Posted 26 March 2006 - 10:46 PM Edited by Ryan_, 27 March 2006 - 05:37 PM.
I will continue to look for problems.
Info on the building Thomas would be great thanks!
The colfiles really need to be tested, as of now, i am having difficulty finding any issues.
Ill look back to see what i may have missed.
edit, carpark fixed.
Posted 28 March 2006 - 10:16 PM Edited by benisablink182fan, 28 March 2006 - 10:25 PM.
EDIT - you might be able to look into the following bugs from the general bugs list:
5, 9, 13, 15, 35, 36, 37, and 38.
Some of them are model bugs, but 5 is definitely a col issue .
I'll copy them over in a sec.
EDIT 2 - Here you go ...
Posted 28 March 2006 - 10:54 PM
So I am absolutley no good with textures, but i see some I could tackle.
5 - SSV Mountain Backs Need Colfile - No problem.
15 - Belleville Park Building Shadows - Maybe col is a smidge high. - Checking......
35 - Staunton Island texture loading - Maybe colfiles too high poly. - Checking......
37 - Vanishing building - Maybe colfiles too high poly. - Checking.....
As u can see, unfortunetly my help is rather limited to the collision side of things,
but I will test what I have listed.
Thanks again Ben.
Posted 28 March 2006 - 10:57 PM
EDIT - Hmm, seems you edited your post before I posted this. Nevermind.
Posted 29 March 2006 - 03:10 AM Edited by benisablink182fan, 29 March 2006 - 07:32 AM.
Thanks for the quick response though.
Always on top of things you....
EDIT by Ben - Of course .
But I did miss this post by about 5 mins earlier .
Posted 19 April 2006 - 01:30 AM
There's a few download links on pages 5, 6, 7, 8 and 10 of the topic from space - as long as they were included somewhere along the way, I'd say that all is up-to-date with COL files .
@space - any word on what's happening with the surface flags (or GTA3-ising it, as you called it !)? Are they done and I just missed it?
@Ryan - any word on those issues a couple of posts up? Do you think we can get a copy of the latest COL files so we can do some testing please? I can host them now if you like (thanks to Y_Less setting me up with an account at his site), or perhaps Craig can host them. I wouldn't mind doing some more testing on them now that I have a smidge bit more time .
Just PM me with a Rapidshare link if you want me to host them . Keep up the good work .
Posted 19 April 2006 - 11:00 PM Edited by Ryan_, 19 April 2006 - 11:05 PM.
edit: um totally forgot bout the mountain backs, sry. getting on it, but this second im on shrooms, so bear with me, lol
Posted 20 April 2006 - 02:33 PM
And for that bug list above me:
#35 - Please place ALL TXD files at the end of the IMG for better loading. Or at least after their DFF counterpart.
#37 - IDE file problem or model, nothing COL related. And the building vanishes because of my occlusions. If there are no occlusions, you would just see through the building. I remember that it was fixed through the 2dfix files but those files are now deleted.
Posted 20 April 2006 - 09:55 PM
|QUOTE (Craig Kostelecky @ Apr 21 2006, 04:14)|
|I do #35 now each time I rebuild the image.|
So that'll be right for the next update?
Posted 21 April 2006 - 12:38 AM
Posted 21 April 2006 - 12:43 AM
The problem, however, is that he's not active much anymore. Craig's working on renewing his interest though, I think .
Those aren't real major bugs anyhow - they'll get fixed eventually .
About #37 - do you think you can fix it through your occlusions? Or does it need a complete model revamp?
Good work at detailing those bugs anyhow - thanks .
Posted 21 April 2006 - 12:48 AM
Posted 21 April 2006 - 12:50 AM
Posted 10 June 2006 - 05:49 AM Edited by nitzkit, 10 June 2006 - 06:10 AM.
Why is that? there are still some stuff wrong with the cols
Posted 31 March 2007 - 05:04 PM
4 and 5 are easy fixes, but I dont understand 7.
Hows does this have to do with the building cols?
So, im gonna fix these cols. I'm also gonna fly around some and see if I cant find more issues to add to the list, I am sure there is some.
So, pls let me now if these have been addressed already, and how 7 fits in this section...
Posted 31 March 2007 - 05:47 PM
Posted 01 April 2007 - 12:19 AM
Is there some opcode that can be run through the SCM to remove a car's collision data once it has been recognised by the crusher? Or some other solution?
@Ryan_ - Good to see you're still around. Any work you could do on the COLs would be much appreciated .
Posted 01 April 2007 - 12:48 AM Edited by Ryan_, 01 April 2007 - 02:57 AM.
edit: ok, for issue 4, there is missing polygons, but its not on the bridge. the ground peice is missing between the building and the bridge. so that is a model issue.
issue 5, it seems the colfile for the building is either a little high, or maybe just incomplete on the bottom. this model is skyscrapenew. who do i send the repaired file when im done with it?
Posted 01 April 2007 - 06:21 AM
And send the stuff off to Craig please as he's coordinating the update packages .
Posted 02 April 2007 - 08:44 PM
edit: is there some sort of jetpack mod or something? or something like sobiets airbrake?
Posted 03 April 2007 - 05:29 AM
I wonder if these are all the collision bugs...I remember Konstantinos and I finding quite a few a long time ago (though mostly him). I think I'm going to double check now that I got my LC up to date a few days ago.
Posted 03 April 2007 - 11:51 AM Edited by Ryan_, 05 April 2007 - 08:21 PM.
Thomas! Hey bro looooooooooooong time no see!
I havent tested much in LC, but I did find 1 thing already, so I am sure there are other col issues.
Ok, I just wanted to say, since skyscrapenew (the building I just fixed) is in the comSE colfile, I will check the buildings in this file first. I thought I would mention it since a few col makers posted, and we dont want to be doing double work.
edit 2: Ok, I just got a reply pm from Craig, telling me to send the files to Ben. LOL
So, I dont know what to do with the files.
Posted 03 March 2008 - 06:17 PM
Anyways, I was thinking about LC the other day
and set myself up again with the software.
I know for sure that there are still several if not
many collision issues still to be addressed, and I
decided to have a look through them all again.
However, this time I am not looking for ways to
cut corners, or to absoulutly minimalize poly count.
This time around I am going to make true and
proper collision files. As well, I will be able to
surface the files too.
If there is no interest in these files please let me
know, I dont want to waste mine or anyone else's
time with something they don't want.
Posted 05 September 2010 - 07:55 PM
Wow, it sure has been a while now...
I was thinking of playing through GTA 3 the other day and though about playing it with the LC mod instead.
Any idea if there are any major collision defects still to be corrected?
Cant wait to see all the changes since I last played this mod.
Hopefully I can find something that I can still do to help out. It's been ages since I modded any GTA files.
It would be nice to see LC Final actually released in the future, but I am sure there is ALWAYS something someone can do to make it even better .
Glad to see some names I recognize returned here aswell.
Hope to see you all more often.
Hopefully I wont get sidetracked and will post here with any collision defects I find (I am sure there must be atleast a few).
Posted 07 September 2010 - 01:13 AM
I'm not sure what the current state of the collision data is. You can download the Beta 3.1 package and that will show you what's missing. The DeLorean has received a bit of an upgrade so it will be more enjoyable to test it out.
Posted 21 October 2010 - 12:41 AM
|QUOTE (Ben @ Mar 28 2006, 18:16)|
So I've found out how to fix any culling issues such as the one above:
Before / After
Problem isn't with the model's triangles, its the Material Index. When the materials using alpha's are higher than the rest of the textures (as was the case with the 2 models that make up that section of buildings) They cull the rest of the model. By reordering the materials so that the ones using transparency are at the bottom, it fixes that issue.
However, it obviously requires opening up the model in an editor and re-exporting it. I'm using 3DS max and therefore the new exported models may have problems such as losing lighting data, or other things I am not aware of, since as far as I am aware using Kam's scripts to import/export a model isn't truly a 1 to 1 process.
If this fixes the issue to our satisfaction, then point me in the direction of any other model that needs fixing, it only takes a minute to do.
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