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[STORIES/REL] Converted Maps

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MAJEST1C_R3
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#151

Posted 14 April 2014 - 02:07 PM

VCS optimised models tested now, patcher for VC written for v1.0 and v1.1 .

I think map converter will be released on this week if I don't find any bugs in it

80acafe06d42.jpg

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zmudziak32
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#152

Posted 14 April 2014 - 02:48 PM

Did you convert collision for maps? It's good to have Stories map on VC/SA, but I'd like explore map using car or bike.


MAJEST1C_R3
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#153

Posted 14 April 2014 - 03:34 PM

Did you convert collision for maps? It's good to have Stories map on VC/SA, but I'd like explore map using car or bike.

Yes (look for them at first page), but collisions not linked with models and have different IDs


goodidea82
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#154

Posted 14 April 2014 - 06:38 PM

I'm happy to read about this. Would be great if the collisions could be linked with objects. Generally, the more can be automated the better.


MAJEST1C_R3
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#155

Posted 15 April 2014 - 05:14 AM

I'm happy to read about this. Would be great if the collisions could be linked with objects. Generally, the more can be automated the better.

Unfortunately after a lot of tries to find some links between models and collisions I have no result :/. Also I don't have found links between normal models and LODs. In Stories instead of single IPL files used hundreds of frequently switching worlds which have it local coord system. Here for examlpe one of those worlds (Red - near, other - LOD).

1a5efdde86be.jpg

As you see single world of the map contains only few highpoly models near center of local coord system and a lot of lowpoly models which we call LODs, Instead of checking for every model on the map distances of appearing from player position in Stories used checking only world local position from player, so if player located near necessary radius from world local position - game load whole world and all models in it no matter has player all those models on sight or not.


MAJEST1C_R3
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#156

Posted 15 April 2014 - 03:47 PM

20ae249a753c.jpg

 

Download from GTAGarage!

 

fe39f94f7fbd.jpg

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Johnny_D
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#157

Posted 15 April 2014 - 07:03 PM Edited by Johnny_D, 15 April 2014 - 07:05 PM.

I LOVE this! Great work my man. Great work indeed!

 

EDIT: Could you put up a temporary link? As its still awaiting approval.

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zmudziak32
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#158

Posted 15 April 2014 - 07:05 PM

Will be great, if you find a way matching Lods, cols and hi-poly models like in III/VC/SA. Still good work.

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TommyV.
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#159

Posted 15 April 2014 - 07:06 PM

Perfect MAN!But can you upload it on another site?GTAG can take months

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pogo_01
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#160

Posted 15 April 2014 - 07:07 PM

5* on GTA GARAGE ;) good work.!!
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goodidea82
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#161

Posted 15 April 2014 - 07:24 PM

Thanks for the tool!

 

 

In Stories instead of single IPL files used hundreds of frequently switching worlds which have it local coord system.

Strange


theNGclan
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#162

Posted 15 April 2014 - 07:29 PM

Why do we need a converter if you released the maps? :p

MAJEST1C_R3
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#163

Posted 15 April 2014 - 07:43 PM Edited by MAJEST1C_R3, 15 April 2014 - 07:49 PM.

Why do we need a converter if you released the maps? :p

1) Fixed bug with pixelated textures in VC

2) Added automated optimization procedure which discard a lot of unused stuff.

3) Included backface culling patcher for VC

4) Gives to users ability to customise converting process as they wish

 

 

 

PS. Check my signature for mirror download link

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Garju67
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#164

Posted 15 April 2014 - 08:02 PM

Thank you very much, nice job dude !

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Ash_735
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#165

Posted 15 April 2014 - 08:17 PM

20ae249a753c.jpg
 
Download from GTAGarage!
 
fe39f94f7fbd.jpg


f3z1uf.png

:p
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MAJEST1C_R3
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#166

Posted 15 April 2014 - 08:20 PM Edited by MAJEST1C_R3, 15 April 2014 - 08:29 PM.

AHAHAAHHAHAAHAAHA *evil laugh* :) :panic:

Without good programmers and scm scripters this idea died before born so don't worry :) anyway maps were released a long time ago


Johnny_D
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#167

Posted 15 April 2014 - 08:40 PM


f3z1uf.png

:p

 

Basically shat myself after seeing this.  


Wildstylo
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#168

Posted 15 April 2014 - 09:07 PM

great work,majestic! :santa:


GeneralSteve93
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#169

Posted 15 April 2014 - 09:20 PM

You did an excellent work my friend.At last,I'm enjoying GTA 3 vehicles(and other 6,converted from VC),with the LCS wheels I was looking for all the time.Keep up your good work,my friend!!!


nkjellman
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#170

Posted 16 April 2014 - 12:05 AM

 


f3z1uf.png

:p

 

Basically shat myself after seeing this.  

 

We just need LCS, and VCS to GTA III, LCS and VCS to GTA IV, and LCS and VCS to GTA V (when it is out). :p

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MAJEST1C_R3
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#171

Posted 16 April 2014 - 12:30 AM

Thanks for the tool!

 

 

In Stories instead of single IPL files used hundreds of frequently switching worlds which have it local coord system.

Strange

 

In Stories used very interesting map system. Here how it looks like:

 

9167fc0964fc.jpg

 

Each dot = world, which has its models placed relatively from its local coord system. Now count how much worlds the map contains at all :)

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sharpie_eastern
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#172

Posted 16 April 2014 - 05:25 AM

There is nothing that labels models as lods anywhere?


_CP_
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#173

Posted 16 April 2014 - 06:57 AM

So much triangles, looks like LC is Illuminati's city.
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MAJEST1C_R3
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#174

Posted 16 April 2014 - 08:25 AM Edited by MAJEST1C_R3, 16 April 2014 - 08:28 AM.

There is nothing that labels models as lods anywhere?

 

I can't find anything for both collisions and LODs. :/


Johnny_D
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#175

Posted 16 April 2014 - 11:01 AM

I made a mass LOD exporter, which exports LOD's from models (let's say you have 6 dff's imported, it allows you to export all of the LOD's from those models) But having to sort the games real models, and LOD's would take quite a while.

NTAuthority
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#176

Posted 16 April 2014 - 11:20 AM

 

There is nothing that labels models as lods anywhere?

 

I can't find anything for both collisions and LODs. :/

 

Collisions don't even get a relative offset like IV?


theNGclan
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#177

Posted 16 April 2014 - 11:20 AM

So much triangles, looks like LC is Illuminati's city.

Lz5smLH.png

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MAJEST1C_R3
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#178

Posted 16 April 2014 - 11:45 AM Edited by MAJEST1C_R3, 16 April 2014 - 11:45 AM.

 

 

There is nothing that labels models as lods anywhere?

 

I can't find anything for both collisions and LODs. :/

 

Collisions don't even get a relative offset like IV?

 

 

Collisions have it own IPL which uses standard coord system.


NTAuthority
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#179

Posted 16 April 2014 - 12:52 PM Edited by NTAuthority, 16 April 2014 - 12:56 PM.

... then just implement a bunch of fake CBuildings without/with fake model indices like IV and clone those which match a base building?

Also where are the map object names which are referenced from the SCM header (like Callahan Bridge models) stored?

 

(in addition, GTA could easily be changed to use 'world-local' streaming, this is what I don't like about people who provide just a tool without any format documentation to perform missing tasks such as finding object names, placing fake collisions and even reworking streaming)


MAJEST1C_R3
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#180

Posted 16 April 2014 - 01:22 PM

... then just implement a bunch of fake CBuildings without/with fake model indices like IV and clone those which match a base building?

Also where are the map object names which are referenced from the SCM header (like Callahan Bridge models) stored?

 

1) Collisions can be generated directly from models while converting them but they will contain so many faces and I don't sure - will that collision work or just cause crash the game while loading.

 

//

2) I think this data should be in DTZ or ELF





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