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GTA Lib & Vice City Project:

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X-Seti
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#2371

Posted 24 May 2006 - 01:02 PM

QUOTE (blackadder18 @ May 24 2006, 04:29)
Great job guys  icon14.gif. Mc-Kay any progress on SA yet? Because i wanna see SA in this mod it will be awesome!.

P.S How many active members are left? Two?

Just me and Andy

Andy is working on the exe side of things

I'm working out the best way to get SA into the game.

Quadropheniac90
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#2372

Posted 24 May 2006 - 07:37 PM

Who was on the team? Or do you mean active members? If you ever plan on going SA engine, Keith, I have Tommy in SA. wink.gif

X-Seti
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#2373

Posted 24 May 2006 - 09:17 PM

QUOTE (teun.steenbekkers @ May 24 2006, 12:37)
Who was on the team? Or do you mean active members? If you ever plan on going SA engine, Keith, I have Tommy in SA. wink.gif

Woooh there, he ment active members.. smile.gif


Blackadder.
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#2374

Posted 24 May 2006 - 10:30 PM

How much of San Andreas is done?

X-Seti
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#2375

Posted 24 May 2006 - 11:13 PM Edited by Mc-Kay, 25 May 2006 - 10:12 AM.

QUOTE (blackadder18 @ May 24 2006, 15:30)
How much of San Andreas is done?

Process is slow given I have to convert over 19000 models by hand, creating a new COL for each model with LODs, and processing the TXDs using TXDworkshop so they can be used within SOL.

It takes me 2 minutes to convert each model with COL and LOD, and there isn't a faster way to convert these files since most modders in the modding community is doing this the other way around, converting VC models to SA.

I also have to convert all the other files needed for moving SA into SOL, like the IDE and IPL files,

I need to change all the ID's and cords, and be careful that no SA models have the same file names as existing SOL files, So I'll be optimizing objects where possible using existing VC models instead thus saving on ID's

Traffic lights, Streetlights, Bins and Boxes.. stuff like that, mostly generic objects.

Zon files and Ped paths, Object.dat file also needa to be addressed.

I am the only active member besides the work Andy, his work on the exe is important for me to add SA.

All I can do is alittle each today, spending upto 4 or 5 hours depending on what time I do have to mod, and I know this is going to take a long time but this will be worth it in the end.

Blackadder.
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#2376

Posted 25 May 2006 - 08:31 AM

oooo tough job, hope you get karma later smile.gif Anyway great job! icon14.gif

X-Seti
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#2377

Posted 25 May 2006 - 10:05 AM Edited by Mc-Kay, 25 May 2006 - 10:19 AM.

QUOTE (blackadder18 @ May 25 2006, 01:31)
oooo tough job, hope you get karma later smile.gif Anyway great job! icon14.gif


You don't get karma stars for big-arss mods; I started SOL for my own reasons, You only get stars for lending a hand to other members on the forums, Coders will get the most for their time invested into tools we can all use, I for one would have found this mod hard without KED, TXDWorkshop, Kam's 3dsMax scripts aswell as having Andys help so the EXE problems can be addressed.

X-Seti
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#2378

Posted 25 May 2006 - 01:51 PM

Andy; I've posted updates on the EXE patch in your thread in showroom.

Everyone else; Seems I've hit a wall in converting SA models.

After converting the first model, all seemed ok testing this out in game, so onwards I went converting 230 more models, but I found that 130 or so didnt convert that well using the RW3.4 method.

I cant check each one as I convert them, (This would take to long), but I did noticed problems when I tested them all in game.

So it looks like i'll be starting from scratch using the old methods.

Each one in 3dsmax and converting the model to VC format.

Chris; Tuen; Deathsquad; MSN hasnt been working for me lately. So if you have any ideas over converting these models, let me know.

gnrrocks
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#2379

Posted 25 May 2006 - 10:37 PM

well i sent you a pm, but you never replied so i guess ill post it on here... i can help with converting of the SA models if you want me to, split the workload. i can see its very frustrating, and the more people doing this the better it will be on everyone.

X-Seti
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#2380

Posted 25 May 2006 - 11:38 PM Edited by Mc-Kay, 25 May 2006 - 11:47 PM.

QUOTE (gnrrocks @ May 25 2006, 15:37)
well i sent you a pm, but you never replied so i guess ill post it on here... i can help with converting of the SA models if you want me to, split the workload. i can see its very frustrating, and the more people doing this the better it will be on everyone.

I didnt get your PM, And please don't take this the wrong way, but you say you can help me convert SA dff files, TXDs and create a col file needed for VC, yet you haven't been able to create any VC dffs/txds that i've been able to use in this mod.

Thats why your no-longer on the team, All you have given me so far is alot of untextured 3dsmax models, I have your buildings and vehicles pack?, but i've not had time to convert these into workble models.

As for converting SA models, are you sure?

If anyone wants or would like to join SOL, you must know how to get your models into the game along with all the files needed. [Dff, Col files, TXD]

Right now i'm the only active member, but soon I'll need 20 people, 2 groups (teams).

SASOL team and VCSOL team.

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#2381

Posted 26 May 2006 - 12:01 AM

i know i wasnt on the team anymore, and i know i have a hard time getting my models into the game. i accept those things, and thats why i volunteered to be converting and not modeling them. ill try converting something tonight, some building or something. ill get back to you if i get it to work or not.

X-Seti
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#2382

Posted 26 May 2006 - 12:10 AM

Pick some SA buildings you like, and convert them for VC.. remember you also need to do the COL and LODs.

Write down step by step how you converted your objects.

Then I'll take a look at what you have done.. and help you better knowing what steps you have taken.

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#2383

Posted 26 May 2006 - 02:54 AM

ok i got a question. Whenever i load up a .dff into 3ds max, it says there is something like 1222 polygons, or something under 2000. but once i have exported it as a new dff and imported it into zmodeler and exported the .x, it ends up with 2016 damn polygons!!! why does it do that? is it zmodeler that doubles them or something?

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#2384

Posted 26 May 2006 - 07:36 PM

Nice work!
The new Limit Adjuster ist good but I will a Limit Adjuster for SA confused.gif


X-Seti
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#2385

Posted 26 May 2006 - 07:45 PM Edited by Mc-Kay, 27 May 2006 - 03:37 PM.

Where working on it smile.gif

been working on IPL and IDE convertion, now I wish I paid more attension to windows programming, however this is a rexx script, Andy you can do better. biggrin.gif

CODE

/* 25-May-2006 Mc-Kay, this script should convert SA IPL and IDE files to VC format
*
* The first part of the script will scan the IPL file and add the (Scale digits; 0, 0, 0)
* and remove the flag digit (,11).
*
* Example;
*
* 9900, landsh*t_09_sfe, 0, -1753.710938, 884.390625, 159.9765625, (0,0,0,) 0, 0, 0, 1 (,11)
*
* The second part will add the model counter digit (0,) to the IDE file.
*
* Example;
*
* 9900, landsh*t_09_sfe, pointysfe, (0,) 200, 132
*
* To use; Put this script in the root folder of the files you want to mod.
*
* Type /RX SA-VC.rexx (filename) without putting the ide/ipl ext.
*/

Parse Arg TFile

Call Open(IPLFile,TFile".ipl","R");Call Open(IHak,TFile".ipl.new","W")

DO UNTIL Out="inst"d2c(13)|EOF(IPLFile)
Out=ReadLn(IPLFile)
 IF ~EOF(IPLFile)&Out~="inst"d2c(13) THEN DO;Call WriteLn(IHak,Out)
  Out1 = SubWord(Out,1,6)" 0, 0, 0, "SubWord(Out,1,7,10)
  Out2 = Left(Out1,Length(Out1)-1)
  Call WriteLn(IHak,Out2)
End
End
Call Close(IPLFile);Call Close(IHak)

Call Open(IDEFile,TFile".ide","R");Call Open(IHak,TFile".ide.new","W")
DO UNTIL Out="inst"d2c(13)|EOF(IDEFile)
Out=ReadLn(IDEFile)
 IF ~EOF(IDEFile)&Out~="inst"d2c(13) THEN DO;Call WriteLn(IHak,Out)
  Out1 = SubWord(Out,1,4)" 0, "SubWord(Out,1,6,10)
  Call WriteLn(IHak,Out1)
End
End
Call Close(IDEFile);Call Close(IHak)
Exit

X-Seti
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#2386

Posted 26 May 2006 - 08:39 PM

Ked; I have version 94.

Statue with SOL is I have fixed all the bugs pointed out in this thread, I take it there isnt anymore bugs since there hasnt been any more posts.

I get alot of MSN requests, but I would rather everyone use these threads, There will be a new update soon, A major release to follow say within 2 months.

Blackadder.
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#2387

Posted 27 May 2006 - 10:57 AM

@Mckay: For SASOL can't you just ask the people who are working on the current VC and GTAIII mods to SA if you can use their models?

Quadropheniac90
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#2388

Posted 27 May 2006 - 02:46 PM

Then the purpose of the mod would be gone I think. State of Liberty has been done entirely by the team, not by using files other teams have made/converted/used.

X-Seti
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#2389

Posted 27 May 2006 - 02:51 PM

Also the fact that im moving SA into SOL....

Not the other way around like the other teams

Blackadder.
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#2390

Posted 27 May 2006 - 02:54 PM Edited by blackadder18, 27 May 2006 - 02:59 PM.

Okay, sorry

@teun.steenbekkers: Are you still working on SOL or ar you working on Tommy Vercetti in SA?

@gnrrocks: Yes there is a problem that doubles everything when you export in Zmodeler.

X-Seti
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#2391

Posted 27 May 2006 - 02:56 PM

QUOTE (blackadder18 @ May 27 2006, 07:54)
Okay, sorry

@teun.steenbekkers: Are you still working on SOL or ar you working on Tommy Vercetti in SA?

Teun left the team sometime ago, and yes I think he is doing this own mods

Quadropheniac90
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#2392

Posted 27 May 2006 - 02:59 PM

I do whatever comes on my way. That sounded stoned, right? biggrin.gif If Keith wants me to do a favor for him or SOL, I will. And Tommy is getting me pissed off. I'm not giving up, though.

Blackadder.
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#2393

Posted 27 May 2006 - 03:45 PM Edited by blackadder18, 27 May 2006 - 03:48 PM.

I have to hand it to Mckay he is one of the only ACTIVE member on the team and he is the only one arsed to convert everything from GTAIII to VC and SA to VC and he hasnt given up, when he found an error he just tried until it worked. we cannot forget Andy for limit adjuster 2.0 and of course, teun for all the work he has put in to this mod.

I'd like to say a big thanks to the SOL team!

MEd_problem
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#2394

Posted 27 May 2006 - 06:38 PM

Hm.... This mod for Vice city or San andreas?

Quadropheniac90
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#2395

Posted 27 May 2006 - 06:46 PM

... VC. My god, people still gotta ask this? biggrin.gif

gtavicegtasanfan
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#2396

Posted 29 May 2006 - 08:52 PM

Hi, there, i recently downloaded the beta of GTA State Liberty, and the game wont load it crashes when loading reaches [_]____________. I have direct X 9.0. Somebody please fqure out what is wrong, thanx in advance. smile.gif

gnrrocks
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#2397

Posted 29 May 2006 - 09:22 PM

QUOTE
Hi, there, i recently downloaded the beta of GTA State Liberty, and the game wont load it crashes when loading reaches [_]____________. I have direct X 9.0. Somebody please fqure out what is wrong, thanx in advance. 


you should post that here http://www.gtaforums...ic=235766&st=60 , thats where all the bugs and crap goes.

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#2398

Posted 30 May 2006 - 12:38 PM

by the sounds of that you have the old old version. if you go to the topic gnrrocks has given the latest one should be there

X-Seti
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#2399

Posted 30 May 2006 - 06:27 PM Edited by Mc-Kay, 30 May 2006 - 06:29 PM.

I posted a note to all the sites still hosting the old mod... (to remove it)

The version you should have is beta34v5, its best to grab this from gtagarage along with the update patch.

Those who have requested our new sig, use the URL below.

CODE
[URL=http://www.gtastateofliberty.com/][IMG]http://img207.imageshack.us/img207/8493/logo2gw.gif[/IMG][/URL]

X-Seti
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#2400

Posted 30 May 2006 - 06:42 PM

@wiredwiz, Teun, anyone; It is worth me releasing any more patches or should I hold off now till the next big file release?

How quick do you wanna see SA in SOL, because i've had some new ideas for the island wayout.?





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