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Poll: How much detail would you like to see in game - The more we do the better things will look on Rage /SA engines. Just before you vote also consider posting why replying below, Thankyou. (112 member(s) have cast votes)

How much detail would you like to see in game - The more we do the better things will look on Rage /SA engines. Just before you vote also consider posting why replying below, Thankyou.

  1. Keep the maps original - no bridges. (17 votes [16.50%])

    Percentage of vote: 16.50%

  2. Keep the maps original - with bridges. (24 votes [23.30%])

    Percentage of vote: 23.30%

  3. Have the Airport with VCS changes. (0 votes [0.00%])

    Percentage of vote: 0.00%

  4. Have the Airport with VCS / Beta map changes. (0 votes [0.00%])

    Percentage of vote: 0.00%

  5. Vice City map with all the VCS changes (2 votes [1.94%])

    Percentage of vote: 1.94%

  6. Vice City map with all the VCS / Beta map changes. (1 votes [0.97%])

    Percentage of vote: 0.97%

  7. VC, LC with Stories changes. (11 votes [10.68%])

    Percentage of vote: 10.68%

  8. VC, LC with Stories and Beta Map changes. (7 votes [6.80%])

    Percentage of vote: 6.80%

  9. I am in the process of remodeling LC and VC. How far should I go. (0 votes [0.00%])

    Percentage of vote: 0.00%

  10. Ditto with the question above with some nice add ons for SA too. (2 votes [1.94%])

    Percentage of vote: 1.94%

  11. Remodel everything in the SA style and feel. (8 votes [7.77%])

    Percentage of vote: 7.77%

  12. You want to see something new and improved VC, LC and SA (13 votes [12.62%])

    Percentage of vote: 12.62%

  13. Go wild with 3dsmax and see what happens!. (17 votes [16.50%])

    Percentage of vote: 16.50%

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MajesticNL
  • MajesticNL

    Chris

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  • Joined: 16 Oct 2005
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#121

Posted 03 December 2012 - 06:39 PM

QUOTE (nkjellman @ Saturday, Dec 1 2012, 06:48)
But I think you should be allowed to port IV's map with the updates to GTA V as GTA V is newer than EFLC. It goes by how old the game is, and whether the game your porting it to is older.


Ofcourse you could convert LC to V, but damn, that mod will be at least 5GB, and that's just the map. tounge.gif

QUOTE
However, I think because GTA IV is an older game now, the mods are allowing IV to be converted to SA.


The only reason I want this is so I can fly through the map in a birds eye view with MEd and I can easily find any model or texture I am looking for. As for playing, it's totally wasted imo.


QUOTE
Edit: Did you ever state at one point that you were going to port this to VC Mobile?


Lol, your iPod touch will explode because it can't handle all that data. biggrin.gif

nkjellman
  • nkjellman

    Boss

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#122

Posted 03 December 2012 - 10:25 PM Edited by nkjellman, 04 December 2012 - 05:55 PM.

QUOTE (Blaster_nl @ Monday, Dec 3 2012, 18:39)
QUOTE (nkjellman @ Saturday, Dec 1 2012, 06:48)
But I think you should be allowed to port IV's map with the updates to GTA V as GTA V is newer than EFLC. It goes by how old the game is, and whether the game your porting it to is older.


Ofcourse you could convert LC to V, but damn, that mod will be at least 5GB, and that's just the map. tounge.gif

QUOTE
However, I think because GTA IV is an older game now, the mods are allowing IV to be converted to SA.


The only reason I want this is so I can fly through the map in a birds eye view with MEd and I can easily find any model or texture I am looking for. As for playing, it's totally wasted imo.


QUOTE
Edit: Did you ever state at one point that you were going to port this to VC Mobile?


Lol, your iPod touch will explode because it can't handle all that data. biggrin.gif

I'm sure this mod running on VC for Mac would make a Mac explode. But your right, my iPod probably would explode. It would lag and then crash. Kinda like how when I import a map from the PC version of Minecraft to Pocket Edition it starts to lag and then crashes. Anyways, doesn't matter. I'm getting a better one for Christmas that won't explode.

Edit: Encase you forgot, VC has loading zones so everything doesn't load at once.

X-Seti
  • X-Seti

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#123

Posted 05 December 2012 - 11:27 AM

QUOTE (nkjellman @ Monday, Dec 3 2012, 23:25)
QUOTE (Blaster_nl @ Monday, Dec 3 2012, 18:39)
QUOTE (nkjellman @ Saturday, Dec 1 2012, 06:48)
But I think you should be allowed to port IV's map with the updates to GTA V as GTA V is newer than EFLC. It goes by how old the game is, and whether the game your porting it to is older.


Ofcourse you could convert LC to V, but damn, that mod will be at least 5GB, and that's just the map. tounge.gif

QUOTE
However, I think because GTA IV is an older game now, the mods are allowing IV to be converted to SA.


The only reason I want this is so I can fly through the map in a birds eye view with MEd and I can easily find any model or texture I am looking for. As for playing, it's totally wasted imo.


QUOTE
Edit: Did you ever state at one point that you were going to port this to VC Mobile?


Lol, your iPod touch will explode because it can't handle all that data. biggrin.gif

I'm sure this mod running on VC for Mac would make a Mac explode. But your right, my iPod probably would explode. It would lag and then crash. Kinda like how when I import a map from the PC version of Minecraft to Pocket Edition it starts to lag and then crashes. Anyways, doesn't matter. I'm getting a better one for Christmas that won't explode.

Edit: Encase you forgot, VC has loading zones so everything doesn't load at once.

VC loading zones can be removed and the draw distance and cull zones can be changed to account for the map size.

X-Seti
  • X-Seti

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#124

Posted 11 December 2012 - 12:58 PM

QUOTE (X-Seti @ Sunday, Oct 14 2012, 11:48)
Update and changes 11 December 2012.

GTA:VC SOL beta 69x (Map version 5) and GTA:(VC, SA and Rage) beta70.x Roadmap.

1, I have decided to merge all the beta 70 content into beta 69.6.

So the next release will be GTASOL: Beta 69.9 (StrongAsBull). This will be the last release for map version 5 because I want to move onto building map version 6 for rage using beta 70.0 as a base, This is where Beta 69.9 would be heading towards the mobile version of Vice City once released by Rockstar.

So the plan is to have beta 69.9+ on mobile phones and VC, SA engines and folk off with Beta 70.0+ and beyond for the Rage engine or better.

Notes.
GTASOL will use its own folder called SOL/ in the root GTA Vice City folder.
This will contain all the SOL files independent from the Original Vice City files that will allow us in time to have 3 modes, Original Game, SOL Maps and maybe online.

I would like ideas posted on this thread about where you would like SOL to be heading and why.


2, IPL file arrangement.

I have seen on most mods some members are not too concerned about the order of the IPL files where this can lead to issues like double entries.

We can also gain a little FPS to but not by much. With big mods like SOL every little bit of gain on better FPS helps.

Example: It helps to have each entry in numeric order and have all your generic objects in their own filename_generic.ipl

Like this...
CODE

627, veg_palmkb3, 0, -2222.35, 3274.37, 17.6731, 0, 0, 0, 0, 0, 0, 1
627, veg_palmkb3, 0, -2222.35, 3268.37, 17.6731, 0, 0, 0, 0, 0, 0, 1
627, veg_palmkb3, 0, -2222.35, 3262.37, 17.6731, 0, 0, 0, 0, 0, 0, 1
627, veg_palmkb3, 0, -2222.35, 3256.37, 17.6731, 0, 0, 0, 0, 0, 0, 1
1227, dump1, 0, -2246.17, 3284.55, 17.1, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2218.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2238.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2258.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2280.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2306.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2340.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2198.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1594, chairsntable, 0, -2254.03, 3302.54, 17.59, 0, 0, 0, 0, 0, 0.0697565, 0.997564
1596, satdishsml, 0, -2297.49, 3295.41, 136.787, 0, 0, 0, 0, 0, 0.992966, -0.118404


What not to do and doesn't this look messy.
CODE

inst
12328, xjetty01, 0, -2334.87, 2519.13, 6.88249, 1, 1, 1, 0, 0, 0, 1
12326, cw2_genstore, 0, -2595.37, 3043.51, 15.8, 1, 1, 1, 0, 0, 0.707107, 0.707107
12325, cw2_garagecanopy, 0, -2589.4, 3075.57, 20.0825, 1, 1, 1, 0, 0, -0.707107, 0.707107
12325, cw2_garagecanopy, 0, -2602.81, 3075.73, 20.0825, 1, 1, 1, 0, 0, -0.707107, 0.707107
12324, cw2_garage, 0, -2596.63, 3100.33, 15.7, 1, 1, 1, 0, 0, 0, 1
11293, CE_wtownblok1, 0, -2691.64, 2787.72, 20.2671, 1, 1, 1, 0, 0, 0.708956, 0.705253
11097, sw_shopflat02, 0, -2694.71, 2783.02, 20.4771, 1, 1, 1, 0, 0, 0, 1
17264, building132, 0, -2455.37, 3296.65, 105.979, 0, 0, 0, -5.24694E-027, 0, 1, 6.12303E-017
17266, bld132inT, 0, -2432.1, 3284.21, 182.47, 0, 0, 0, 0, 0, 1, 6.12303E-017
17267, bld132esc, 0, -2432.14, 3285.57, 188.752, 0, 0, 0, 0, 0, 1, 6.12303E-017
17269, bld132inTBase, 0, -2430.37, 3300.91, 18.0923, 0, 0, 0, 0, 0, 1, 6
627, veg_palmkb3, 0, -2222.35, 3280.37, 17.6731, 0, 0, 0, 0, 0, 0, 1
1227, dump1, 0, -2246.17, 3284.55, 17.1, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2198.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1594, chairsntable, 0, -2254.03, 3302.54, 17.59, 0, 0, 0, 0, 0, 0.0697565, 0.997564
1596, satdishsml, 0, -2297.49, 3295.41, 136.787, 0, 0, 0, 0, 0, 0.992966, -0.118404
17270, building14, 0, -2266.32, 3296.85, 75.177, 0, 0, 0, 0, 0, 0, 1
17271, building14base, 0, -2268.21, 3281.23, 17.8623, 0, 0, 0, 0, 0, 4.87197E-007, 1
17275, bld14INT, 0, -2265.33, 3297.34, 19.6, 0, 0, 0, 0, 0, 0, 1
17276, whotel, 0, -2297.89, 3284.39, 135.885, 0, 0, 0, 0, 0, 0, 1
17277, toletsMF, 0, -2284.67, 3299.38, 40.0033, 0, 0, 0, 1, 0, 0, -2.71051E-020
17278, tMFstairs, 0, -2274.25, 3301.95, 32.3474, 0, 0, 0, 0, 0, 0, 1
17276, whotel, 0, -2304.01, 3302.09, 135.885, 0, 0, 0, 0, 0, 0.707107, 0.707107
1232, Streetlamp1, 0, -2218.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2238.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2258.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2280.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2306.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2340.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
627, veg_palmkb3, 0, -2222.35, 3274.37, 17.6731, 0, 0, 0, 0, 0, 0, 1
627, veg_palmkb3, 0, -2222.35, 3268.37, 17.6731, 0, 0, 0, 0, 0, 0, 1
627, veg_palmkb3, 0, -2222.35, 3262.37, 17.6731, 0, 0, 0, 0, 0, 0, 1
627, veg_palmkb3, 0, -2222.35, 3256.37, 17.6731, 0, 0, 0, 0, 0, 0, 1



3, Renaming objects. - Universal ID system.

The plan is to get every model in the game under 20000 object IDs with LODs remade for each new object. This also entails that I have to rename every model in the IMG archive and Collision achieves, IPL and IDE files so LODs can be seen by the engine.

Good example: - Rename the models like this,

NORVCTranbit01 
LODVCTranbit01

The naming scheme format is the following:

Nor for Normal objects and VC for ViceCity each part of the map will have its own prefix that
will help us see what these objects are and where in each city these models belong, help the engine toggle between near and far objects faster thus better FPS.

I will be introducing a chain of smaller islands to solve the horizon and flickering / rending issues between the gaps between the islands, so from the Airport in VC your now see hills in the distance half way between LAE.


4, Rage! 10% completed

Some of the old existing objects will be combined to reduce IDs even more and once on Rage there are map limits to overcome but there are not many other limits to get in the way.


5, ID remapping - IDE Files. 60% completed

To get the best out of the SA engine I have started working on the IDE files where each engine will be using the same generic.ide and game.ide files.

Each object will be using the same ID no matter what engine this is on. Why you might ask?

Well if I use KED on VC and I want to add a bunch of new objects, the saved IPLs can then be converted to either SA or Rage where this will make mapping much easier.


6, Optimization of the IMG files. (Very important for big IMG archives) 

We need a tool that will sort the img file against the IDE list order pretty much how Steve M's COL Editor 2 sorts the COL file against the IDE file.

Example picture:
user posted image

There are many reasons why it is best to sort your Img files in this way.

It helps to have clean IMG files that has matching IDE contents.

Speeding up loading time as with bigger mods like SOL it helps to have all the img files sorted in order and as a result speeds the engine up in game play. (The engine does not have to work so hard organizing the data files in memory as I result better FPS)

This method has been argued around GTAF for years and was originally pointed out by G-Force of Myriad Islands.


7, Why Game.Col and Game.IDE (Very important for big projects)

Why do we have a big IDE file, IMG and COL archives?

Example:

game.ide
game.img - dir
game.col

It does not really matter if you have lots of smaller COL files, we just use one big COL archive to match up the file entries that helps with consistency between the COL and IDE file. 

We know there are 12310 files in the COL file so there has to be the same amount of DFF files in the IMG archive this also means there has to be 12310 dff model entries in the IDE file.

Steve's COL Editor2 tool helps me keep track of files with the Check for clones and Sort by IDE

COL ED2 has aided me more along side VC Dev Console in finding bugs and reduce crashing, Having the right amount of files in the IMG / COL archives.

user posted image



CODE

Not found in COL:

- GenVCtrax_straigh9
- GenVCtraxstraigh2j
- GenVCtrax_straigh5

Not found in IDE:

- cdesN_baitshop
- cbrownwater
- sSFSETREEBIT
- Bridgeunder01
- Bridgeunder02
- Bridgeunder03



LOD-less version for fast computers?

There has been some talk when I was with VC-0 on LODs. I would like to offer both LOD and LODless versions.

I am still experimenting with the android version where memory on some phones could be an issue.


Update again soon on my finding.

-----

Editing

Updated and changes made.

LOD or Not LOD. that is the Question.

Who has a good machine and who does not!

IcePwrd
  • IcePwrd

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#125

Posted 12 December 2012 - 02:58 AM

You would like to think that by now people would have PC's capable of running it without LOD's (it doesn't take all that much in perspective)

Kammesennin
  • Kammesennin

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#126

Posted 14 December 2012 - 09:16 PM

I have a good machine, lol. 8gb RAM, 2.6Ghz Phenom 2 Quad Core CPU, 2GB NVIDIA GTX560. Runs everything @ 1920x1080 with almost no slowdown (even in Skyrim with HD texture packs etc... draw distance up all the way)

I would say no LOD at this point. Maybe when doing the RAGE work, but for this I find it unnecessary.

X-Seti
  • X-Seti

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#127

Posted 18 December 2012 - 12:56 PM

Machine specs thread would be interesting.

I brought a Machine from PC Specialists that has been a bit of a lemon.

However needs must I have been trying to make the most of what I have, even now.

Intel Quid9600 | MB /ASUS 5PN32Plus.
16Gb Ram DDR2 4x4Gb dims (Using only 6Gb) as I had to replace them.
8800 NVidia Ultra (Broken) Now using a 8800GT
Using 4Tb, 2x1.5Tb (Mod / Dev data) and 1 Tb boot drive (linux and windows)
Also had to replace the PSU 8 months back, 750Watt Corsair.

The 8 Series GPUs are ridden with issues but at the time I brought the card I wasn't told by PC Specialists anything when I sent the PC back to them as it was overheating and shutting down.

When I got the PC back it was still having issues so I looked into the problems myself. they never used the right heat sync or any thermal paste between the CPU and Metal base of the heat Sync.

So I've been having hardware problems for the time I have been running SOL.

I'll make a thread soon.

X-Seti
  • X-Seti

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#128

Posted 19 December 2012 - 09:20 AM

Update: Team and Community.

I've decided to delay beta 69.9 till after Christmas. Why you might ask.

I need a break from modding and I've been busy with other commitments surrounding my illness and family.

I wish everyone best wishes towards the holidays and new year.

Peace.

Frank.s
  • Frank.s

    AKA PingPang

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#129

Posted 20 December 2012 - 12:57 AM

Oh damn, my condolences and best wishes go to ya. icon14.gif

X-Seti
  • X-Seti

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#130

Posted 24 December 2012 - 01:10 PM

Thanks Frank.s,

Happy Christmas to Everyone.

I've made some amendments on page 1 of this thread.

Take the time to read this as there will be changes to the projects release time line and what we expect to release for 2013.

I am thinking because of demand just releasing SA, VC and LC alone on a single map.

This will have none of the SOL extras nor will it have any map fixes where in GTA3 map, the player was not able to fly very far in the dodo but not reaching any great height. A lot of the Buildings in GTA3 had to be changed where roofs and collisions was added.

I really want to put my time on the SOL extras version.






X-Seti
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#131

Posted 29 January 2013 - 04:19 PM

I welcome H9N2 to the team as a Coder as of today.

All the team info has been amended and leadbys hopefully changed.

I would like a top banner created like the GTA: LC banner above there forum.

Ideas anyone?

ken rosenberg1234
  • ken rosenberg1234

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#132

Posted 30 January 2013 - 10:29 PM

X-seti,
I would Like to Join your team and become the interior modeler.
to put interiors from Sa Lc and Vc enterable by just walking into the door.
The Reason i want to do this is because i see that Gta Sol team is busy with the major maps no one has time for interiors. so i want to join to be able to make the safe house/strip club/gyms/restruants. accessible.
So i can join? smile.gif

X-Seti
  • X-Seti

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#133

Posted 01 February 2013 - 12:31 PM

You do not have to ask, all you need to do is have something to offer before you join the team.

Show you keen and committed.

PM me your email address so i can add you to our dropbox.


ken rosenberg1234
  • ken rosenberg1234

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#134

Posted 01 February 2013 - 09:08 PM

QUOTE (X-Seti @ Friday, Feb 1 2013, 12:31)
You do not have to ask, all you need to do is have something to offer before you join the team.

Show you keen and committed.

PM me your email address so i can add you to our dropbox.

Ok just Pm me what interiors you want me to do first. smile.gif

ALMOST610
  • ALMOST610

    Have you driven a Ford... Lately?

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#135

Posted 01 February 2013 - 11:20 PM Edited by ALMOST610, 01 February 2013 - 11:23 PM.

It is not what interiors we want, it is more of a, If you see something that would be good and you can do it/have done it, then contribute it.


By being a bit more flexible we wont make people feel tied down to something we want, and if it is something they want then there is a better chance the contributors will stick around and complete there work.

Edit:

For SOL, PM's are really only for Personal things, details about the project or things to be done are better to be posted in the forum to try and keep things more public and also stop other members suggesting/making things that are already in progress, it also will get a little more interest to this quiet area of GTAF.

ken rosenberg1234
  • ken rosenberg1234

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#136

Posted 02 February 2013 - 12:15 AM

QUOTE (ALMOST610 @ Friday, Feb 1 2013, 23:20)
It is not what interiors we want, it is more of a, If you see something that would be good and you can do it/have done it, then contribute it.


By being a bit more flexible we wont make people feel tied down to something we want, and if it is something they want then there is a better chance the contributors will stick around and complete there work.

Edit:

For SOL, PM's are really only for Personal things, details about the project or things to be done are better to be posted in the forum to try and keep things more public and also stop other members suggesting/making things that are already in progress, it also will get a little more interest to this quiet area of GTAF.

your right,
The first interior i am going to do is Cj House.
when i have some progress done i will start a topic about Gta Sol Interiors. tounge.gif

X-Seti
  • X-Seti

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#137

Posted 02 February 2013 - 12:30 PM Edited by X-Seti, 12 February 2013 - 02:05 AM.

I am wondering if you can make buildings. I did a prison with 240 cell blocks and an interior. In game. smile.gif

I need a kitchen modelled with a prison style infirmary. I have been trying to think of buildings that are not in any of the GTA games, Power Plant?

However I would like the following:

A Rancher/ bungalow 2 to 4 bedroom layout.

2 Story town houses. Canadian Style.

3 Store Street houses.

4 to 5 Story office blocks.

10 - 50 Story Corporate Style.

A Mall complex.

Hospital with access. this could be 2 levels to make it easy to model the inside.

Are you up to doing this.

ken rosenberg1234
  • ken rosenberg1234

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#138

Posted 02 February 2013 - 02:53 PM Edited by X-Seti, 12 February 2013 - 02:06 AM.

QUOTE (X-Seti @ Saturday, Feb 2 2013, 12:30)
I am wondering if you can make buildings. I did a prison with 240 cell blocks and an interior. In game. smile.gif

I need a kitchen modelled with a prison style infirmary. I have been trying to think of buildings that are not in any of the GTA games, Power Plant?

However I would like the following:

A Rancher/ bungalow 2 to 4 bedroom layout.

2 Story town houses. Canadian Style.

3 Store Street houses.

4 to 5 Story office blocks.

10 - 50 Story Corporate Style.

A Mall complex.

Hospital with access. this could be 2 levels to make it easy to model the inside.

Are you up to doing this.

it may take a while but i am up for the challenge wink.gif

X-Seti
  • X-Seti

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#139

Posted 02 February 2013 - 07:01 PM

Nice one.

Good luck and take your time. This project is about quality not speed.

Once you feel your models are good enough post them in the Mapping thread.


ken rosenberg1234
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#140

Posted 02 February 2013 - 08:27 PM

QUOTE (X-Seti @ Saturday, Feb 2 2013, 19:01)
Nice one.

Good luck and take your time. This project is about quality not speed.

Once you feel your models are good enough post them in the Mapping thread.

got it captain

X-Seti
  • X-Seti

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#141

Posted 11 February 2013 - 08:32 PM Edited by X-Seti, 12 February 2013 - 02:07 AM.

Small update: I have been doing well with modelling the new map but I am having a hell of a problem exporting the models where the pivot coordinates get messed up in the collisions.

I've been trying to export 350 objects for the last 3 weeks where the pivot seems to be misaligned with the collision by the x, y or z axis. This problem has been dogging me for the last 7 years where now I've been getting distressed with this problem.

So where do we go from here? I do not know and since no-one is making tools for the SA/VC Engine, how long do I keep trying and ending up with buggy models. Kams scripts are not really up to the job since these came out for Max 7 and not 9, 2010 - 2013.

I am not saying that I am giving up, but I am not looking for a way to export the col directly from the dff. I know I'll have a high vertex col with too many faces, however this can be optimized later.

I am also looking for a way to extract the textures from the dff and make the txd on the fly.

Any ideas?

strdog
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#142

Posted 13 February 2013 - 12:24 AM

QUOTE (X-Seti @ Monday, Feb 11 2013, 20:32)
Small update: I have been doing well with modelling the new map but I am having a hell of a problem exporting the models where the pivot coordinates get messed up in the collisions.

I've been trying to export 350 objects for the last 3 weeks where the pivot seems to be misaligned with the collision by the x, y or z axis. This problem has been dogging me for the last 7 years where now I've been getting distressed with this problem.

So where do we go from here? I do not know and since no-one is making tools for the SA/VC Engine, how long do I keep trying and ending up with buggy models. Kams scripts are not really up to the job since these came out for Max 7 and not 9, 2010 - 2013.

I am not saying that I am giving up, but I am not looking for a way to export the col directly from the dff. I know I'll have a high vertex col with too many faces, however this can be optimized later.

I am also looking for a way to extract the textures from the dff and make the txd on the fly.

Any ideas?

Is this misalignment random or fixed(e.g. z always off by N units)?

X-Seti
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#143

Posted 13 February 2013 - 01:52 AM Edited by X-Seti, 13 February 2013 - 03:56 AM.

There are several problems with Kams scripts ranging from extra vertices being added to the models whether there imported / created using MAP-IO or DFF-IO, leaving the pivot not set in the true center for the model axis thus the collision model is exported wrong.

user posted image
user posted image


The other problems with the 3dsmax scripts, The world x0, y0, z0 coords are included within the model when sometimes exporting the collision leaving the pivot of the col out of line (Misaligned) from the original model pivot.

I also get the wrong geometry lighting for the objects or messed up textures, hard to change!

user posted image
This shows the extra vertex created by the script.

I have 240 models just for the airport where sometimes I do not check each one but I know I should. it would take way to long to check each newly exported model for everything in SOL.

user posted image

If you look at the col you will see that the materials are also messed up where if I try to fix this with Steve M's COL editor 2 I end up corrupting the cols.

Kams script was not designed for massive mods and I am fast running out of patience.

On average I spend 5 minutes on each model getting it into the game however if I have issues with the model (example posted above) this can end up takes 30mins to fix the model.

I have around 23.000 models to get into the game so I am really getting frustrated.

Making the models relaxes me, but getting them into the game just takes way too long.

This is how I get models into the game if everything goes to plan.

1. Select the models in 3dsmax.

2. Go to the pivot selection tab, Clicking Affect Pivot Only and Center to Object.

3. If I have more then 1 model I select all the models and then set the axis coords to 0, 0, 0

4. Export using Deniska SA TOOLS. mass dff export with geometry lighting unticked.

5. I have set all the textures I use into their own folder 'textlist'

6. I move the dff(s) I want to create the textures into the textlist folder located on the desktop.

7. Steve M's RWA tool I extract a texture list for importing textures into Txd Builder. (shame you can't set a location for the textures) so you can click on any dff and make the list without horsing around.

8. I load the TXD into TXDWorkshop or GTxd to set SA and compress.

9. I add the model names into a IDE file with the texture name and draw distance values.

10. I reload the map I was working on in 3dsmax max so I can continue on with making the collisions.

11. I check the center of all the models and fix where needed before I mass export the collisions. (this is where things can go wrong)

If things go wrong with the collisions I end up loading each dff file back in MAX, set the coords to x0, y0, z0 then reload the dff to export the collision. You can't set the axis to x0, y0, z0 and export the col because for some reason the pivot data does not update so reloading the file again the newly exported dff will in same cases fix the col and both be centered by the pivot.

I have to reload the map with Map-IO after to update the changes then export the IPL data.

This process is insane and puts a lot of people off modding.


There is more madness.

To fix the collision materials I have to either use COL-IO that is very buggy to apply the current surface material types or SteveM COL Editor 2 that sometimes corrupts the models if there over the file size limit for VC or show up badly in SA..
This for every model can take a long time.

Edit

I have spent 4 weeks trying to export this part of the map into VC, SA.

user posted image
Zoomed in
user posted image

This is the new VC airport using a combination of Beta, VCS and original VC models totally remodeled.

I need help and more so getting this into Rage as well.

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#144

Posted 13 February 2013 - 05:45 AM

I don't know much about the 3ds max part right now but I think I could help by making tools(from scratch), tell me what functionalities are needed(even if there are a lot of them) and I'll see what can I do. biggrin.gif

X-Seti
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#145

Posted 14 February 2013 - 11:14 PM Edited by X-Seti, 15 February 2013 - 08:39 AM.

There is a lot to do as we pretty much need to start from scratch and have a rethink on some of the tools.

Look here also.. http://www.gtaforums...howtopic=543489

Starting with the basics we need to sort all the files are in the right order and check against any consistences in the files.

----- Steve M's COL Editor 2.

This tool is pretty good but there are a lot of functions that could have been added or just missed. Steve never had time to add and there is no Undo!
No Undo ... What the hell what was he thinking?

I can not fault the tool as it's pretty much beta and the Sort by IDE has helped a lot in finding game errors in the past. Now you need to study this tool and make a list of all the functions, recreate and add the functions already noted.

We also need to come up with the better way to assign materials to the COL file faces so we get the right grass, road or sand effects in VC or SA.


I have put some sample files on my server for you to play with and test. VC IDE, COL and IMG or SA IDE, COL and IMG files.

Check out the Sort by IDE on Steve M's COL editor 2- This checks every entry in the collision file and reports back any errors such as missing COL entry in the collision file not found in the IDE file or the other way around. COL entry not found in the IDE file you selected to check.

Check if there are clone objects in the img file and remove them and maybe some other functions like list the order of the IMG file to follow the file entry order of what is shown in ascending order in the IDE.

Now the base of game and files needed for the SA or VC engine are in GTA3.IDE, GTA3.COL and GTA3.IMG found in /models. You will find that both versions of the game whether its on the VC or SA engine have the same amount of files using the same ID's.

The GTA3.img consists of the Game Radar TXDs (1295 files), Animation models, Ped, Vehicle, Game Pickups and IPF files are in the gta3.IDE, COL and IMG. These models are the base of the game and will hardly be touched.

The way I built the rest of the game in SOL is to have an equal amount of objects in the IDE, COL and IMG file for the main game map. leaving the Generic objects in there own IDE, COL and IMG file. All will become clear later using KED and 3dsmax.

-------- TXDs

I also need a tool to extract a texture list and build txd files directly from one or more dff files in the format requested GTAIII. VC or SA along with a path set to one of more textures folders.

I keep all my textures in a simple folder called /textlist that is on Desktop.

-------- IMG tool

There has been many tools around the years from IMGtool to G-IMG but none of these tools have all the functions in one tool, I have to use 3 tools to edit the img files. We will revisit this once the COL, IDE and IMG tool has been made.

--------- Radar Editor

We need to find a way to edit SOL's 1295 radar tiles from an imported or exported.bmp

[http://www.ukscifi.net/A/gta/GTADEV/TOOLSNeeded/solo_map.png] to big to show on here.


Adding more soon...

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#146

Posted 15 February 2013 - 02:08 PM

Suggestion for bridge between SA and LC or VC or whatever

There is something that looks like a foundation for a bridge on that beach in east LS,near seville bulevard

X-Seti
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#147

Posted 21 February 2013 - 02:03 AM Edited by X-Seti, 21 February 2013 - 02:13 AM.

This will be appended to the mapping topic.

LOL. spot my mistake with the poll.

When I typed it out I had the idea the questions in the columns whore fixed.


nkjellman
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#148

Posted 21 February 2013 - 04:35 AM

The footage we have seen from Watch Dogs, may help you guys design Carcer City. (IDK if its called Carcer City. I don't know what its called so I'm gonna call it that for now lol.)



X-Seti
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#149

Posted 21 February 2013 - 10:41 AM

Umm looking at the first video. the game is impressive.

I would love to know how many man hours went into that game from ideas in a team meeting to full team creation from start to finish. beta testing and adjustments to final product. Anywho I couldn't help thinking about the US TV show Person of Interest.

But if I wanted to see more Chicago then i've been watching Early Edition or Chicago Fire.


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#150

Posted 23 February 2013 - 11:14 AM

I think all cities should be bigger since it's taking place in the modern era and time passed since we saw those cities,no?




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