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[REL|VC] Vice Cry 1.8

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MAJEST1C_R3
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#91

Posted 03 March 2014 - 08:29 PM

 

Looks nice! It will look much better with mipmaps. Do you plan to add them?


I don't recall VC having mipmaps? O_o Or am I missing something?

 

 

Yeah. VC supports mipmaps and strangely that Rockstar don't have used them in original game

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TJGM
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#92

Posted 03 March 2014 - 08:31 PM

Looks nice! It will look much better with mipmaps. Do you plan to add them?


I don't recall VC having mipmaps? O_o Or am I missing something?

 
Yeah. VC supports mipmaps and strangely that Rockstar don't have used them in original game


Well that's good to know. Thanks!

Kov
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#93

Posted 03 March 2014 - 08:51 PM

 

 

Looks nice! It will look much better with mipmaps. Do you plan to add them?


I don't recall VC having mipmaps? O_o Or am I missing something?

 

 

Yeah. VC supports mipmaps and strangely that Rockstar don't have used them in original game

 

Wow, that's new for me...

How to unlock/implement that?


MAJEST1C_R3
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#94

Posted 03 March 2014 - 08:56 PM

I think needs some TXD editor with mipmap support... Without it you can unlock this only through hex


Kov
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#95

Posted 04 March 2014 - 03:55 PM

I tried my best with mipmaps (used G-TXD) but there is no effect in the game. Nothing changed :/ Textures still grained.


Speccy
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#96

Posted 05 March 2014 - 02:49 AM

Looks really great. I can only imagine the effect of implementing mipmaps in this (or the VC engine in general)... It would be like a giving a totally flat chested girl with awesome ass genetics a proper boob job.

 

Would really be worthwhile!


Kov
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#97

Posted 15 March 2014 - 06:13 PM

We couldn't make a good decision for a long time. Your opinions, comments and arguments let us see, that there is no perfect solution, no ideal option. We've decided to make a plan of development, which we would like to present you:
Vice Cry 1.8 is going to be released in next few weeks (from 3 to 10 weeks, approximately). It will feature everything we've done so far and we're proud of. The last part of the map we will renovate is Ocean Beach.
We're going to start the postproduction and final testing, and after that - bugfixing and optimization work.

The main archive is going to be divided into few smaller ones, containing particular grups of objects (vehicles, peds, weapons, not remodelled buildings, etc.). According to that - does anybody know how many external archives can Vice City handle (CDIMAGE)?

 

Main archive's division into a few smaller ones is a consequence of 1.8's fluent development - we haven't done anything with peds nor weapons so far, but we will take care of them in the future. Thanks to this solution, our work and final patch installing process are going to be a lot easier and fast.

 

Furthermore, we've added one more addon made by non-team member, which is Adtec_224's plugin - and I'll be honest, we didn't receive any message from this author - we've been waiting for it since last year's september. If Adtec_224 shows up and don't let us use his plugin in Vice Cry, of course we will remove it, as soon as it's possible.

 

Now, the most important thing - if backface culling was turned off, our mod would be a lot more optimized and wouldn't require as strong hardware as currently.
Now, we have to copy and flip polys. Because of that, grassy areas sometimes add extra 1 000 000 polygons (ore even more!) to a scene - it's nothing frightening, but these numbers could be two times smaller. Unfortunately, we don;t know how to turn off the backface culling - we've tried, seek for the solution... But without effects.
If anyone can do it - please, help us - it's going to be beneficial for everyone.

 

And that's how Vice Cry 1.8 looks now, at the beginning of the postproduction process:

 

th_GTA-vc2014-03-1518-05-58-51.jpg th_GTA-vc2014-03-1518-19-05-38.jpg th_GTA-vc2014-03-1518-08-43-07.jpg

th_GTA-vc2014-03-1518-02-03-43.jpg th_GTA-vc2014-03-1518-03-24-24.jpg th_GTA-vc2014-03-1518-00-58-67.jpg

 

Comparison (original GTA Vice City vs Vice Cry 1.8):

 

th_gta-vc2014-03-1518-36-47-53.jpg th_GTA-vc2014-03-1518-07-16-67.jpg

th_gta-vc2014-03-1518-37-12-06.jpg th_GTA-vc2014-03-1518-18-49-83.jpg

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MAJEST1C_R3
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#98

Posted 15 March 2014 - 06:45 PM

WOW! I never thought Vice City might look so fantastic! Awesome job :)


Danikov
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#99

Posted 15 March 2014 - 07:49 PM

Hoooooooooooooooooooooooooooooly sh*t,just wow,this is epic.


juarez
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#100

Posted 15 March 2014 - 07:50 PM

Polacy najlepsi :)


Speccy
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#101

Posted 15 March 2014 - 08:05 PM

the junk yard looks great!


ThirteenAG
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#102

Posted 15 March 2014 - 09:05 PM Edited by ThirteenAG, 15 March 2014 - 09:15 PM.

The main archive is going to be divided into few smaller ones, containing particular grups of objects (vehicles, peds, weapons, not remodelled buildings, etc.). According to that - does anybody know how many external archives can Vice City handle (CDIMAGE)?

Plenty, with ImgLimitAdjuster.asi from here. By default it's eight archives or so.
About Adtec_224's plugin - are you sure it's stable enough? My experiments with draw distance cause some crashes, i mean those two ini options from project 2dfx vc.

UPD. Yeah, i checked, this plugin works the same way as my old cleo script:

BOOL __stdcall DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved)
{
  if ( fdwReason == 1 )
  {
    sub_10001000();
    v690220 = flt_10003010;
    v69022c = flt_10003014;
  }
  return 1;
}


05DF: write_memory 0x690220 size 4 value 4.8 virtual_protect 1
05DF: write_memory 0x69022C size 4 value 1000.0 virtual_protect 1

and this is exactly what i do in project 2dfx too.


Keith Ward
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#103

Posted 16 March 2014 - 12:14 AM

Fantastic looking! Can't wait!

 

Well, I guess I can wait for this one, since you guys are doing such a great job improving everything!


alex8ball_BRATVA
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#104

Posted 16 March 2014 - 06:22 PM

OUGH!!!!! Junk Yard is awesome,,,, Original vice is like desert. Grass and Bushes make Vice City be lmore realistic!


AdTec_224
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#105

Posted 16 March 2014 - 07:12 PM

The 'plugin' in question was writen for a friend (he found the memory addresses somewhere in the 'Documenting GTA3/VC memory adresses' thread) and was never intended to be used publicly, that being said you are welcome to use it.


Kov
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#106

Posted 16 March 2014 - 08:51 PM

The 'plugin' in question was writen for a friend (he found the memory addresses somewhere in the 'Documenting GTA3/VC memory adresses' thread) and was never intended to be used publicly, that being said you are welcome to use it.

Thank you, this little thing is very, very useful ^^

And as far as we know it's stable.

 

Plenty, with ImgLimitAdjuster.asi from here. By default it's eight archives or so.

Eight archives is even more that we wanted. Thanks for the info :)


nkjellman
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#107

Posted 18 March 2014 - 08:13 PM

Glad to hear it. This looks impressive.

 

But one concern. What does Adtec_224's plugin do?


universetwisters
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#108

Posted 18 March 2014 - 11:35 PM

 

 

th_GTA-vc2014-03-1518-05-58-51.jpg th_GTA-vc2014-03-1518-19-05-38.jpg th_GTA-vc2014-03-1518-08-43-07.jpg

th_GTA-vc2014-03-1518-02-03-43.jpg th_GTA-vc2014-03-1518-03-24-24.jpg th_GTA-vc2014-03-1518-00-58-67.jpg

 

 

 

1212.gif

 

Goddamn, that's a nice looking junkyard. I especially like how you reused some of the vehicle models as scrapyard props.

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MrMateczko
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#109

Posted 20 March 2014 - 11:46 AM

Holy cow these textures and models are awesome!

This is as close as we can get to completely redesign and retexture the whole city!

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universetwisters
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#110

Posted 20 March 2014 - 01:39 PM

Holy cow these textures and models are awesome!

This is as close as we can get to completely redesign and retexture the whole city!

 

Right you are.

 

I think this is the legit closest thing we've seen to a full HD-ify of a GTA Location, if my memory serves me.


theNGclan
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#111

Posted 20 March 2014 - 07:07 PM

 

Holy cow these textures and models are awesome!

This is as close as we can get to completely redesign and retexture the whole city!

 

Right you are.

 

I think this is the legit closest thing we've seen to a full HD-ify of a GTA Location, if my memory serves me.

 

There are plenty of HD-ified map mods such as SRT3 (or 4? I forgot the full name :S), GTA III HD, and those uber-overhaul texture mods for IV. Get it right, dammit!

 

But this is the closest up there with the nearly finished HD maps. :)


MrMateczko
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#112

Posted 22 March 2014 - 12:49 AM

I'm talking about VC, not III or SA.

VC is so underrated.


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#113

Posted 07 April 2014 - 11:03 PM

Interesting, You have done beautifully here for Vice Cry what I've been trying to do for years and I still have not gotten it right.

Very well done.

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Tadzik
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#114

Posted 11 April 2014 - 03:11 PM

I understand that if III has mipmaps, VC must has it too right? So new version of _DK's plugin can make mipmapped textures :)
http://gtaforums.com...entry1065161229
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TJGM
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#115

Posted 11 April 2014 - 03:35 PM

I understand that if III has mipmaps, VC must has it too right? So new version of _DK's plugin can make mipmapped textures :)
http://gtaforums.com...entry1065161229


I talked to DK about it. Vice City actually can't have its textures mipmapped right now.

MAJEST1C_R3
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#116

Posted 11 April 2014 - 04:54 PM

 

I understand that if III has mipmaps, VC must has it too right? So new version of _DK's plugin can make mipmapped textures :)
http://gtaforums.com...entry1065161229


I talked to DK about it. Vice City actually can't have its textures mipmapped right now.

 

I saw not so long ago a screenshot with mipmaps in VC. Just wait some tools which can make TXD with mipmaps for VC


TJGM
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#117

Posted 11 April 2014 - 05:22 PM

I understand that if III has mipmaps, VC must has it too right? So new version of _DK's plugin can make mipmapped textures :)
http://gtaforums.com...entry1065161229


I talked to DK about it. Vice City actually can't have its textures mipmapped right now.

I saw not so long ago a screenshot with mipmaps in VC. Just wait some tools which can make TXD with mipmaps for VC


Most likely, but the way DK's tool does it is the best way, it also comes with a bunch of other nice things too.

Apparently the mipmaps don't work because of texture settings also in the .dff.

Kov
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#118

Posted 16 April 2014 - 12:56 AM Edited by Kov, 16 April 2014 - 12:56 AM.

After this few weeks of work I'm sure about two things:

 

'1 - Environment in Vice Cry looks much better.

'2 - Ocean Beach models pissed me off. This is probably the worst district to renovate... Only a few buildings were remodeled.

th_gta-vc2014-04-1601-52-29-53.jpg

Personally - I don't like too much the final effect. I have to train more in 3ds max to achieve better results. But now it's not time to practise - we promised to release the mod in 3-10 weeks and You will get it.

 

 

Some other news - postproduction is going well, especially the vegetation:

th_gta-vc2014-04-1601-10-13-04.jpg th_gta-vc2014-04-1602-02-20-35.jpg

3D grass view distance radius is now pretty big - but it's going to be fully customizable in our launcher - like the textures quality.

 

Prominent Land was a big unknown for almost a year. We had multiple problems with object count, lags and design. Finally - ballance between object count/lags is achieved.

th_gta-vc2014-04-1601-59-11-55.jpg

- - - - - - - - - - - - - - - - - - -

 

Easter is comming, so there's going to be a little break in our work.

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TJGM
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#119

Posted 16 April 2014 - 01:01 AM

Looks fecking awesome! That island off of Ocean Beach.. :O Looks great, brilliant work!


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#120

Posted 16 April 2014 - 11:59 AM

Great job! Faster would modification was published. It is waiting. 
Sorry for my bad english  :) 




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