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Grand Theft Auto III Pre-Release Discussion

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Helegad
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#841

Posted 06 December 2016 - 12:03 AM

Well, for one, they didn't do HQ renders of hookers.

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Gamerjman19
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#842

Posted 06 December 2016 - 10:21 PM

As I remember Sergiu putting it, they wouldn't put so much detail and emphasis on a character that wasn't important.

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DMThePro123
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#843

Posted 16 December 2016 - 06:35 PM Edited by DMThePro123, 16 December 2016 - 06:35 PM.

Unfinished TOYZ van seen in one of the GTAIII BradyGames guide beta screenshots appeared in one of the GTAIII beta gameplays by R*:

 

Uu9y4lN.png

 

Video:

 

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Helegad
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#844

Posted 17 December 2016 - 02:01 AM

I'm no expert on models and textures, but I recall discussion about body64 textures that gives cars their gritty, as opposed to matte/cartoony, look were not implemented and/or activated in the PS2 beta which is why it all looks so cheery. The Toyz logo was probably one of these textures.


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#845

Posted 17 December 2016 - 11:50 AM

body64 destroys the car's looks in my opinion.


Gamerjman19
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#846

Posted 17 December 2016 - 10:26 PM

body64 destroys the car's looks in my opinion.

yeah, some of them are way too extreme


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#847

Posted 21 December 2016 - 04:15 AM

There is an unused feature called a taxi timer. You can enable it through the script with this line:
029A: 1
When enabled, driving a Taxi, Cabbie, or Borgnine with a passenger will give you $1 every game minute. What do you think its use was?
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universetwisters
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#848

Posted 21 December 2016 - 06:16 AM

Reminds me of Simpsons Road Rage, where you would be getting money each second a passenger was in your car whether or not it was going anywhere.

But I'm guessing it's supposed to be a sorta-realistic remake of a fare meter, but based on time rather than distance.

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thehambone
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#849

Posted 21 December 2016 - 09:01 AM Edited by thehambone, 21 December 2016 - 09:01 AM.

I agree with universetwisters, seems like it may have been used to simulate some sort of continuous fare meter.


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#850

Posted 21 December 2016 - 10:25 AM

^

Same as it was in GTA 2.

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RM76
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#851

Posted 21 December 2016 - 01:24 PM

 

body64 destroys the car's looks in my opinion.

yeah, some of them are way too extreme

 

Not to mention poorly UV mapped. Take a look at the Infernus and Bobcat. 


Dacia
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#852

Posted 25 December 2016 - 03:23 PM

Yeah the bodymaps are annoying, i can't stand them at all.

Like somebody said, it makes the cars look older (in years) and it's not just that awesome.


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#853

Posted 19 March 2017 - 05:27 PM

I can't find any screens of Beta Toni and Catalina...

  • "Toni Cipriani originally wore a brown sweater.
  • Catalina originally wore a skirt and leggings."

Dwaine013
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#854

Posted 19 March 2017 - 06:34 PM Edited by Dwaine013, 19 March 2017 - 06:35 PM.

 

I can't find any screens of Beta Toni and Catalina...

  • "Toni Cipriani originally wore a brown sweater.
  • Catalina originally wore a skirt and leggings."

 

There are Pictures about Beta/Alpha Toni

2n36zm.jpg

 

 

About Catalina,There is No LEGIT Info & screeny,or proof about how Caty looked in the Alpha/early beta stages 

But on the Late Beta,She had the PC/Orginal Hair instead of the PS2 Varriant,and her top was white instead of black

Source:https://www.youtube....h?v=YIOR2A6-Gioat 0:04

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crashoverride93
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#855

Posted 20 March 2017 - 05:46 PM

The brown shirt makes him look more mafioso then the purple one in my opinion.

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#856

Posted 21 March 2017 - 07:22 PM

Check out the Game Radio & Lips 106 logos on the bottom left corner - beta enough for ya?

 

1198_209995.jpg

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#857

Posted 27 March 2017 - 07:36 PM Edited by spaceeinstein, 27 March 2017 - 07:59 PM.

Here's another obscure unused behavior. When the lift bridge alarm is active, normally its warning lights turn on for 0.54 seconds and off for 0.48 seconds, repeating this pattern every 1.02 seconds. If the unused behavior is used instead, the lights turn on for 0.06 seconds and off for 0.48 seconds, repeating this pattern every 0.54 seconds. You can try this out by opening generic.ide and changing
1132, -88.6228, -23.0711, -19.5836, 229, 0, 11, 200, 0, "coronastar", "shad_exp", 100, 18, 1, 8, 40, 13, 0, 0, 0
to
1132, -88.6228, -23.0711, -19.5836, 229, 0, 11, 200, 0, "coronastar", "shad_exp", 100, 18, 1, 8, 40, 14, 0, 0, 0
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_Rob_
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#858

Posted 28 March 2017 - 07:05 AM

Here's another obscure unused behavior. When the lift bridge alarm is active, normally its warning lights turn on for 0.54 seconds and off for 0.48 seconds, repeating this pattern every 1.02 seconds. If the unused behavior is used instead, the lights turn on for 0.06 seconds and off for 0.48 seconds, repeating this pattern every 0.54 seconds. You can try this out by opening generic.ide and changing

 

How odd, does this mean at some time this would have be a scripted change similar to the model swap of the Callahan Bridge?


Helegad
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#859

Posted 28 March 2017 - 08:51 AM Edited by Helegad, 28 March 2017 - 08:58 AM.

^

Same as it was in GTA 2.

 

They clearly ditched it in favour of fleshing out the Taxi Driver side mission instead.

 

goon.png

 

Looks like the bank job goon was Mafia instead of Cartel at some stage.

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Gamerjman19
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#860

Posted 02 April 2017 - 06:12 PM Edited by Gamerjman19, 02 April 2017 - 06:12 PM.

 

I can't find any screens of Beta Toni and Catalina...

  • "Toni Cipriani originally wore a brown sweater.
  • Catalina originally wore a skirt and leggings."

 

Here's another one

JzHCn1A.jpg

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Jinx.
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#861

Posted 02 April 2017 - 06:16 PM

 

^

Same as it was in GTA 2.

 

They clearly ditched it in favour of fleshing out the Taxi Driver side mission instead.

 

goon.png

 

Looks like the bank job goon was Mafia instead of Cartel at some stage.

 

Notice that Catalina has her PC/Mobile head aswell :)

Also white shirt.


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#862

Posted 21 April 2017 - 11:14 AM Edited by tetleyTA, 21 April 2017 - 12:29 PM.

Hello guys, I need some help or tips with certain thing that was meant to be in game.

 

https://www.youtube....7IrJx_g#t=2m46sIn Vadim M's video in that specific moment you see he did implement camera pickup objects in game, prolly using strings from pickups.sc

 

My question is - how do i implement this in pc/ps2 main.scm version? Do i need to define_object camera ? I'd be more than happy if I received any help. :)

 

Thanks!

 

 

EDIT: Do you know any programme that allows you to view objects? Just like Vadim M shows camerapickup icon in his clip? Some sort of GGMM lookalike, but in GGMM you can't view objects. I use dffviewer but it doesn't  have an option which allows specific object to rotate and also (what's weird) it shows object similiar to GTA SA snapshot, rather than GTAIII pickup (which has blue circle).


Helegad
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#863

Posted 21 April 2017 - 01:37 PM

This isn't a modding topic. Not the place to ask.

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#864

Posted 19 June 2017 - 05:25 PM Edited by Jinx., 20 June 2017 - 09:55 AM.

vehicles.dff from the mobile port of GTA 3 (models/generic) is basically the BETA Cabbie. It doesn't have a steering wheel and it also has _lo versions of the models inside it, much like the Buggy.
 
unknown.png
unknown.png
unknown.png
 
It uses the following textures:
 
170619_j2Y.png
 
The engine can be found in joeys.txd and carundera64 can be found in many cars. cabbie256, however, is missing, along crackedglass128 and scratch128 (which I belive they are used by other cars but under different names). Actually, renaming the original cabbie8bit128 texture to cabbie256 will display the textures correctly... somewhat.
 
Note that it won't work by simply renaming the car from "vehicles.dff" from "cabbie.dff". You have to either reexport the car in 3ds max or use The Hero's convdff.exe. Now here are the results ingame:
 
bAoIJFf.png
YS6RppG.png
(hud by xinerki)
 
As you can see, the rear lights are wrongly mapped and it doesn't have bodymaps, but otherwise the car looks identical to the final version. However, the reflections and windows are a mess. Probably because of the conversion to mobile format.
 
This makes me think R* actually has a BETA build somewhere in their database. Much like the BETA Triads were once featured in the very same mobile version before.


 
EDIT: If anybody wants to look at this car ingame, I'll just leave this link. I remade cabbie256 by using a combination between leftover textures, Manhunt textures and XBOX GTA 3 textures and original cabbie8bit128. Apparently resizing the texture to 256x256 also fixed the chessboard lines on the rear doors aswell. Model was untouched, other than converting it to PC.
 
https://mega.nz/#!a4...i8SULYtoS53MXic



EDIT 2: A couple more details to add about the car:
-The window near the boot is damageable (wing_lb in hierarchy)
-Has no exhaust and no dummy exhaust
-It's actually smaller than the stock Cabbie. That's why Claude's head sometimes sticks out of the rooftop
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Sergiu
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#865

Posted 22 June 2017 - 07:31 AM Edited by Sergiu, 22 June 2017 - 07:33 AM.

From my expertise in remaking cars I'd say that the model is very old. No exhaust dummy like on all cartoony alpha cars and a lower roof. All vehicles had lower roofs during those days.

Good find. Adds more besides beta Triads, beta docker in a gameplay trailer for mobile III and the blue radar. Legit.
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#866

Posted 22 June 2017 - 08:54 AM

From my expertise in remaking cars I'd say that the model is very old. No exhaust dummy like on all cartoony alpha cars and a lower roof. All vehicles had lower roofs during those days.

Good find. Adds more besides beta Triads, beta docker in a gameplay trailer for mobile III and the blue radar. Legit.

Actually, the car itself is smaller than the final Cabbie. Also I'm not sure but since this one also has damageable rear windows, I wonder if the other cars had this too...


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#867

Posted 22 June 2017 - 09:29 AM

How does the _lo model look?
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Jinx.
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#868

Posted 22 June 2017 - 10:16 AM Edited by Jinx., 22 June 2017 - 10:17 AM.

6kyfLHy.png

Selected one is _lo. The other one is _hi. Pretty much every _lo are copy-pastes of the _hi model.

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#869

Posted 24 June 2017 - 09:44 AM Edited by Sergiu, 24 June 2017 - 09:52 AM.

So I spoke to Mr. Jago about it and he managed to check the file formats.

Our guesses were right, this file is the same format/RW version as peds.dff which holds head models of pedestrians from 2000. Car must be from mid to late 2000.

...sweet Jesus.

It also has some more details you missed:
-texture mapped window frames
-slightly smaller rear window
-material specular is higher, 1.0 instead of 0.7

Comparison by Jago.
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#870

Posted 24 June 2017 - 08:45 PM Edited by Jinx., 24 June 2017 - 08:52 PM.

Didn't notice these ones, but I indeed noticed the specular values. Which is pretty odd, as every material has that value, yet Buggy didn't. Also considering that it can be dated as back as 2000, and by looking at the BETA pics, I have a feeling this is part of War Drum's tests while porting the game to Mobile (hence the 8MB size when untouched but more than 400KB when converted).
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