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GTASA: SOL Trilogy (Map version 5)

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nWo51289
  • nWo51289

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#1

Posted 07 February 2014 - 03:19 PM Edited by nWo51289, 18 June 2014 - 01:19 PM.

soltrilogy.png

Grand Theft Auto Trilogy is a Total Conversion for San Andreas that combines the state of San Andreas, Vice City, Liberty City & other Renderware maps together in one game. While the base map is almost done, a lot of work still needs to be done including hacks, fixing etc. As well as combining maps, Trilogy sets out to fix as many map bugs as possible, bring back objects that were cut from the game and other stuff.

mapisnw.png

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Spoiler

vehicles.png

Sports Cars4WD/UtilityLowridersTunersVans
  • Alpha [SA]
  • Banshee [SA]
  • Bloodring Banger [SA]
  • Buffalo [SA]
  • Bullet [SA]
  • Cheetah [SA]
  • Cholo Sabre [VCS]
  • Comet [SA]
  • Deimos SP [LCS]
  • Euros [SA]
  • Hotknife [SA]
  • Hotring Racer [SA]
  • Infernus [III] (_F_)
  • Infernus [SA]
  • Infernus [VC]
  • Pheonix [SA]
  • Phobos VT [LCS]
  • Polaris V8 [VCS]
  • Sabre Turbo [VC] (_F_)
  • Stinger [VC] (_F_)
  • Super GT [SA]
  • Turismo [SA]
  • V8 Ghost [LCS]
  • Yakuza Stinger [LC]
  • ZR-350 [SA]
  • Bobcat [SA]
  • Cartel Cruiser [LC] (SaL_Leone)
  • Gang Rancher [VCS]
  • Huntley [SA]
  • Landstalker [SA]
  • Mesa [SA]
  • Monster [SA]
  • Patriot [SA]
  • Picador [SA]
  • Picador [CUST](ALMOST610)
  • Rancher [SA]
  • Sadler [SA]
  • Sandking [SA]
  • Walton [SA]
  • Yosmite [SA]
  • Blade [SA]
  • Broadway [SA]
  • Remington [SA]
  • Savanna [SA]
  • Slamvan [SA]
  • Tahoma [SA]
  • Tornado [SA]
  • Voodoo [SA]
  • Elegy [SA]
  • Flash [SA]
  • Jester [SA]
  • Stratum [SA]
  • Sultan [SA]
  • Uranus [SA]
  • Ballot Van [LCS]
  • Berkley Van [SA]
  • Bickle '76 [LCS]
  • Burrito [SA]
  • Campaign Van [LCS]
  • Gang Burrito [VC]
  • Hotdog [SA]
  • Hoods Rump XL [VCS]
  • Moonbeam [SA]
  • Mr. Whoopee [SA]
  • Newsvan [SA]
  • Rump [SA]
  • Securicar [SA]
  • TOYZ [LCS]
IndustrialTwo-Doors & HatchbacksFour-Door Sedans/Saloons & Station WagonsTrainsPublic Service
  • Benson [SA]
  • Boxville [SA]
  • Bulldozer [VCS]
  • Cement Truck [SA]
  • Combine Harvester [SA]
  • DFT-30 [SA]
  • Dozer [SA]
  • Dumper [SA]
  • Flatbed [SA]
  • Forklift [SA]
  • Linerunner [SA]
  • Mr. Wongs [LCS]
  • Mule [SA]
  • Packer [SA]
  • Roadtrain [SA]
  • Spand Express [VC]
  • Tanker [SA]
  • Tractor [SA]
  • Yankee [SA]
  • Blista Compact [SA]
  • Bravura [SA]
  • Buccaneer [SA]
  • Cadrona [SA]
  • Clover [SA]
  • Club [SA]
  • Cuban Hermes [VC] (_F_)
  • Diablo Stallion [LC] (nWo51289)
  • Esperanto [SA]
  • Feltzer [SA]
  • Fortune [SA]
  • Hellenbach GT [LCS]
  • Hermes [SA]
  • Hustler [SA]
  • Idaho [VC] (_F_)
  • Majestic [SA]
  • Manana [SA]
  • Previon [SA]
  • Sabre [SA]
  • Stallion [SA]
  • Tampa [SA]
  • Thunder Rod [LCS]
  • Virgo [SA]
  • Windsor [SA]
  • Yardio Lobo [LC]
  • Admiral [SA]
  • Elegant [SA]
  • Emperor [SA]
  • Forelli Exsess [LCS]
  • Glendale [SA]
  • Greenwood [SA]
  • Greenwood [CUST](ALMOST610)
  • Intruder [SA]
  • Leone Sentinel [LC]
  • Lovefist [VC] (_F_)
  • Merit [SA]
  • Nebula [SA]
  • Oceanic [SA]
  • Perennial [SA]
  • Premier [SA]
  • Primo [SA]
  • Regina [SA]
  • Romero [SA]
  • Sentinel [III] (_F_)
  • Sentinel [SA]
  • Sentinel XS [VC] (_F_)
  • Sindacco Argento [LCS]
  • Solair [SA]
  • Stafford [SA]
  • Stretch [SA]
  • Sunrise [SA]
  • Vincent [SA]
  • Washington [SA]
  • Willard [SA]
  • Brown Streak [SA]
  • Freight [SA]
  • Tram [SA]
  • Ambulance [SA]
  • Ambulance [VC]
  • Ambulance [III]
  • Baggage [SA]
  • Bus [SA]
  • Cabbie [SA]
  • Coach [SA]
  • Fire Truck [SA]
  • Fire Truck [VC]
  • Fire Truck [III]
  • Kaufman Cab [VC]
  • Panlantic [LC]
  • Sweeper [SA]
  • Taxi [SA]
  • Taxi [VC]
  • Taxi [III]
  • Towtruck [SA]
  • Trashmaster [SA]
  • Triad Fish Van [LC]
  • Tug [SA]
  • Utility Van [SA]
  • Zebra Cab [VC]
NoveltyGovernmentAircraftBoatsMotorbikes/Bicycles
  • Bandito [SA]
  • Bovver '64 [VCS] (SaL_Leone)
  • BF Injection [III] (_F_)
  • BF Injection [SA]
  • Caddy [SA]
  • Camper [SA]
  • Dune [SA]
  • Journey [SA]
  • Kart [SA]
  • Mothership [SA]
  • Mower [SA]
  • Quad [SA]
  • Quad [VCS] (nWo51289)
  • Vortex [SA]
  • Air Ambulance [VCS]
  • Barracks [SA]
  • Barracks OL [VC]
  • Enforcer [SA]
  • FBI Truck [SA]
  • FBI Rancher [SA]
  • HBV-1000 [SA]
  • Police LA [SA]
  • Police SF [SA]
  • Police LV [SA]
  • Ranger [SA]
  • Rhino [SA]
  • Rhino [LC] (SaL_Leone)
  • S.W.A.T [SA]
  • VCPD Cheetah [VCS]
  • VCPD Cruiser [VCS]
  • Airtrain [SA]
  • Andromada [SA]
  • Armadillo [VCS]
  • AT-400 [SA]
  • Beagle [SA]
  • Biplane [VCS] (SaL_Leone)
  • Cargobob [SA]
  • Cropduster [SA]
  • Dodo [SA]
  • Hunter [SA]
  • Hydra [SA]
  • Jetpack [SA]
  • Leviathan [SA]
  • Little Willie [VCS] (nWo51289)
  • Nevada [SA]
  • News Chopper [SA]
  • Maverick [SA]
  • Police Maverick [SA]
  • Raindance [SA]
  • Rustler [SA]
  • Sea Sparrow [SA]
  • Shamal [SA]
  • Skimmer [SA]
  • Sparrow [SA]
  • Stuntplane [SA]
  • VCPD Maverick [VCS]
  • Coastguard [SA]
  • Cuban Jetmax [VC]
  • Dinghy [SA]
  • Ghost [LC]
  • Jetmax [SA]
  • Jetski [VCS]
  • Launch [SA]
  • Marquis [SA]
  • Predator [SA]
  • Reefer [SA]
  • Rio [VC]
  • Speeder [SA]
  • Squalo [SA]
  • Tropic [SA]
  • Violator [VCS]
  • Yola [VCS]
  • Angel [VC] (_F_)
  • Avenger [LCS]
  • Biker Angel [VCS]
  • BF-400 [SA]
  • Bike [SA]
  • BMX [SA]
  • BMX [VCS]
  • Faggio [SA]
  • FCR-900 [SA]
  • Freeway [SA]
  • Mountain Bike [SA]
  • NRG-500 [SA]
  • PCJ-600 [SA]
  • Pizzaboy [SA]
  • Sanchez [SA]
  • Streetfighter [VCS]
  • Wayfarer [SA]
  • VCPD Wintergreen [VCS] (SaL_Leone)
  • Ventoso [VCS]
Remote ControlTrailersMisc
  • RC Bandit [SA]
  • RC Baron [SA]
  • RC Goblin [SA]
  • RC Raider [SA]
  • RC Tiger [SA]
  • Articulated Trailer [SA]
  • Baggage Box [SA]
  • Boxcar [SA]
  • Farm Trailer [SA]
  • Flatcar [SA]
  • Passenger Car [SA]
  • Tanker Trailer [SA]
  • Tractor Trailer [SA]
  • Tug Stairs [SA]
  • Ferry [LCS]
  • RC Cam [SA]
  • Splitz-6 ATV [VCS]

weapons.png

HandMeleeHandgunsShotgunsSub-Machine Guns
  • Fist
  • Brass Knuckles [SA]
  • Baseball Bat [SA]
  • Chainsaw [SA]
  • Golf Club [SA]
  • Hammer [VC]
  • Katana [SA]
  • Knife [SA]
  • Meat Cleaver [VC]
  • Machete [VC]
  • Nightstick [SA]
  • Pool Cue [SA]
  • Screwdriver [VC]
  • Shovel [SA]
  • Skateboard [SA]
  • Colt Python [VC]
  • Pistol [SA]
  • Silenced Pistol [SA]
  • Desert Eagle [SA]
  • Pump-Action Shotgun [SA]
  • Sawn-off Shotgun [SA]
  • Combat Shotgun [SA]
  • Tec-9 [SA]
  • Micro-Uzi (Micro-SMG) [SA]
  • SMG [SA]
Assault RiflesRiflesHeavy WeaponsExplosivesHandheld Items
  • AK-47 [SA]
  • M4 [SA]
  • Sniper Rifle [SA]
  • Rifle [SA]
  • Flamethrower [SA]
  • Rocket Launcher [SA]
  • Heat-Seeking Rocket Launcher [SA]
  • Minigun [SA]
  • Tear Gas [SA]
  • Molotov Cocktail [SA]
  • Grenade [SA]
  • Satchel Charges [SA]
  • Detonator [SA]
GiftsSpecial ItemsMisc
  • Fire Extinguisher [SA]
  • Spray Can [SA]
  • Camera [SA]
  • Flowers [SA]
  • Cane [SA]
  • Dildo [SA]
  • Vibrator [SA]
  • Night-Vision Goggles [SA]
  • Thermal-Vision Goggles [SA]
  • Parachute [SA]

 

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How have you managed to add Vice City & Liberty City besides San Andreas?Surely there are holes in the map now as well as lag?Will Trilogy break my modded game?Will other maps be added?Will you add vehicles, weapons & peds from III/VC/LCS/VCS?
  • In order to add VC & LC with the limited amount of IDs (1999 for models) sacrifices had to be made. Useless objects, duplicates have been removed to free up but this will never be enough, so the game is now LODless meaning all LODs have been removed from the game.
  • Sacky's Limit Adjuster (Alpha 8) was released with the LOD distance hacked, meaning draw distances for models could be increased past the 300.0 limit, this later was replaced by ThirteenAG's IDE_DD_Tweaker which offered more options and less bugs. Trilogy is being worked on a Macbook Pro Retina with a Intel Core i5-3210M CPU @ 2.50GHz and I haven't noticed a massive drop in performance with LODs being removed.
  • Trilogy will try to keep conflicts with other mods to a minimum. I cannot guarantee that all mods will work with Trilogy. Modloader by Link/2012 was released to install mods very easily.
  • Any map that has been mentioned in the GTA 3D era will be added to Trilogy. This includes Carcer City which I'm converting slowly for Trilogy.
  • Yes, but I'm not very good at converting vehicles so I will try my best to ask permission from authors who have already done vehicle conversions. I have been given very kind permission to include converted VC vehicles done by _F_. Same answer towards weapons but converting weapons is much easier!
Will you add models from LCS/VCS?What about radios?Can I help in anyway?Will there be custom maps?When is the release?
  • At the moment no, Trilogy will just have the base maps from VC & III
  • Good lord no, maybe in the future but right now I just want to concentrate on the maps
  • If you can crack limits yes please! If you've done vehicle/weapon/ped conversions and don't mind giving out permission for use then that would be most appreciative! Mapping wise at the moment I want to work alone.
  • Maybe, now its not a priority.
  • When its done.

credits.png

NTAuthorityfastman92KamDexxLink/2012DKDeniska
  • OpenVice
  • V8 Ghost from LCS
  • IMG Limit Adjuster
  • Vehicle Audio Loader
  • Free ID Generator
  • Kam's Max Scripts
  • Dexx's Max Scripts
  • Modloader
  • Static Matrices Limit
  • Garage Xtender
  • binthesky Cleo Script
  • WFT/XFT to DFF
  • DDS2TXD
  • BSP Import Max Script
ThirteenAGSacky_F_tonywobJerneilSilentX-Seti
  • Limit Adjuster
  • IDE_DD_Tweaker
  • Traffic Cleo Script
  • Sacky's Limit Adjuster
  • Vice City Cars converted to SA
  • MEd
  • TXD Workshop
  • Silent's ASI Loader
  • State of Liberty Assets & Help
-ATP-SaL_LeonesebesjszczynALMOST610***
  • Very kind use of GTA United Assets
  • Ideas, help & assistance
  • Very kind use of his III/VC/LCS/VCS vehicle conversions
  • Very kind use of his Grand Theft Auto 3: The Rise of Claude Speed vehicles, Xbox vehicle conversions, VCS Helicopters & LCS sport cars
  • Very kind use of his custom 2002 Greenwood & 2002 Picador vehicles
  • *
  • *
  • *
  • Sweets, Platinum Card, X-Seti and 18 others like this

SergeantSavidge
  • SergeantSavidge

    >implying i'm a sergeant.

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  • England

#2

Posted 07 February 2014 - 08:52 PM

Wow, this looks nice! I've always wanted a "RenderWare-era" GTA, you know. Good luck with your mod in the future!


nWo51289
  • nWo51289

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#3

Posted 09 February 2014 - 11:32 AM Edited by nWo51289, 09 February 2014 - 12:39 PM.

Thanks! If the map is stable with SA, VC & LC beside each other, I would love the idea of adding different map mods to the game as well, end up with something like 'The Greatest Hits of the RenderWare Era Mods'. The biggest problem with doing that would be getting permissions etc which would be almost impossible to get. I've started doing my custom map that will be added to the game as it's looking very plausible that there will be some free ids with SA, VC, LC together, maybe giving this mod the title 'State of Liberty Copycat for SA'! 

 

Other news, random freezing in the game is largely due to a big COL file. One thing that had to be done with adding VC to SA, is to combine collision files. Doing so for SA map objects resulted in a .col file of 15.9 MB! A stupendous moment from myself, so .col files will from now on will be split up by IPLs (LAe.col, SFn.col, Haiti.col etc.)

 

###Edit###

A while after making this post, I hit a limit! Panic mode, could this limit be the end of this mod, why did I have to hit it after starting this thread, what a waste of time doing all this just to hit a limit! Well it actually wasn't the be all & end all, a simple tweak in SALA was enough to carry on fighting after losing a scary amount of hair due to pulling it...

The error it was giving me was 0x004C66CA with int_vef.ide being the culprit...strange as that in a clean game works fine, gives a hint I've hit a limit.

c51930306909918.jpg

Turns out that disabling all the objects under tobj (in the new added ide), the game magically worked again, which meant I actually hit a Timed Objects limit (not the first time!). Anyway increasing it by 50 has saved this mod again, thank god for SALA!

32565c306909926.jpg


SergeantSavidge
  • SergeantSavidge

    >implying i'm a sergeant.

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  • England

#4

Posted 09 February 2014 - 02:43 PM

Thanks! If the map is stable with SA, VC & LC beside each other, I would love the idea of adding different map mods to the game as well, end up with something like 'The Greatest Hits of the RenderWare Era Mods'. The biggest problem with doing that would be getting permissions etc which would be almost impossible to get. I've started doing my custom map that will be added to the game as it's looking very plausible that there will be some free ids with SA, VC, LC together, maybe giving this mod the title 'State of Liberty Copycat for SA'!

You're welcome dude! Having SA, VC, LC and various other map tweaks? I'm sold. Also, if you ever need a hand with this project, I'd be glad to help you (although my forté isn't coding unfortunately). I could help you with various other small things though, but I shouldn't dwell on this yet, haha.


DK22Pac
  • DK22Pac

    Playing SA on my lovely PS2. Y'all bums.

  • Feroci
  • Joined: 12 Apr 2009
  • Brazil

#5

Posted 10 February 2014 - 12:30 AM

Did you convert these all objects from VC yourself?

nWo51289
  • nWo51289

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#6

Posted 10 February 2014 - 07:36 AM Edited by nWo51289, 10 February 2014 - 08:00 AM.

@SergeantSavidge - Thanks for the offer! But at the moment I would like to get the base done by myself.

@_DK - No, I'm using NTAuthority's OpenVice as that allows redistribution. I'm adding/editing stuff here and there for Vice City. I'm converting Liberty City as I don't think there is any around that allows redistribution.

 

This modification is another Vice City conversion for San Andreas. As I need a reusable Vice map for a future project of mine -- and San Vice absolutely does not allow redistribution -- I decided to convert one myself.

Note that this modification is not directly meant for players to play with (though you can). Instead, it's meant as a base for other modifications. In fact, once it's released, you may do anything you want with the map, as long as you credit me for the base Vice map conversion if you redistribute it. smile.gifThis mod also uses the normal SA generics, by the way. tounge.gif
 

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Gian_Yagami
  • Gian_Yagami

    Snitch

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  • Joined: 08 Nov 2011

#7

Posted 13 February 2014 - 04:00 AM Edited by Gian_Yagami, 13 February 2014 - 04:05 AM.

2 Years I am waiting for this.. Good job dude


nWo51289
  • nWo51289

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#8

Posted 20 February 2014 - 11:09 AM Edited by nWo51289, 20 February 2014 - 06:06 PM.

Thanks, I've been waiting too long for this too. Anyway I've decided to hold off adding Liberty City for now just to try and fix some annoying little bugs with Vice City (freezing, crashing etc.) Also now all cities/countryside has it's own IMG archive thanks to fastman92's IMG Limit Adjuster. Doing this helps with loading models as well as making it easier for modding purposes. There are now 103 archives all together in gta3.dat! (excluding skin.img, gta3.img, gta_int.img & player.img). I'm using United's Liberty City to make sure it can be added alongside SA & VC without hitting a limit that hasn't been cracked yet. If LC can be added then it will be removed and replaced with my LC (really difficult at the moment as I'm not very good at 3ds Max etc.) I really don't want to convert LC only to hit a limit, it would just be a waste of time.

 

24860d309195180.jpg  aea014309195264.jpg 1e7a07309195292.jpg

 

Also been working on a 'secret island'. This island is in the middle of nowhere (at the moment south of SA, the y-cord is around -4500 to give you a idea). I'm using textures from IV for the island.

a3fecf309194922.jpg

More screens of VC.

46c809309194946.jpg 465934309195022.jpg e7fa2a309195043.jpg 5d3dc8309195083.jpg 9a7468309195095.jpg 2b45b2309195111.jpg d7a791309195128.jpg 2972fe309195152.jpg

 

EDIT

Cleo Fail......at least for some reason generic objects are not disappearing when you look out to the ocean....progress... No, I'm not spawning objects using Cleo, one day I'll need to remove SALA (buggy you know) so trying to see if Cleo could sort the map bounds for me.

636d34309273448.jpg 25da3e309273462.jpg 703385309273475.jpg 

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SonofYankton
  • SonofYankton

    Hugging Niko Belic

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  • United-States

#9

Posted 21 February 2014 - 12:20 AM

SOL Bit Eh? No But Looks Great. And Since SOL Is only on vice city's engine At The Moment 


nWo51289
  • nWo51289

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#10

Posted 22 February 2014 - 07:46 PM Edited by nWo51289, 22 February 2014 - 08:04 PM.

Update. Have added United's Liberty City beside SA & VC and thankfully didn't hit any deadly limit. United's LC roughly uses IDs from 13168 to 14584 so I'm not short of available IDs  :catspider: What to do with all these free IDs I've yet to decide, but still the biggest problem for this mod is the dreaded map bounds! (United LC was only a test and will not in any way shape or form will be released in this mod) (if this mod ever gets released that is!) 

 

e060e1309766839.jpg

 

Here's my Cleo script at the moment, CAN ONLY SPAWN GENERIC OBJECTS outside the map bounds. I'm sure the smart cleo guys here will no doubt say that a noob has done it....and they would be right! Feel free to play around with it or tell me how dumb I am! I couldn't figure out what value to use for the -fBounds so objects placed west or south of SA won't show up, works for north & east.

 

a6208f309769770.jpg 

 

{$CLEO}
0A8C: write_memory 0x5347ED size 4 value 0x00533606 virtual_protect 1 //(bBoundsFloat_1);
0A8C: write_memory 0x534834 size 4 value 0x00533606 virtual_protect 1 //(bBoundsFloat_1);
0A8C: write_memory 0x534AFF size 4 value 0x00533606 virtual_protect 1 //(bBoundsFloat_1);
0A8C: write_memory 0x534B2C size 4 value 0x00533606 virtual_protect 1 //(bBoundsFloat_1);
0A8C: write_memory 0x534B55 size 4 value 0x00533606 virtual_protect 1 //(bBoundsFloat_1);
0A8C: write_memory 0x578843 size 4 value 0x00533606 virtual_protect 1 //(bBoundsFloat_1);
0A8C: write_memory 0x578869 size 4 value 0x00533606 virtual_protect 1 //(bBoundsFloat_1);
0A8C: write_memory 0x534811 size 4 value 0x00533606 virtual_protect 1 //(-fBounds);
0A8C: write memory 0x534843 size 4 value 0x00533606 virtual_protect 1 //(-fBounds);
0A8C: write_memory 0x534B64 size 4 value 0x00533606 virtual_protect 1 //(-fBounds);
0A8C: write_memory 0x411413 size 4 value 0x00533606 virtual_protect 1 //(-fBounds);
0A8C: write_memory 0x41141B size 4 value 0x00533606 virtual_protect 1 //(-fBounds);
0A8C: write_memory 0x405EE6 size 4 value 0x00533606 virtual_protect 1 //(-fBounds);
0A8c: write_memory 0x405EEE size 4 value 0x00533606 virtual_protect 1 //(-fBounds);
0A8c: write_memory 0x57883E size 4 value 0x00533606 virtual_protect 1 //(-fBounds);
 
0A8C: write_memory 0x53481B size 4 value 0x00534B3A virtual_protect 1 //(bBoundsFloat_1);
0A8C: write_memory 0x53484D size 4 value 0x00534B3A virtual_protect 1 //(bBoundsFloat_1);
0A8C: write_memory 0x534B3C size 4 value 0x00534B3A virtual_protect 1 //(bBoundsFloat_1);
0A8C: write_memory 0x534B6E size 4 value 0x00534B3A virtual_protect 1 //(bBoundsFloat_1);
0A8C: write_memory 0x57882B size 4 value 0x00534B3A virtual_protect 1 //(bBoundsFloat_1);
0A8C: write_memory 0x578856 size 4 value 0x00534B3A virtual_protect 1 //(bBoundsFloat_1);
0A8C: write_memory 0x53482A size 4 value 0x00534B3A virtual_protect 1 //(bBoundsFloat_1);
0A8C: write_memory 0x53485C size 4 value 0x00534B4F virtual_protect 1 //(-fBounds);
0A8C: write memory 0x534B4B size 4 value 0x00534B4F virtual_protect 1 //(-fBounds);
0A8C: write_memory 0x534B7D size 4 value 0x00534B4F virtual_protect 1 //(-fBounds);
0A8C: write_memory 0x411423 size 4 value 0x00534B4F virtual_protect 1 //(-fBounds);
0A8C: write_memory 0x41142B size 4 value 0x00534B4F virtual_protect 1 //(-fBounds);
0A8C: write_memory 0x405EF6 size 4 value 0x00534B4F virtual_protect 1 //(-fBounds);
0A8c: write_memory 0x405EFE size 4 value 0x00534B4F virtual_protect 1 //(-fBounds);
0A8c: write_memory 0x50E6DE size 4 value 0x00534B4F virtual_protect 1 //(-fBounds);
0A8c: write_memory 0x578825 size 4 value 0x00534B4F virtual_protect 1 //(-fBounds);
0A93:

 

So continue to convert LC....wish there was some magic tool that could do it for me...


Kalvin
  • Kalvin

  • Zaibatsu
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#11

Posted 22 February 2014 - 08:32 PM

Technically, Liberty City should be very far east of Las Venturas, like in Saint Marks Bistro you have to fly east of LV before the screen fades and you're in Liberty City.


nWo51289
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#12

Posted 23 February 2014 - 08:38 AM

I agree, LC is only there temporally (didn't want United's LC to be in the way of SA, anyway it's removed now). LC will as you mentioned North East of LV while VC will be South East of LA.


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#13

Posted 01 March 2014 - 08:54 AM Edited by nWo51289, 01 March 2014 - 08:56 AM.

Sorry for double posting  :whistle: ...

 

carcercity.jpg

 

e4e17e311244560.jpg 522b09311244568.jpg

 

I am in the process of converting levels from Manhunt to SA. I am hoping this will be done as quickly as possible with very little mistakes/errors. Once they are converted I'll upload the files for anyone to use, to play around with etc. I will not release these models as my own work as they are owned by Rockstar Games and are free for anyone to use! Once released if anyone uses them in a modification, you won't need permission from me!


X-Seti
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#14

Posted 01 March 2014 - 09:28 AM Edited by X-Seti, 01 March 2014 - 09:31 AM.

SOL Bit Eh? No But Looks Great. And Since SOL Is only on vice city's engine At The Moment 

 

SOL is also SA but I've had my own issues with hacks, I've never released mine yet but in time I will if I'm able to crack some other limits. I have flicking models over the bounds depending on viewing angle.

 

I've reduced objects without taking out the LODs for starters. but now merging high quality models is something i'm working on for one large LOD for each IPL file has been tested and works well. 10 large LODs for VC.

 

SOL does not use maps from other mods (In map version 5), I've converted everything now myself to RW3.4 that can be used either on VC or SA and what couldn't be converted I modelled. however in Map version 6 everything is being remodelled from scratch so things aren't going to be the same anymore. I have the same file setup for both VC and SA, using the same IDs, this allows me to use KED to move objects in VC and then update the IPL for SA.

 

The main difference between this mod and mine is I've incorporated parts from the beta maps and stories maps LCS and VCS to increase the over all size of the game map.

 

Well done by the way what I see is good steady progress you can use models from SOL when it's next released.


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#15

Posted 01 March 2014 - 02:01 PM

Thank you! Likewise if there is anything that takes your fancy here, don't ask just take it (except for cry island for obvious reasons, anyway I'm sure you've already got everything in better nick as your remodelling SOL)

 

Just done converting estate_ext, took around 20 minutes which isn't too bad. No bugs so far...yet!

 

437251311299987.jpg df5aca311300014.jpg 1d606a311300036.jpg 2f335c311300051.jpg b1d59e311300075.jpg 14e029311300085.jpg b55c2b311300098.jpg 


Prince Gumball
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#16

Posted 01 March 2014 - 02:57 PM

Nice Mansion!


X-Seti
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#17

Posted 01 March 2014 - 03:29 PM

I agree, I would like to see the mansion closer. Looks real nice but I want to check out the UV mapping.
This is what I'll do, add you to my Dropbox I have a lot of space so this way we can swap files.

Hows that sound?

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#18

Posted 02 March 2014 - 09:29 AM

Sounds like a good idea. I'll send my Skype to you by PM and take it from there.

 

Manhunt Zoo just converted, with a few col errors that will be fixed.

 

6dc3a9311452835.jpg 1a2bc0311452842.jpg b4dcac311452873.jpg 9a7e6a311452882.jpg 75ba84311452852.jpg 


Ss4gogeta0
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#19

Posted 04 March 2014 - 01:51 AM

Damn, Ima have to contribute to this somehow...

 

hey if you want, I extracted a bunch of files from Scarface that I can toss your way (mostly just the Miami islands and whatever)

 

anyway good luck and I will be around watching the progress of this little side project ;)

 

oh and instead of using the default generic items from each map, you should try to replace them with the SA equivelants to free up more space and IDE lines...

 

oh and dont forget Manhunt 2 levels (takes place in another city in florida, near Vice City) and Midway (SOLs Chicago)


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#20

Posted 04 March 2014 - 07:46 AM

Don't forget to make the buildings look GTA SA style. And maybe Manhunt stuff should be less destroyed to fit?


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#21

Posted 04 March 2014 - 08:12 AM

@Ss4gogeta0 - Trilogy will only have converted maps that are known in the GTA universe (no conversions from other publishers). Yes I'll look into converting models from Manhunt 2 & hopefully Bully (not a priority right now). Vice City & Liberty City already uses SA's generic objects, while working on this I always have to bear in mind about IDs.

 

@Avskygod0 - At the moment the Manhunt levels are being converted as they are in Manhunt as once finished they will be released by themselves for the public to use them as they please. Once I start fitting the Manhunt levels on to the map, I will try my best to make it fit in SA style.


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#22

Posted 04 March 2014 - 11:14 AM Edited by X-Seti, 04 March 2014 - 11:19 AM.

I've had a look and it really looks good and I've got some ideas on how to sort the model fading over bounds issue. Ie. treating objects like generics objects.

 

Not sure I like the plane idea from the start of game because crashed the first time into a building and you can't recover from this the first time you die. This needs to be sorted.

 

Bringing this into line with SOL map version 5 is the way to go I think because we want to keep this map original and the layout works best when I did the same on the SA engine.

 

Sacky's LA2 bounds have been changed to there MAX limits, The engine limits that can not yet be broken like the ID limit.

 

We need to think about a SA Dev Console like the VC version because when the engine crashes you can't see what was last loaded.

Also have to remember that there are some objects in VC and LC that share the same object names so we can't have the same model name used twice. I need to remap all the objects ID's to match map version 5's layout too.

 

Here is the new LA limits. I've made notes too here.

# SA Limit Adjuster
# Filename: salimit.ini
# Made By: Sacky

# HOW TO USE:
# To Activate a Limit Simply Remove the # at the start of it
# To Deactivate Insert a # at the start of a limit

# X-Seti -; Note to sacky - It would help if people know the max value settings for some of
# these entries as some will crash the game.

[DYNAMIC LIMITS]

; The Number of IPL Instances allowed in the game (inst)
#X-Seti -; This can be more.. but 199999 is enough for now. Max 1048576 for Steaming memory 2048Mbs
Buildings=199999
#X-Seti -; Number of Static objects (objs) = dummies
Dummys=332064
#X-Seti -; Maximum number of pointer nodes Max 400000  
PtrNode Doubles=400000
#X-Seti -; Increase to number of IPL files - Try not to have more then what you need.
IPL Files=512

; The number of jumps allowed in the game
#Stunt Jumps=256
; The number of Collision Models that can be load - This should match the Static objects MAX 19999
#See notes above.
ColModels=19999
#COL archives that contain col entries.
#Collision Files=9999
#Unknown for now.
#QuadTreeNodes=800
#Unknown for now.
#QuadTreeNodes2=80
#MatDataPool=8192
#AtmDataPool=2048
#
#Peds and Vehicles.
; The number of Vehicle Models that can be loaded via SCM at any one time
#Vehicle Structs=50
; The number of Peds that can be created via SCM Scripts
#
#X-Seti -; This one is a bit stupid, if you change it you get game crash.
#not enough code to make any real effect.
#Peds=140
#Vehicles=110
#
; The maximum number of Polygons that a model can have (Increase this to also increase IMG Limit)
#
#X-Seti -; I need to look into this one it might help towards other issues.
Polygons=5000
#
#X-Seti -; There is a limit here also I think this is the max limit for the Limit Adjuster.
#Sacky should have put the MAX settings from the Defaults
PtrNode Singles=400000
; Number of pickupable items you can create via SCM Scripts
EntryInfoNodes=9900
; The Number of Dynamic Objects creatable
#
#X-Seti -; No one has broken the ID limit so the limit here is 19999 (20000) possible objects.
#Between static and dynamic the number can not exceed the engine limit.
Objects=19999

#Tasks=500
#Events=200
#Point Routes=256
#Patrol Routes=64
#Node Routes=256
#Task Allocators=16
#Ped Attractors=64
; Maximum number of Enex's able to be defined in IPL's
Entry Exits=750
; Streaming Memory (in MB's)
# SOL is currently 1Gb, however with SA you might need more so this is good.
#
Streaming Memory=2048
; How many vehicles are constantly streamed (not MB's, vehicles)
Streaming Vehicles=80
; IMG Header Allocation
#IMG Headers=5000
[STATIC LIMITS]
; Limits that have a fixed allocation in the executable, also note that the Flight Height limit is automatically circumvented
; The number of different types of models you are allowed
#
#X-Seti -; I've upped the limit below to bring things in line with the SOL version.
Timed Objects=4000
#
#Vehicle Models=212
#Ped Models=278
#
#X-Seti -; No one has broken the ID limit so the limit here is 19999 (20000) possible objects.
IDEs=19999
#
#CarMods=70
; The maximum number of Water Planes available
#Water Planes=1021
; The Max number of Colours defined in carcols.daat
#CarCols=128
; SCM Related Limits
#Current Mission=69000
#SCM Locals=1024
#SCM Threads=96
; The Number of Weapon Names you have defined in saweapons.txt, increase to add limits
#Weapon IDs=47
#Aiming Offsets=21
#Weapon Objects=51
; The area defining the mapping bounds
#
#X-Seti -; The match SOL's map boundries.
Map Bounds=20000.0
#
#X-Seti -; This is also unknown as detail distance. Set to 600 for testing, (max 999)
#LOD Distance=600.0
; Buggy Limits, alter at own risk
#Markers=375
Garages=200
#Pickups=1240
#Players=8
; Crashing Limits
#SCM Block=200000
[FILES]
; Here you can detour files that GTA Loads (some require paths relative to the GTA Directory)
gta_sa.set=gta_sa.set
[MODULES]
; Here you can detour librarys that GTA Loads
user32.dll=user32.dll
[PERFORMANCE]
; Alter Functions that affect the games performance
Cloud Height=5000.0
Vertgio=1
Speed Limiter=1
Heat Haze=1
[MISC]
Enable Ads=0
Window Name=GTA: San Andreas
Windowed=0
Debug=1
[CREDITS]
Made By=Sacky
Version=Alpha 9

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#23

Posted 04 March 2014 - 02:13 PM Edited by nWo51289, 04 March 2014 - 03:04 PM.

Oh wow thanks for that! Also useful for anyone else who have been for years asking for maxed out limits for SALA. I was going to look into that generic possibility so hopefully your idea will work. A few things from me (I could be wrong with some of them though):

 

IPL Files= 512 - Only enabled as I wanted to add in Alcatraz Island to have a look, forgot to disable it. Didn't make a difference as you mentioned above it was crashing due to #Buildings limit (which is more than enough right now)

ColModels=19999 - Matching it with Static limit? Now that might fix the problem as while the game can load with SA/VC/LC (bits of it)/CC and you can play, going to the newly added map will freeze the game. Combining .cols again did the trick but this hopefully will solve it.

Polygons= 5000 - Just helps with loading high poly models (or many models on screens like hq peds). Hopefully Trilogy/SOL won't ever need to increase this but it works.

Stream Memory= 2048 - SA can only use max 2048 MB (guessing VC is the same?). No difference really compared to 1024 MB so might as well change it to that.

LOD Distance= 600 - It's the distance for objects that has a collision. Can be ignored due to IDE_Tweaker & binthesky.cs

 

Yeah the spawning with plane is only temporary. (taken from steve-m's clean main.scm) I need to sometime look through the default main.scm and delete/change any references to lods (as it gives a black screen when first cutscene starts)

 

But moving SA from its default coordinates is just gonna give more problems to solve/fix (paths don't work outside the bounds for one). I am still inclined to keep SA where it is and move the rest of the maps according to SOL's map version 5 layout. When starting this mod, my number one rule is keep SA as default as it can be, Trilogy can be considered as a 'add-on' than a complete replacement. What does everyone else think about moving SA?

 

SA dev tool is a great idea, at the moment SALA is good enough as that can tell you what file was last loaded. (I admit it does lie a lot, so guessing is the second alternative as well! :lol:

 

Converted der2 & church2 from Manhunt

9f3f9e311938424.jpg 70a37c311938431.jpg 5cb72b311938437.jpg 0308ba311938441.jpg 230656311938443.jpg 41ac23311938457.jpg 20e6af311938484.jpg c8b324311938508.jpg

 

271abd311938534.jpg 287e2f311938563.jpg a49c2a311938591.jpg 268df4311938613.jpg 93a33c311938634.jpg 1b009c311938654.jpg 8ba3a6311938672.jpg

 

All of the levels together so far! :lol:

6370f7311938679.jpg

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#24

Posted 04 March 2014 - 06:43 PM

Nicely done... Wish I had input about the SALA to give you (since I experiment with it) but I got nothing tbh

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#25

Posted 06 March 2014 - 02:35 AM

were is carcer on the map?


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#26

Posted 06 March 2014 - 05:18 AM Edited by nWo51289, 06 March 2014 - 05:24 AM.

@Ss4gogeta0 - Don't worry, at least I as well others now know what maximum limits SALA can be set to which is useful. Other news the game will now almost run with VC, LC without SALA. (need to try and add Entry Exits limit and hopefully map bounds) Game uses ThirteenAG's & Link/2012's limit_adjuster_gta3vcsa.asi & a slightly modified version of Ryosuke's MapLimit.asi (modified to work together with ThirteenAG's limit adjuster, so it now includes IDE and Collision Models limits)

 

@mnmn1234 - At the moment? Right in the middle of SA. Future? Will be up north of Liberty City in Upstate Liberty.

 

Also I changed my mind and will use SALA's LOD Distance limit instead of IDE_DD_Tweaker, so I can set individual Draw Distances for each model instead of having everything (little generic boxes to LA skyscrapers) set at 1500!

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#27

Posted 06 March 2014 - 05:13 PM

That looks nice! How about Cottonmouth from Manhunt 2? By the way, I would rather like to see that mod in GTA VC format.

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#28

Posted 06 March 2014 - 08:26 PM

@Ss4gogeta0 - Don't worry, at least I as well others now know what maximum limits SALA can be set to which is useful. Other news the game will now almost run with VC, LC without SALA. (need to try and add Entry Exits limit and hopefully map bounds) Game uses ThirteenAG's & Link/2012's limit_adjuster_gta3vcsa.asi & a slightly modified version of Ryosuke's MapLimit.asi (modified to work together with ThirteenAG's limit adjuster, so it now includes IDE and Collision Models limits)

Alright, yea Ryosukes tools are pretty decent, its too bad he dissapeared long ago....

 

anyway, as for the SA version, I was thinking that you can set some of the different Ped definitions in the pedcycle (like Clubbers/Desert/etc) and define them as both Liberty city peds and Vice city peds respectively... I think it would work ;)


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#29

Posted 08 March 2014 - 04:22 PM Edited by nWo51289, 08 March 2014 - 04:41 PM.

Jeansowaty - They are in RW3.4 format so they are compatible with SA/VC & III


@Ss4gogeta0 - Trilogy will only have converted maps that are known in the GTA universe (no conversions from other publishers). Yes I'll look into converting models from Manhunt 2 & hopefully Bully (not a priority right now). Vice City & Liberty City already uses SA's generic objects, while working on this I always have to bear in mind about IDs.

 

@Avskygod0 - At the moment the Manhunt levels are being converted as they are in Manhunt as once finished they will be released by themselves for the public to use them as they please. Once I start fitting the Manhunt levels on to the map, I will try my best to make it fit in SA style.

 

 

@Sd4gogeta0 - Yeah decent but full of bugs, except for his maplimit.asi. Yeah very likely that will work, I just need to rig the peds first! pedcycle is not a priority until the map bounds can be fully hacked (and vehicle/ped paths can be loaded outside the bounds). I want to get the base map done before I go onto those.

 

I haven't really been working on this mod for a while, but made some progress. Map draw distances have been edited to be used with SALA's LOD Distance limit (gonna try get that to work using cleo hopefully) so objects have different draw distances. Map/buildings (maybe trees if there isn't much of a performance dip) uses 1500 as the draw distance (same as lods) while generic objects uses 299 done by IDE_DD_Tweaker. Also main.scm has been edited so that you spawn in grove street and not in a plane that is about to crash into a building! I want to try and add shops/taxi missions etc back into main.scm but I am as useless as a brick wall when it comes to cleo/scm etc

 

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Jeansowaty
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#30

Posted 08 March 2014 - 05:43 PM

Very cool ^^





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