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Vice City Stories: PC Edition

SA WIP SA Released
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Tomasak
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#16231

Posted 04 August 2017 - 08:42 PM Edited by Tomasak, 04 August 2017 - 08:47 PM.

Mmmm, these vehicles reflect nice, an example of remastered vehicles, models by CP, textures by Ash, vehiclepipe by The Hero...

Spoiler

How looked before? I mean, which ones was the old reflections? Also, if those are Xbox/Neo reflections, VCS reflections will be implemented as well?

iirc they permanently reflected palm trees :D
(not in the last dev Ash published on twitter)

Ash_735
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#16232

Posted 04 August 2017 - 10:05 PM

Yeah in the old betas the envmap was just a static image (the one with palm tree's), in my WIP build the envmap was changed to corona placements similar to the game, ...now envmap is ditched by both VCS style and NEO style, completely redone vehiclepipe by The Hero to sort of combine VCS and VC Xbox styles, mixed with the carTweakTable I've done and a certain surprise coming up, makes these stand out very nicely.

In terms of overall quality too (Models/Textures), it goes like this (from best to worst)

VC Xbox > VCS PC > VC PS2 > VC PC > VCS PS2/PSP

Combined with other elements and tricks however could make people like VCS PC the best.
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Rented
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#16233

Posted 04 August 2017 - 11:31 PM

Reminds me a bit of IV somehow... Great job!


I was just thinking that, though more specifically San Andreas RAGE
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Reeced
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#16234

Posted 05 August 2017 - 01:07 AM

Is there any way I can take the fonts from VCS PC Edition and use them in base GTA:SA? When I take the .txd and the .dat the fonts look all messed up when I load up GTA SA. Can anyone help?


Ash_735
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#16235

Posted 05 August 2017 - 04:48 AM

You can't just take them as is, we use a different font grid, support more languages and have more fonts.
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Gummy 
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#16236

Posted 05 August 2017 - 06:54 AM

or maybe R* should just donate the files in a functional format :')

Next to impossible

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Tomasak
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#16237

Posted 05 August 2017 - 08:54 AM Edited by Tomasak, 05 August 2017 - 08:55 AM.

Damn, really hope that mobile version will come, or maybe R* should just donate the files in a functional format :')

Do you know this mod still violates new R* EULA? Only reason R* doesn't probably give a f*ck is because it's 3D gta instead of RAGE HD gta

guard3
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#16238

Posted 05 August 2017 - 04:36 PM

Thankfully.


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#16239

Posted 05 August 2017 - 06:28 PM

Reflect so well:
Hqlqf8T.jpg
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#16240

Posted 05 August 2017 - 06:50 PM

Gotta love how the ambulance uses the BETA GTA 3 headlights texture.


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#16241

Posted 05 August 2017 - 07:23 PM

Looks amazing. I wonder if the same thing happens on SA with neo reflections enabled? I mean, reflecting the light source.


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#16242

Posted 05 August 2017 - 07:51 PM

Amazing!

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#16243

Posted 07 August 2017 - 02:38 AM

I thought this mod was dead? I'm surprised to see this thread being reopened.

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#16244

Posted 10 August 2017 - 05:36 PM

Just some small images to update on vehicle status:

k3UFoBT.jpg

ObTQqNn.jpg

TgvupHL.jpg
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Tomasak
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#16245

Posted 10 August 2017 - 05:41 PM

Do i see new alpha fix on those trees and bushes?

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#16246

Posted 10 August 2017 - 05:43 PM

Just the skygfx dual pass.

Tomasak
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#16247

Posted 10 August 2017 - 05:45 PM

looks different from the San Andreas one. Like better, would say like in real Stories games. The PS2 one in SA still leaves still some bugs on the trees. Or maybe it's the leaves resolution.

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#16248

Posted 10 August 2017 - 06:14 PM

Mmmm, these vehicles reflect nice, an example of remastered vehicles, models by CP, textures by Ash, vehiclepipe by The Hero...

vuVJozU.jpg

holy... this is amazing , glad u and rest modders revived this masterpiece mod <3

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#16249

Posted 10 August 2017 - 06:24 PM

Ash, those screenshots are gorgeous!

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#16250

Posted 10 August 2017 - 07:03 PM

I see that car lights look quite different than in stock SA. They will stay as they are now or you will try to replicate the VC/VCS car lights beam? How about reverse lights (one of the earlier screenshots had a taxi with white lights on the rear, so I guess this is under construction)? Brake lights like in VCS?

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#16251

Posted 10 August 2017 - 07:42 PM

Just some small images to update on vehicle status:

k3UFoBT.jpg

ObTQqNn.jpg

TgvupHL.jpg

 

 

Excellent work. :)

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#16252

Posted 10 August 2017 - 07:51 PM

One can not easily dislike those visuals!


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#16253

Posted 10 August 2017 - 09:18 PM

Hey, thats pretty good!

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#16254

Posted 10 August 2017 - 11:00 PM

I see that car lights look quite different than in stock SA. They will stay as they are now or you will try to replicate the VC/VCS car lights beam? How about reverse lights (one of the earlier screenshots had a taxi with white lights on the rear, so I guess this is under construction)? Brake lights like in VCS?

We're using the SA vehicle light system but the textures are from Vice City Xbox and sources of higher res versions of generic lights from GTA3/VC, we're going through each vehicle one by one and matching what light looks best with each vehicle. The coronas are still there, just subtle, it's kinda like the technique used on GTA IV/V. And yes, both front and back lights are done, all lights on a vehicle are (e.g. Ambulance with the inactive lights on the side use a better texture too) and yes, the Taxi in the earlier screenshot is an incomplete model.
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#16255

Posted 10 August 2017 - 11:01 PM

Ash_735, My respect for re-open WIP great game Vice City Stories on PC!

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#16256

Posted 10 August 2017 - 11:09 PM

On the plus side, we get to see how lazy Rockstar were in VCS with some things, ...

Oh hey, KRONOS, that Watch company...
4116ojb.jpg

I bet they got lots of watches in the back, let's go check...
3KXfWeK.jpg

Yeah they just changed the texture for the outside but the inner details remain the same as in VC in the props area.
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#16257

Posted 13 August 2017 - 10:01 PM

Ash_375 how are they working on the project? What are you planning to do to improve?

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#16258

Posted 15 August 2017 - 02:05 PM

Well, we are working on the project by working on the project, and we are improving it in ways.

Yeah that's vague but so was the question :p
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guard3
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#16259

Posted 15 August 2017 - 11:09 PM

Yeah that's vague but so was the question :p

Fair enough :p

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#16260

Posted 16 August 2017 - 06:07 AM

i though project was dead LOL ~! so it back ? update service unavailable ...





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