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SRT3+Project Oblivion

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BLlTZ
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#1

Posted 26 June 2010 - 10:04 AM Edited by -BLITZ-, 18 April 2013 - 05:01 PM.

SRT3+Project Oblivion 2007HQ Tutorial


So I finally manage to have so time and show how to make them both work.

The Notes of this Tutorial and what will show to you
  • THE MOST IMPORTANT NOTE : - This tutorial is only for the trees & palm trees ( meaning the other folder at the moment I can't make them work because of some crashes, I need time for them )
  • Will make you to learn how to install something manually, and of how much the game is default the better will run, and lose the nasty crashes after 5/10/20 minutes of playing.
    Will make them both work :
  • will be showed in ' step by step ' mod for every single person, to be understood much better.
  • without using gta.dat from DATA/MAPS
  • without using weapon.dat from DATA/MAPS - to lose the sword & axe ( for those that don't want them )
  • without using the vegepart.ide from DATA/MAPS/GENERIC
  • without using real folder & subfolders like :
    - real.img
    - real.ide
    - real.ipl
    - real2.ipl
    - real3.ipl


    The MOST IMPORTANT piece of this tutorial is the real folder and his subfolders because is the one that is making the game to crash so bad, because the two tools like SALA & STREAM is making the game to crash because real FOLDER is a crash-bugged folder.

    = THE START =
  • For the beginning you need TWO GTA SAN ANDREAS; BOTH DEFAULT, NO MODS, NOTHING :
  • One if for SRT3 installed into the default one.
  • Second for Project Oblivion installed into the default one.
  • Is best that to arhive the first San Andreas to make a one for Project Oblivion
    First I will take just one tree .dff and .txd data from SRT3 cuz doesn't need to install the hole mod because buildings & objects texture doesn't have any to do with trees files.

    STEP1. - INSTALLING THE MODS
    So let's start with gta_tree_pine.txd from SRT3. I've chosen this tree because this is the hardest one to be installed, having .dff , .txd and lod.dff & lod.txd plus .col
    IMPORTANT; again I choose this tree the most because it has lod.dff & lod.txd where any other tree doesn't have, to make a complete tutorial of a tree from San Andreas.
    Seems that gta_tree_pine.txd doesn't have a .dff in SRT3, so where this is ok to happend, meaning that SRT3 doesn't change the way of .dff trees dummy.
  • So we install this gta_tree_pine.txd on one of the San Andreas.
  • Now we install the hole Project Oblivion 2007 HQ on the other San Andreas.
    Now because we installed the two mods, we need two MED Editors. We open two Med Editors, and one of them we leave him in the taskbar for the moment.
    So we take the MED Editor of SRT3. Now we go to Item and choose CountryE.IPL and load it and you will get something like this picture below. Click on the tree till will be turn red.
    user posted image

    STEP2. - THE NAME OF THE FILES
    Now we go the IDE icon above and click on it and will appear a window with the :
  • Model NAME (.dff) -> vbg_fir_copse.dff
  • Texture Name (.txd) -> gta_tree_pine.txd
    Now we found out the names of .dff & .txd files from this tree.
    user posted image

    STEP3. - PROJECT OBLIVION FILE NAMES
    So now we use the second Med Editor and we do the same thing like STEP1 and you will get the same result just like in this picture below.
    user posted image

    STEP4. - THE DIFFERENCE BETWEEN THEM
    So after we saw the picture from the STEP3 we continue doing the same thing like STEP2 , but this is where the things are starting to be different, where you gona see in the picture below the Model & Texture Name of Project Oblivion tree are different from the default game/SRT3.
    Project Oblivion files .dff ; .txd ; lod.dff ; lod.txd & .col are having a ' po ' prefix at the beginning of each file; - po ( meaning of Project Oblivion shorted ). This is the difference between them. That's why you need Two Med Editor & Two TxdWhorshop to not get confused and of course you can work only in this way.
    So the now the
  • Model Name (.dff) -> pov1bg_fir_copse.dff
  • Texture Name (.txd) -> pine.txd
    After this don't close the MED Editor, you will need them.
    user posted image

    STEP5. - EXTRACTING THE FILES
    So now we go use an IMG Tool, and go to real.img from DATA/MAPS/REAL where we gona extract the povbg_fire_copse.dff and pine.txd
    Now we gona open two TxdWorshop :
  • One for SRT3; gta_tree_pine.txd
  • Other for Project Oblivion; pine.txd

    We put them both near and see how they are looking. If you see Project Oblivion pine.txd already has the files from the default game; the names & alphas in it.
    We can see that Project Oblivion doesn't have SRT3 tree textures where this is obvious, where why should we let the default textures from Project Oblivion to be in the game where SRT3 can do update the textures and somehow you have to be force to do that, because you already using SRT3.
    user posted image


    STEP6. & STEP 7 - INSTALLING SOME TEXTURE FROM SRT3 OVER PROJECT OBLIVION
    Now we gona extract texture & alphas from SRT3 gta_tree_pine.txd like :
  • tree19Mi & tree19Mia
  • sm_pinetreebit & sm_pinetreebita
  • kb_ivy2_256 & kb_ivy2_256a
    How I've said, because they Project Oblivion will keep some texture default where SRT3 is doing the rest of the job, completing them. The other textures doesn't need to be replaced because Project Oblivion indeed has something much better then SRT3.
    Now we gona use the second TxdWorkshop and open pine.txd and replace the tree files mentioned above with their alphas and then save pine.txd
    We can see from the second picture that pine.txd still has the textures from Project Oblivion.
    user posted image user posted image


    STEP8. - CHANGING THE NAMES AND INSTALL THEM
    Now this is one of those important things to do if you want to make them both work. So we have the .dff & .txd names from Project Oblivion & SRT3 we gona do like this :
    Now we have to extract po1vbg_fir_copse.dff too. So now we have the po1vbg_fir_copse.dff & the modded pine.txd file ( with the SRT3 textures ) from Project Oblivion.
    Now we rename :
  • po1vbg_fir_copse.dff into vbg_fir_copse.dff
  • pine.txd into gta_tree_pine.txd

    And Install them on gta3.img using the IMG TOOL.

    STEP9. & STEP 10 - THE LOD.DFF & LOD.TXD
    How I mentioned above, this is the single tree structure that has lod.dff & lod.txd.
    This is for the Long Distance, because SRT3 will overwrite Project Oblivion and when you gona be far from the tree object you will see the SRT3 texture and when we gona approach the object it will turn in Project Oblivion texture. So we need to fix this.

    user posted image user posted image

    Indeed there are 6 lods that can be found at the bottom of vegepart.IDE from DATA/MAPS/GENERIC ; they begin with LOD_**** .
    We gona use SRT3 Med Editor again and we go to VIEW - Long Distance (LOD) and click it to change in LOD MOD. Now we go the the tree and click it and we gona see the :

    user posted image
  • Model Name : - lod_vbg_fir_co.dff
  • Texture Model : - lod_veg.txd

    We gona use now Project Oblivion Med Editor to view and find out the
  • Model Name : - lod_1vbg_fir_co.dff
  • Texture Name : - pine.txd

    user posted image user posted image user posted image

    Now we rename the lod.dff & lod.txd
  • lod_1vbg_fir_co.dff into lod_vbg_fir_co.dff
  • pine.txd ( indeed we need another pine.txd and we extract him from real.img again ) and remane it into lod_veg.txd
    Now we gona install them too into gta3.img using the IMG TOOL.
    We can go now and test into the game to see the Long Distance how is working, like in this picture below.
    user posted image
PART II CONTINUE BELOW

BLlTZ
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#2

Posted 02 July 2010 - 07:20 AM

PART II


STEP11. - THE COLLISION
    Now we go for the Collision, where the trees from Project Oblivion are very different, most of them are tree or four per bouquet where on default game they are five or even 6 per bouquet on same areas. Some of Project Oblivion tree are even one tree per bouquet where on default they are four or five per bouquet.
    Again we go to real.img and extract the vegepart.col where there are all the trees and palm trees collision from the game.
    We gona need two COL Editors to do the job.
    Open a COL Editor and choose the vegepart.col and we gona search and find
  • po1vbg_fir_copse.col where is the same name like po1vbg_fir_copse.dff.
    The .col names from vegepart.col from Project Oblivion has the same file names like those from .dff files.
    IMPORTANT: Some of the trees that has collision, doesn't have the proper collision for the proper tree. If you can see around Project Oblivion 2007HQ is not a 100% finished mod. So possible that
    some trees like those from Catalina House in the Country Hills to go through them. So this doesn't have any to do with the tutorial

    user posted image

  • Now we gona go to the file and right-click and go the Export -> Collision Scripts (V2). After this we gona extrac the vegepart.col from gta3.img default one/SRT3 and open it with the second COL Editor.
    We search for vbg_fir_copse.col and we gona find it we gona right-click it and delete it; yes we gona delete/erase it. After this we gona rename po1vbg_fir_copse.col from Project Oblivion into vbg_fir_copse.col for course to replace the vbg_fir_copse.col from SRT3 that has been deleted.
    Now we gona go to EDIT and choose Add... and added the new vbg_fir_copse.col and we gona save it.
    Now we gona use this new vegepart.col ( not the one from Project Oblivion ) and install it on the gta3.img SRT3.

    user posted image user posted image user posted image

    So now we have installed the
    - vbg_fir_copse.dff ( model )
    - gta_tree_pine.txd ( texture )
    - lod_vbg_fir_co.dff ( long distance model )
    - lod_veg.txd ( long distance texture )
    - vegepart.col with vbg_fir_copse.col inside him ( for collision )

    STEP12. - GRASS TEXTURES

    To Install the grass you gona need from Project Olblivion
    - models/grass -> everything in the grass folder
    - object.dat from DATA
    - plants.dat from DATA
    - surfinfo.dat from DATA
    - procobj.dat from DATA has to remain from the default game, because there, are the malina , cvetoc , fern , plants & flowers that makes connection with real.img where I still have problems to make this flowers & plants to work, because is still crashing. So I'm sorry about the flowers if they will disappear but at least you remain with the grass.

This are the basic steps in how to install a tree or palmtree only touching gta3.img and nothing else. For a beginner of this will take about 45 minutes by looking at the tutorial and installing in the same time. For the other trees & palmtrees possible to take some time, about half of day.

Again, at the moment only tutorial I can make, because the other features given by Project Oblivion to make SRT3 work without real.img and the other things is making my game to crash and I need to find out, but I don't have time.

Good Luck.

BLlTZ
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#3

Posted 02 July 2010 - 07:22 AM

Saint Mark's Bistro + Project Oblivion Fixing Bug


IMPORTANT : This is only for those that didn't do the tutorial SRT3+Project Oblivion. This problem is caused by malina , cvetoc , fern , from real.img


user posted image user posted image user posted image user posted image user posted image user posted image user posted image

The error is in the Mission "Saint Mark's Bistro". You fall down because there is no floor and the guy that you have to kill is falling too :tired:. If you jump to catch the "target" that you have to kill, you gona be teleported in the plane again and go to LV airport and mission passed but I still very annoying to see only the sky, so I have fix it.
The game will not be affected by this modification. I use some alpha & beta objects where the game aren't using them anymore.


user posted image user posted image user posted image user posted image user posted image user posted image

Just go to DATA/MAPS/REAL and open real.IDE and erase everything and change it with this.

CODE

objs
3892, cvetoc1, cvetoc1, 50, 0
3893, cvetoc2, cvetoc2, 50, 0
3894, cvetoc5, cvetoc5, 299, 0
13606, cvetoc3, cvetoc3, 299, 0
3896, cvetoc4, cvetoc4, 299, 0
13599, cvetoc11a, cvetoc4, 299, 0
3898, cvetoc11, cvetoc4, 299, 0
3899, fern, fern, 299, 0
13606, malina, malina, 299, 0
3901, grib1, grib1, 299, 0
3892, clubnica, clubnica, 299, 0
3910, cvetoc13, cvetoc13, 299, 0
3904, cvetoc8a, cvetoc8, 299, 0
3905, cvetoc10, cvetoc10, 299, 0
3891, cvetoc12, cvetoc12, 299, 0
3912, fern2, fern2, 299, 0
end
path
end
2dfx
end
anim
end
txdp
end


Good luck and hope that it will work

gtasaKCS
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#4

Posted 04 July 2010 - 01:50 PM

Nice but very complicated tuto,cant u make a gta with oblivion+The 1.7 SRT + a separate .img ffile like vehicles.img (only for cars) It will be gr8

BLlTZ
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#5

Posted 11 July 2010 - 05:22 PM Edited by -BLITZ-, 12 July 2010 - 05:19 PM.

More Project Oblivion Fixing Bugs

user posted image


Another bug can be found on Project Oblivion about threes. How we know Project Oblivion 2007HQ is not finished, where on some many other unfinished things, the author forgot something that can be fixed very easy.

Project Oblivion 2007HQ MODE

IMPORTANT: This is for users that did do anything like in those tutorials above. This is the same like Saints Mark's Bistro Fixing Bug.

STEP1. - THE BEGINNING
Here I gona talk about Lod.txd or Long Distance textures.
We have a tree lod that hasn't been finished. For that we gona need to open again Med Editor and go to View and change it in Long Distance Mode . Go again to Scene and choose CountyW.IPL in how we see in the picture below, the trees lod.txd has remain on default stage.

user posted image

STEP2. - FINDING THE NAMES IN LOD MODE
For that we gona click on of those trees and we gona find out :
- Model Name : - lod_poredwoodgrp.dff
- Texture Name : pine.txd

user posted image

STEP3. - FINDING THE NAMES IN NORMAL MODE
Now we go back on View and change in Normal Mode and click again on one of those trees and we gona find out the :
- Model Name : posm_redwoodgrp.dff
- Texture Name : pine.txd

user posted image

STEP4. - INSTALLING THEM
Now because we know everything, we gona change the names of

- posm_redwoodgrp.dff into lod_poredwoodgrp.dff ( because we need the lod. texture not the normal one; for this we are looking for to fix.
- pine.txd is already made and can't be changed.
- doesn't need and doesn't have collision, so everything is ok.

user posted image

Now we just gona install posm_redwoodgrp.dff with any of IMG Tool and try it out. This trees can be found only on Angel Pine Area.

SRT3+Project Oblivion 2007HQ Mode


We gona take out
- posm_redwoodgrp.dff into lod_redwoodgrp.dff
- gta_tree_pine.txd - the same with this texture. Is already been done by the tutorial above.

Now we just gona install lod_redwoodgrp.dff with any of IMG Tool and try it out. This trees can be found only on Angel Pine Area.

FIXED!!! Enjoy
Before and After

user posted image user posted image


Catalina Hideout Trees Bug

user posted image


Project Oblivion 2007HQ MODE


The same here, we have to do some changing where this tree can be very buggy. He has the collision made out of three collision trees where this the three him self has only two.
From here we can understand that you can and not could just drive around and hit the unvisible tree because of his collision problem.
More the :
- first three can go through him on some corners.
- the second can go directly and entire 100% through him and you can just stand in the middle of the interior tree - see the picture below
- the last one, doesn't exist, only in collision where is invisible
This tree is very buggy and is on various locations on San Andreas.

user posted image user posted image user posted image

STEP1. - THE FILES
So we start with Scene and choose CountryE.IPL and go to Catalina Hideout. From there, we gona choose the tree that is more green to very dark green.
- Model Name : - posm_redwoodgrp.dff
- Texture Name : - pine.txd
- Collision Name : - posm_redwoodgrp.col

user posted image user posted image

STEP.2 - RENAME THE FILES

Now we gona click on the light-green tree that is near the dark-green tree.
- Model Name : - posm_firtbshg.dff
- Texture Name : - pine.txd
- Collision Name : - posm_firtbshg.col

We gona change the
- posm_redwoodgrp.dff into posm_firtbshg.dff
- posm_redwoodgrp.col into posm_firtbshg.col
- pine.txd is pine.txd ; the same file.

STEP3. - INSTALLING THE COL. FILE

Open Col Editor 2 and choose vegepart.col that you gona extract from real.img. Find posm_firtbshg.col and right-click and choose DELETE.
Now use EDIT - ADD (F9) and add the new posm_firtbshg.col
Open any IMG TOOL and import the posm_firtbshg.dff ; you don't need pine.txd because is the same file, save it. And go and check it out.

SRT3+Project Oblivion 2007HQ Mode


We gona change the :
- posm_redwoodgrp.dff into sm_firtbshg.dff
- posm_redwoodgrp.col into sm_firtbshg.col
- pine.txd is gta_tree_pine.txd ; isn't necessary to install if you used the Tutorial SRT3+Project Oblivion from above.

Open Col Editor 2 and choose vegepart.col that you gona extract from real.img. Find posm_firtbshg.col and right-click and choose DELETE.
Now use EDIT - ADD (F9) and add the new posm_firtbshg.col
Open any IMG TOOL and import the sm_firtbshg.dff ; you don't need pine.txd because is the same file, save it. And go and check it out.

gtasaKCS
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#6

Posted 20 July 2010 - 02:45 PM

Great can you upload the ready sa with 1.7 and oblivion?It will be grat man

BLlTZ
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#7

Posted 20 July 2010 - 02:52 PM

What do I have to upload ? I don't understand you.

Alt
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#8

Posted 20 July 2010 - 07:06 PM Edited by Alt, 20 July 2010 - 07:11 PM.

He wants you to upload fixed and optimized Project Oblivion as addon to SRT. I agree, it will be great if you will get permissions to include this mod in new version of SRT. Anyway thnx for the great guide icon14.gif
Offtopic: -BLITZ-, why don't you use Anti-Aliasing? I pretty sure that you card can handle at least setting "2" (4х).

BLlTZ
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#9

Posted 20 July 2010 - 08:28 PM Edited by -BLITZ-, 20 July 2010 - 08:32 PM.

The Tutorial being made that you to make those changing and to understand how they work. Already don't know why, but I got many messeges sounding more that I have to do his job, just because he can't do it of some kind of human-being-lazyness. tounge.gif
The answer for everyone was the same - I have in my game only 3 palms trees and 2 pine trees where the others I didn't install in my game cuz I truly don't like them. So to make the hole mod to be for SRT3 will take me 2 days 24/7; or a week because everyone with his life, where I really don't like seeing my self in this way. Speding this time making them both work is the same time speding by you, so nothing changes. Even that I don't see my self why should I do that, adding the fact that I don't like to put my nose on mods. SRT3 was something else smile.gif So theoretical speaking I can't help you here!

I made the tutorial, I gived everything that I could from my part of work and of course this will not end here, cuz I still have to do the rest but I just don't have the proper time. On the other part, if you want them both to work your job is to make them by watching this tutorial, cuz how I've said above, I already done mine.

At least, hope that, this tutorial to be understandable; hope I did write clear and no problems in words.
If someone has blocked on some STEP, please tell and I will help! smile.gif

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#10

Posted 25 July 2010 - 10:14 AM Edited by Pre2slLxc, 25 July 2010 - 10:27 AM.

I'm doing this tutorial and I'm stuck at step 5 when you say we must extract the files "povbg_fire_copse.dff" and "pine.txd. The problem is that I can't find "povbg_fire_copse.dff" in the archive. But I found out the file "pine.txd.
I hope you find a solution.
I'm using IMG Tool v2 for this step. After using IMG Manager, without success.

EDIT : I finally fixed by myself, I had a problem with the search function of the IMG.
Sorry.

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#11

Posted 28 October 2010 - 02:32 PM

This tuto is really difficult, but I think that I would arrive there.
Good luck for the continuation(suite), if you continue.
And thank you. smile.gif

Sorry for my bad english.

maks44100
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#12

Posted 01 November 2010 - 12:33 AM

I wish to inform that working "Project Oblivion" for "SRT3" will soon come to the end. It will be separate addon to SRT.
Installation will be manual that excludes errors both mod's.
It will be necessary to put after installation "SRT3"



user posted image user posted image user posted image user posted image user posted image

nWo51289
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#13

Posted 15 November 2010 - 07:31 AM

Good tutorial! Can be tricky in the beginning but once you get the hang of things then it's a walk in the park.

Offtopic: @maks44100 Nice pictures! Especially the fourth one as that reminds me of Crysis. When are you likely to release the next 'Project Oblivion'?

BLlTZ
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#14

Posted 18 November 2010 - 09:34 PM

QUOTE (nWo51289 @ Nov 15 2010, 09:31)
Good tutorial! Can be tricky in the beginning but once you get the hang of things then it's a walk in the park.


Hah! You got that right. Is so easy after some period of time. I mean is nothing complicated about it. smile.gif

maks44100 are you the one with Project Oblivion ?! If this is true then, I've seen some exclusive P.O. screenshots from a rusian-image-uploading website from some test user. I hope you don't give up to such mod. Is too marvelous.

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#15

Posted 19 November 2010 - 01:21 PM

Our testers LTK and magnum

-BLITZ-
I need your contact information (your-mail PM), I intend shortly to send a test version
to check for errors that may arise with your SRT3 V1.7


user posted image user posted image user posted image
user posted image user posted image user posted image user posted image


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#16

Posted 20 November 2010 - 10:52 AM

OMG!!! i tried about 2 hours to make that thing but it crashes when loading.CAN YOU UPLOAD YOUR DATA FOLDER? For a clean GTA.please?!i have a clean game installed.

Killerking
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#17

Posted 11 February 2011 - 04:22 PM

QUOTE (Pro_Gamer @ Nov 20 2010, 10:52)
OMG!!! i tried about 2 hours to make that thing but it crashes when loading.CAN YOU UPLOAD YOUR DATA FOLDER? For a clean GTA.please?!i have a clean game installed.

I will give you a link to the data folder (original)



http://www.gta-downl...ata-folder.html

mrmohamed2001
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#18

Posted 15 May 2011 - 09:54 AM Edited by mrmohamed2001, 15 May 2011 - 10:03 AM.

Okay... I got a problem and i need to solve it and NOW
I installed SRT 3 Final then i open the game everything is fine then the loading screen appears and it freezes at the half of the loading and my GTA3.IMG is not readable.....
EDIT:Oh NVM it was the rebuild thingy problem but seriously the sounds are bugged it makes me crash....

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#19

Posted 10 August 2011 - 09:24 PM

hey I have a problem with the project oblivion 2010 hq mark in the mission of lliberty bistro city is full of caves and I can move or to reach out to kill the latter could please help me sad.gif sad.gif cryani.gif cryani.gif

BLlTZ
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#20

Posted 11 August 2011 - 06:30 AM

Yeah ... just read above.

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#21

Posted 11 August 2011 - 10:05 PM

hey I have a Problem with the project oblivion 2010 hq mark in the mission of lliberty bistro city is full of caves and I cannot move or to reach out to kill the Latter Could please help me

Jestic
  • Jestic

    Chris

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#22

Posted 12 August 2011 - 12:09 AM

QUOTE (anib @ Friday, Aug 12 2011, 00:05)
hey I have a Problem with the project oblivion 2010 hq mark in the mission of lliberty bistro city is full of caves and I cannot move or to reach out to kill the Latter Could please help me

Finish the mission on the original game, than go back to the modded game ?

BLlTZ
  • BLlTZ

    Typical behaviour for someone with your condition.

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#23

Posted 12 August 2011 - 10:25 AM

You don't pay attention to what I said or are you just playing around repeating the same thing ?

QUOTE
Saint Mark's Bistro + Project Oblivion Fixing Bug


IMPORTANT : This is only for those that didn't do the tutorial SRT3+Project Oblivion. This problem is caused by malina , cvetoc , fern , from real.img


user posted image user posted image user posted image user posted image user posted image user posted image user posted image

The error is in the Mission "Saint Mark's Bistro". You fall down because there is no floor and the guy that you have to kill is falling too  :tired:. If you jump to catch the "target" that you have to kill, you gona be teleported in the plane again and go to LV airport and mission passed but I still very annoying to see only the sky, so I have fix it.
The game will not be affected by this modification. I use some alpha & beta objects where the game aren't using them anymore.


user posted image user posted image user posted image user posted image user posted image user posted image

Just go to DATA/MAPS/REAL and open real.IDE and erase everything and change it with this.

CODE

objs
3892, cvetoc1, cvetoc1, 50, 0
3893, cvetoc2, cvetoc2, 50, 0
3894, cvetoc5, cvetoc5, 299, 0
13606, cvetoc3, cvetoc3, 299, 0
3896, cvetoc4, cvetoc4, 299, 0
13599, cvetoc11a, cvetoc4, 299, 0
3898, cvetoc11, cvetoc4, 299, 0
3899, fern, fern, 299, 0
13606, malina, malina, 299, 0
3901, grib1, grib1, 299, 0
3892, clubnica, clubnica, 299, 0
3910, cvetoc13, cvetoc13, 299, 0
3904, cvetoc8a, cvetoc8, 299, 0
3905, cvetoc10, cvetoc10, 299, 0
3891, cvetoc12, cvetoc12, 299, 0
3912, fern2, fern2, 299, 0
end
path
end
2dfx
end
anim
end
txdp
end


Good luck and hope that it will work

RAGEphysics
  • RAGEphysics

    Daniel Sutcliffe

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#24

Posted 28 March 2012 - 10:19 PM

Hi when you say at the start of the tutorial, have to San Andreas what do you mean install it twice in different directory's or copy San Andreas and place in different folder ??

BLlTZ
  • BLlTZ

    Typical behaviour for someone with your condition.

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#25

Posted 15 April 2012 - 10:35 AM

You need two San Andreas.

RAGEphysics
  • RAGEphysics

    Daniel Sutcliffe

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#26

Posted 24 April 2012 - 08:42 PM

-BLITZ- doe's this tutorial work for project oblivion 2010 aswell ? cause title says project oblivion 2007 ?

BLlTZ
  • BLlTZ

    Typical behaviour for someone with your condition.

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#27

Posted 24 April 2012 - 09:21 PM

This is more like a method but is a tutorial in the same time like how to change, rename, combine and so on between mods.


micron11
  • micron11

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#28

Posted 06 July 2012 - 02:49 PM

thx

masakratore
  • masakratore

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#29

Posted 08 July 2012 - 04:58 PM

hEY DUDE you know how to put 6 GB files in gta3.img San Andreas??
archive are Unstable for that big files and the image max size is 4095 mb
a need 6000 mb size in image use for all mods


what is the method for this image size problems? tounge.gif

ThomasTheTrain
  • ThomasTheTrain

    Forever Alone

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#30

Posted 10 July 2012 - 11:01 AM

Hi There i have a problem with SRT3 Mipmap with PO2010HQ

when i use it with SRT3Mipmap
its crash
and i try to fix that, finally, i found, replace PO2010HQ data folder with data folder from .LOD mod

and its nice no crash, but i have a bug, there are some trees white in SF

what should i do?




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