors (Laundry Mat) [Maria’s Dance Party]

Also, when you go into Joey's garage and go forward through the wall you are teleported to water. And when you go to Misty's Apartment you just go into an empty space with an invisible wall.

Mark Pagliaro
  • Mark Pagliaro

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#72

Posted 15 December 2003 - 06:06 PM Edited by MarkPagliaro, 15 December 2003 - 06:13 PM.

I found my GTAIII Install disk lol now to find the audio disk which I think is at my uncles. I can delete the contents of the audio folder and play though!

After comparing files in zmod they seem to be the same (direct port) Instead of re-exported to vice dff which is a bummer.

So I have more work on my hands

Silent Viper
  • Silent Viper

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#73

Posted 15 December 2003 - 06:56 PM

nothing to say : ...

user posted image

killer.ip
  • killer.ip

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#74

Posted 15 December 2003 - 07:01 PM Edited by killer.ip, 16 December 2003 - 05:48 PM.

Well, it looks as if there may be some demand for a texture fix. This file contains 282 reworked TXD's from the GTA:LC IMG file, and also an install script for the GTA Mod Installer. The reason the textures were becoming transparent is the same old story... the Renderware Engine's loathing of 32bit image files.

Basically, the fix contains new TXD's composed of the same images, but converted to DXT1 & DXT3 filetypes using Delfi's TXD Workshop. Thoroughly tested, they 'should not' introduce any new bugs into play.

Although it would be possible to install these manually I do recommend the use of the GTA Mod Manager which can be found at GTA Vice HQ, in this case installing these by hand leaves the chance of an error creeping in. You will also need a copy of WinRAR which can be found at WinRAR's homepage.

[NOTE] It has been brought to my attention that not all video cards support DXT1/DXT3 compressed textures. Before downloading & installing this fix, please make sure your video card supports these file formats.

The Texture Fix file can be downloaded here. xmas.gif

Lix
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#75

Posted 15 December 2003 - 07:17 PM

hey, Silent Viper, nice skins you made wink.gif

@killer.ip i don't really understand what this gives, but i will give it a try i guess...

killer.ip
  • killer.ip

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#76

Posted 15 December 2003 - 07:39 PM Edited by killer.ip, 16 December 2003 - 02:15 AM.

I found I was having problems with roads, buildings or anything else with a texture disappearing at any given moment, basically the same sort of thing MarkPagliaro's describing. So seeing as this mod is using the VC engine I thought I'd have a shot at fixing it the same way I fixed my 32bit texture problems with Vice City.

Put simply, I think it's fair to say I believe this is due to the engine having to render these 32bit textures instead of those it's designed to render.

New Compressed Textures = No Problems.

Bogus
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#77

Posted 15 December 2003 - 08:10 PM

"the hideouse-ness of her face will haunt my dreams"
Nice stuff you made guys, but the face on that girl is creepy

Its also nice to see people are making progress improving the map.

cheers

Lix
  • Lix

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#78

Posted 15 December 2003 - 08:24 PM

Killer.ip what happened to the file? You removed it? nervous.gif

killer.ip
  • killer.ip

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#79

Posted 15 December 2003 - 08:38 PM Edited by killer.ip, 16 December 2003 - 05:16 PM.

Thanks for letting me know there's a problem, should really have got my act together by now... dozingoff.gif . I'm on the case now however, watch this space.

scarface_refugee
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#80

Posted 15 December 2003 - 10:19 PM

I have Miguel for VC, Maria for VC, Joey Leone for VC, Yakuza gangster for VC and a few others, if that will help.

Knaxia
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#81

Posted 16 December 2003 - 12:37 AM

just saw the cheetah in the traffic here's the shot,

user posted image

there is 2 things in it:
The Cheetah
and the traffic

scarface_refugee
  • scarface_refugee

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#82

Posted 16 December 2003 - 01:22 AM

I noticed the cheetah also. And Knux, are the car/peds paths going to be expanded any further soon. Your the only one on the GTA:WO team that i actually respect and trust.

Jordan
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#83

Posted 16 December 2003 - 03:17 AM

This is awesome! Lots of people working on this!

Knaxia
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#84

Posted 16 December 2003 - 04:14 AM Edited by Knux, 16 December 2003 - 04:22 AM.

QUOTE (scarface_refugee @ Dec 15 2003, 20:22)
I noticed the cheetah also. And Knux, are the car/peds paths going to be expanded any further soon. Your the only one  on the GTA:WO team that i actually respect and trust.


well, since I had 2 exams today and that I have another one tomorrow , I don't have too much time to work on this. But after the one of tomorrow, I'll have one full month ( from december 17 to January 19) to work on that. I will start to work on the docks part when I'll be in vacation.



btw, just to notice, my work will go to GTA:LC with Demarest if no one make some REAL work on GTA:WO (except me and crazydude and since the webmaster got co-leader suicidal.gif and those are 2 lazy guys), all my work will be, for right now, open to public and not for a single mod. If I would be able to be leader, you would notice a lot of changes, but if we get authorization from Skidz( I sent him an e-mail, since I from GTA:WO, he'll understand how Red is a bad leader) I'll move officially to GTA:LC and quit GTA:WO. That's all I can say right now, I already said too much.

Mark Pagliaro
  • Mark Pagliaro

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#85

Posted 16 December 2003 - 04:22 AM Edited by MarkPagliaro, 16 December 2003 - 08:26 PM.

Street Lamp Issue.
I believe every street lamp (not traffic lights is out of place by the same amount therefore all we have to do is offset them)

After second notice some seem to be in the right spot.

Demarest
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#86

Posted 16 December 2003 - 11:28 AM Edited by Demarest, 16 December 2003 - 11:31 AM.

Before I get to the replies, 3 things I'd like to say. First of all, I was saying before that I was busy until wednesday, when in fact I am busy until thursday sad.gif Also, I'm seeing some people talking about/showing progress. Be sure to provide links so everybody can partake of it as well. Last but not least, ANY mod that my GTA:LC project is permitted to use as "official" needs to AT LEAST have a manual install option. You can make an autoinstall, but you must also have a manual install option. This makes the entire project safer against viruses and the like while also making it to where everybody can use whichever parts of the mod they want. Thank you.
QUOTE (MarkPagliaro @ Dec 15 2003, 12:00)
Here are the glitches I have found by playing in Portland.
Grand Theft Auto Liberty City
Portland Glitch List
- 2d Effect (Only 50 % of a dff’s faces show up) [This has effected more than I had originally thought] {l-train track, buildings, fire escapes, lamp post, ceilings, walls , stairs, guardrails , fences, trees, abandoned school busses, power lines, radio tower, I have found many effected objects and have a few ideas on how to fix}
- Portland Tunnel , Car Crusher, Part of Red Light District Under Water at certain angles
- Inaccurate COL Files
- Doors missing on all Cut scene buildings
- Tunnel and Subway can be scene through water
- Lag loading city
- Player teleports to water when walking in certain interiors (Laundry Mat) [Maria’s Dance Party]
- Street Lamps are incorrectly placed

As I am working on correcting the 2d effect I have run into a major problem. I have lost my GTAIII install cd so I can't get anything from the gta3.img file to compare. I tried using my ps2 disk but it will fail to read.

Replied to in order:
The 2D thing is known. I believe killer.ip has fixed this, but I haven't found a working link to test.
Some of the water is appearance only. Anybody can grab Steve's water editor and fix most of that. If the water is appearance only, I'm not sure what we can do.
The COL files were directly ported (I imagine), so any errors you find were there in GTA3. GTA3 had a LOT of COL innacuracies. If you feel you've found one that wasn't in GTA3, please share exactly where it is smile.gif
Any object that moves at any point in the game like doors has always been controlled by the script. As the script is rebuilt more and more, look for those to come back into the game.
The VC engine assigns water to be translucent to add to its "beauty" I do not believe there is any way around it. Somebody can look into the water alpha; maybe it's grey instead of white.
With the paths installed, going to brown hell will warp you to the nearest path instead of infinitely under the stadium.
Also known. But as you said later, you believe the fix is easy.

@Bogus: For paths, you need to either use one of the autoinstallers or the path release Knux made in the WO thread.

@Lix: Anomalies like in Joey's Garage were present in GTA3. Not only do I think it would be wrong to correct it, but it's instrumental if you're able to capture the everything-proof Stretch.

@Silent Viper (and other potential skinners): It goes without saying that choosing the right model to skin is key. I'll trust that you've done that. We need DL links so we can test these for ourselves. Maria looks good. It looks as if her face could improve; will know more once I can test it. Fido is okay. The face could be better. There may even be a better model like the street wannabes.

@killer.ip: It looks as if you've done the important work of fixing the single-sidedness of some of the textures. Just find a decent place to host them so we can check them out! The links aren't working. Steve suggests here.

@scarface: Give us DL links! We'd like to try them out smile.gif

killer.ip
  • killer.ip

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#87

Posted 16 December 2003 - 11:31 AM Edited by killer.ip, 16 December 2003 - 01:59 PM.

QUOTE (MarkPagliaro @ Dec 15 2003, 18:00)
Portland Glitch List
- 2d Effect (Only 50 % of a dff’s faces show up) [This has effected more than I had originally thought] {l-train track, buildings, fire escapes, lamp post, ceilings, walls , stairs, guardrails , fences, trees, abandoned school busses, power lines, radio tower, I have found many effected objects and have a few ideas on how to fix}

This is not a problem with any of the DFF model files, it's due to VC's inability to render multiple 32bit texture files. All that was needed to be done to fix this was to convert these files into a format the engine is happy with, namely either 8bit or DXT1+DXT3 texture files.

QUOTE (killer.ip @ Dec 15 2003, 20:01)
Although it would be possible to install these manually I do recommend the use of the GTA Mod Manager which can be found at GTA Vice HQ, in this case installing these by hand leaves the chance of an error creeping in.

If you have managed to download the complete 14Mb file you should have access to every TXD within that file. Try right-clicking the RAR, then choosing 'Extract files...'. However, while it is possible to replace each TXD individually, due to the sheer number a problem may arise if you do try to install them by hand... it's possible you could make at least one error during the process of replacing all 282 files.

[EDIT] Thanks for the link Demarest, working on it so the download should be up soon. colgate.gif

Demarest
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#88

Posted 16 December 2003 - 11:33 AM

(we posted at the same time. I put a link in my last post)

killer.ip
  • killer.ip

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#89

Posted 16 December 2003 - 12:26 PM Edited by killer.ip, 19 December 2003 - 02:18 PM.

I'm afraid it's been a bit touch & go since yesterday folks, thanks for your continued patience, and thanks to Demarest and Steve for providing the host link... cheers for the tipoff guys. biggrin.gif

[NOTE] It has been brought to my attention that not all video cards support DXT1/DXT3 compressed textures. Before downloading & installing this fix, please make sure your video card supports these file formats.

The Texture Fix file can be downloaded here. xmas.gif

Demarest
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#90

Posted 16 December 2003 - 02:30 PM

Excellent work, killer.ip. I haven't installed the files yet for lack of time. I'm sure they work because of how confident you were at the cause and I doubt you'd release it without first testing the results. Assuming this works, you have single-handedly solved what I thought was going to be THE hardest part of the mod outside of the code. Thank you very much smile.gif I don't know if you consider yourself part of the team, but you're invited to do so and you will surely be credited for your contribution.




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