[Official] Myriad's San Andreas Conversion
Posted 09 June 2005 - 03:00 PM
Posted 10 June 2005 - 01:58 AM
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Posted 10 June 2005 - 09:50 AM
Posted 11 June 2005 - 06:42 AM
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Posted 13 June 2005 - 06:07 AM
nice pic btw , i posted some SA screens here -----> clickety click click
Edited by Gforce, 13 June 2005 - 06:10 AM.
Posted 13 June 2005 - 06:14 AM
I think steve-m may have played with the mission script?
Posted 13 June 2005 - 12:15 PM
I was hoping the old TXD format would still work in SA, are you sure it doesn't? However, the SA TXD format isn't much different from that used in VC, all that has to be done is change some flags in the texture headers. Should be quite easy to write a converter.
Concerning the MI conversion, here is what I did so far:
- Created a stripped mission script - works great
- Tried to delete the map files - no success so far, whatever I do, the game crashes. There are interdependencies with the binary ipl files and cols in the img, and I'm not sure yet what I can/must delete and what not.
- Because of these crashes, I was trying to make a new debug plugin, so I know when it crashes. But SA doesn't really have support for that (like VC), so it requires some crazy hacking. Still a bit lost on this one.
- dff files won't need conversion (at least not those of the northern islands), col files neither (although there won't be shadows, and the materials have to be changed). Other map files will also be easy to adapt, although I don't know if it will work without crazy binary IPLs, and what else has to be modified (polydensity.dat?)
Posted 13 June 2005 - 06:00 PM
Posted 18 June 2005 - 03:11 AM
Posted 18 June 2005 - 12:12 PM
Posted 18 June 2005 - 12:29 PM
It is very small convert! Only 3 minutes.
Posted 18 June 2005 - 12:39 PM
Posted 18 June 2005 - 12:53 PM
Posted 18 June 2005 - 04:16 PM
Edited by Vercetti Gangsta, 18 June 2005 - 04:19 PM.
Posted 19 June 2005 - 04:28 PM
Posted 19 June 2005 - 06:24 PM
Posted 19 June 2005 - 08:03 PM
Posted 19 June 2005 - 08:04 PM
Posted 23 June 2005 - 10:39 PM