
BTW all(almost all) VCS colls are in VCS VC mod.They easily can be converted to SA/III
Posted 16 April 2014 - 01:37 PM Edited by SaL_Leone, 16 April 2014 - 01:39 PM.
Posted 16 April 2014 - 01:49 PM
If there's collision data that's specific for collisions, and placement data on those collisions, JUST PLACE THE f*ckING COLLISIONS AND BE DONE WITH IT. There's no need at all for collisions to be linked to a building if modifying the game.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.
Yet the models themselves are in the world IMGs, as I doubt they'd be in GTA3PS2?2) I think this data should be in DTZ or ELF
Posted 16 April 2014 - 09:21 PM
Map Converter is done. It's time to continue my work at MDL Importer...
Posted 17 April 2014 - 12:42 AM
It's just the models. I never will write a SCM converter
Posted 17 April 2014 - 08:05 AM
Tho you could. Some has already matched the LCS opcodes to their SA/VC/III Counterparts. Simply make it find the opcode and change it. It'd require a lot more user work after that, but still
Posted 17 April 2014 - 09:46 AM
Tho you could. Some has already matched the LCS opcodes to their SA/VC/III Counterparts. Simply make it find the opcode and change it. It'd require a lot more user work after that, but still
Posted 17 April 2014 - 09:54 AM
Tho you could. Some has already matched the LCS opcodes to their SA/VC/III Counterparts. Simply make it find the opcode and change it. It'd require a lot more user work after that, but still
Lots of Stories opcodes don't have SA counterparts as SA uses a different tasks system. That's why missions converting is slowslowslow.
Yeah. That one of reasons
Posted 17 April 2014 - 09:56 AM
So many useful progs))) You are amaizing programmer!
Posted 17 April 2014 - 10:13 PM
Tho you could. Some has already matched the LCS opcodes to their SA/VC/III Counterparts. Simply make it find the opcode and change it. It'd require a lot more user work after that, but still
Lots of Stories opcodes don't have SA counterparts as SA uses a different tasks system. That's why missions converting is slowslowslow.
Oh but I thought everyone says "Port to SA, it better. More moddable. LCS is SA. Cameras."
Posted 17 April 2014 - 10:16 PM
Oh but I thought everyone says "Port to SA, it better. More moddable. LCS is SA. Cameras."
Posted 18 April 2014 - 02:44 AM Edited by Jackgta, 18 April 2014 - 03:10 AM.
Ummmm... how do i use this map mod for VC ( LCS PS2 )??
Also i might just use the PSP VCS map in GTA3, so i'd like to know how to apply that map too
Posted 18 April 2014 - 03:45 AM Edited by sharpie_eastern, 18 April 2014 - 03:46 AM.
Ummmm... how do i use this map mod for VC ( LCS PS2 )??
Also i might just use the PSP VCS map in GTA3, so i'd like to know how to apply that map too
MAJEST1C hasn't finished the "Do it for you" tool yet, so I'd wait till that's out.
Posted 18 April 2014 - 04:19 AM
I thought if i edit some sort of file i could get the map. Well, whatever i guess. I hope i can port GTA3 Car/Ped paths to VC.
Posted 18 April 2014 - 09:51 AM
Ummmm... how do i use this map mod for VC ( LCS PS2 )??
Also i might just use the PSP VCS map in GTA3, so i'd like to know how to apply that map too
MAJEST1C hasn't finished the "Do it for you" tool yet, so I'd wait till that's out.
Which tool?
Posted 18 April 2014 - 10:13 AM
Posted 18 April 2014 - 06:53 PM
Which tool?
Can you help me out please? Seeing as you made this excellent mod and all, i'd want to import the maps into VC/3. Also, do you know anything about car/ped paths and how to use them?
Posted 19 April 2014 - 05:47 PM
Which tool?
Can you help me out please? Seeing as you made this excellent mod and all, i'd want to import the maps into VC/3. Also, do you know anything about car/ped paths and how to use them?
1) What's the problem with importing maps?
2) I think HackMan128 should know something about paths.
Posted 19 April 2014 - 06:32 PM
Your maps are great, but map with out collision is bad. You can only cruise each city by using specific main.scm, and it kills fun exploration of each district by using ground transport.
Posted 19 April 2014 - 06:42 PM
Your maps are great, but map with out collision is bad. You can only cruise each city by using specific main.scm, and it kills fun exploration of each district by using ground transport.
This is not my fault. Models and collisions use different map systems and don't linked with each other.
Posted 19 April 2014 - 06:43 PM
It is your fault for not providing the collision placement anyway for people to utilize those to add collisions.This is not my fault. Models and collisions use different map systems and don't linked with each other.
Your maps are great, but map with out collision is bad. You can only cruise each city by using specific main.scm, and it kills fun exploration of each district by using ground transport.
Posted 19 April 2014 - 06:57 PM
It is your fault for not providing the collision placement anyway for people to utilize those to add collisions.
This is not my fault. Models and collisions use different map systems and don't linked with each other.Your maps are great, but map with out collision is bad. You can only cruise each city by using specific main.scm, and it kills fun exploration of each district by using ground transport.
My fault? R U serious?
Posted 19 April 2014 - 07:19 PM
I don't get it. MAJEST1C clearly claims that map lacks collisions. If someone WANTS to check out what's that, then he checks that on his own. Nobody pushes him towards doing that.
But no, let's blame him for this, what's absend. Gentlemen, please...
Posted 19 April 2014 - 08:04 PM
One can't do that seeing as MAJEST1C isn't documenting the file formats nor providing the required placement data for the collision meshes, so, yes, it is his fault.I don't get it. MAJEST1C clearly claims that map lacks collisions. If someone WANTS to check out what's that, then he checks that on his own. Nobody pushes him towards doing that.
But no, let's blame him for this, what's absend. Gentlemen, please...
Posted 19 April 2014 - 08:14 PM Edited by MAJEST1C_R3, 19 April 2014 - 08:33 PM.
One can't do that seeing as MAJEST1C isn't documenting the file formats nor providing the required placement data for the collision meshes, so, yes, it is his fault.I don't get it. MAJEST1C clearly claims that map lacks collisions. If someone WANTS to check out what's that, then he checks that on his own. Nobody pushes him towards doing that.
But no, let's blame him for this, what's absend. Gentlemen, please...
Now you've got the documentation^. Do it
Posted 19 April 2014 - 09:11 PM Edited by NTAuthority, 19 April 2014 - 09:17 PM.
oh, look, so it's more of you goddamn russians keeping everything to themselves because none of you can write sensible english or provide a sensible discussion about 'publicizing things' (see: openiv team, you stories people, and a few others)[snip image from some apparently russian site that also is embedded with 'img=url' which is also a completely retarded way of embedding images, IPBsh*theads]One can't do that seeing as MAJEST1C isn't documenting the file formats nor providing the required placement data for the collision meshes, so, yes, it is his fault.I don't get it. MAJEST1C clearly claims that map lacks collisions. If someone WANTS to check out what's that, then he checks that on his own. Nobody pushes him towards doing that.
But no, let's blame him for this, what's absend. Gentlemen, please...
http://gtamodding.ru/wiki/Категория%3AGTA_LCS
Now you've got the documentation^. Do it
Posted 19 April 2014 - 09:19 PM Edited by sharpie_eastern, 19 April 2014 - 09:19 PM.
Placement data for coll? Couldn't you make blank dff's and have col's assigned to those objects and place those? You'd probably need to up limits a bit.
Posted 19 April 2014 - 09:21 PM
oh, look, so it's more of you goddamn russians keeping everything to themselves because none of you can write sensible english or provide a sensible discussion about 'publicizing things' (see: openiv team, you stories people, and a few others)
[snip image from some apparently russian site that also is embedded with 'img=url' which is also a completely retarded way of embedding images, IPBsh*theads]
One can't do that seeing as MAJEST1C isn't documenting the file formats nor providing the required placement data for the collision meshes, so, yes, it is his fault.I don't get it. MAJEST1C clearly claims that map lacks collisions. If someone WANTS to check out what's that, then he checks that on his own. Nobody pushes him towards doing that.
But no, let's blame him for this, what's absend. Gentlemen, please...
http://gtamodding.ru/wiki/Категория%3AGTA_LCS
Now you've got the documentation^. Do it
also, google translate completely f*cks up the page, so no, I still don't have documentation, and you f*cking russians should stop keeping everything that interests other people internal to your language's environment and perhaps learn some motherf*cking english
Oh, you decided to make it personal little man. How much butthurt I read here. Give your sphincter a rest and don't make me and people laugh
Posted 19 April 2014 - 09:26 PM Edited by NTAuthority, 19 April 2014 - 09:28 PM.
no need for that if you can just hook the exe, which is what I was intending to do WITH SAID COLLISION PLACEMENT INFORMATIONPlacement data for coll? Couldn't you make blank dff's and have col's assigned to those objects and place those? You'd probably need to up limits a bit.
not really personal, just replying to your post which is clearly assuming I know f*cking Russian which I clearly do f*cking not as Russia is not the f*cking majority of the world, and yet the link does not contain any information of need at allOh, you decided to make it personal little man. How much butthurt I read here. Give your sphincter a rest and don't make me and people laugh
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