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[WIP|Rag4] Infusions - Going wild with 3dsmax. [Continued]

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X-Seti
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#1

Posted 13 May 2012 - 02:37 PM Edited by X-Seti, 12 July 2017 - 12:21 PM.

http://media.gtanet....gtasol_logo.png
 

9YgCa2i.pngimage_62944.jpg

Welcome to GTASOL: Infusions beta 69.9.5.5 (StrongAsBull)

Plan to release. (Summer 3014!)

The first ever Rage engine version. and now SA (Coming soon)

 

Facebook = https://www.facebook...astateofliberty

Twitch = http://www.twitch.tv/x_seti/

Bug Tracker = http://mvec.io/todo/project/10

 

gta_vc_2014_10_24_16_24_15_99.jpg

 

 

The Rage Engine screens. (What would have been!)
GTAIV_2015_01_14_15_24_58_52.pngGTAIV_2015_01_14_15_25_02_35.pngGTAIV_2015_01_14_15_25_05_36.pngGTAIV_2015_01_14_15_25_21_30.png
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GTAIV_2015_01_14_15_57_58_49.png
 
Only download this is you want to get a sneak peek at the project (A snapshot) however I give a short warning!!
 
Unlike other releases in the past this version has many, many, many wonderful bugs that I know about and did not want to fix just yet. Why you might ask? I will be making a tutorial on how to fix these bugs and hopefully get people involved in how this version works as there has been a lot of changes in the files. This release is a work in progress as there are major parts missing like Midway.. this will get finished in time.
 
 

Intro and the news.
 
There will be new goals and a new map that is being created from scratch. GTASOL: Infusions will be based on a collection of Rockstar cities from GTAIII, VC and SA remodeled in the style R might have created them including elements of LCS, VCS and Beta maps merged in without deleting any of the original models. The second objective is to upgrade the engine in a way beyond it's original design (VC engine only).
 
This from the Jan, 1st 2016 will be named GTA: InFusions and will soon also be for the the SA engine.
 
 
So why are we releasing this now?
 
We release beta versions every so often to give the community access to the mod thus this allows other members a way to contribute towards this project. Anyone can be a beta tester and join in the great hunt for bugs and mapping issues, Please post these issues in the thread below. http://www.gtaforums...p?showforum=265
 
enjoy this release.
 
 
Installing the mod files.

Providing you installed your copy of Vice City from disk and ran this at least once with your desired settings.

Following this example of how to install the mod might be easier then how it is written in the mods documentation. (Readme)

There are 2 ways to install the mod:

  • The first would be to install Vice City as a Clean copy on your Harddrive and make sure all the files was not set as read-only as this would create issues over writing the files later.
  • Start the GTA_VC.exe and check your settings for the display and run the game once.
  • Quit GTA ViceCity.
  • Copy the mods folder over your installed GTA Vice City replacing all the files.

Download the Microsoft Visual C++ 2010 Redistributable Package from here. http://www.microsoft...on.aspx?id=5555

You should be good to go so just run the GTASOL_Start.exe instead of the gta-vc.exe

Now the Second way that works best for Linux users.

  • Unpack all the mod files into an empty folder called GTASOL69.5.
  • Drag the Anims, Icons, Mp3, Mss, Movie, Skins, Text, Txd (but keeping LOADSC0.TXD) folders from your installed VC install into your GTASOL69.5 folder, also the files from your Vice City root folder like the Mss32.dll, gta-vc.exe and readme files.
  • Copy the Audio folder from Your Vice City Play Disk (Disk2) into the GTASOL69.5 folder.
  • Run the mod from the GTASOL_Start.exe.

VC Engine; 69.9.5 version links.
Download link 1 http://www.ukscifi.n...5(StrongeAsBull).7z
 
Download link 2 https://mega.nz/#!EN...dkm5pB0f799yYO8

 
VC Engine; 69.9 version links.
 
Download link 2 http://www.ukscifi.net/gtatools/GTASOLBeta69.9.5.2(StrongeAsBull).7z
 
Also download this fix. https://drive.google...iew?usp=sharing
 
Download link 3 https://drive.google.com/file/d/0B3rs69oir4vmczdXLXNZWHM3YVE/view?usp=sharing
 
Download link 4 http://www.moddb.com/downloads/mirror/76778/102/0f5ad64e8ada7330b7c2b378a96b00fa
 
Download link 5 https://mega.co.nz/#!RlNXECKY!8rYVUWS7kukJC0XWmnVAzHSi4u-d0NHhxlNUfnPJKRM
Download the mod file and ignore any popups from this site.
 
Quick fix for some computers where the GTA:SOL seems to crash, Download the file below and replace the SOLcore.dll in the mod files.
 
Download https://drive.google...iew?usp=sharing
 
 
Download links for old releases, I like to keep a history of going on.
VC Engine; 69.5 version links.

Update 31/Mar/2015; this fixes several bugs with the loader and removed a nasty message that someone unnamed left in.

http://www.ukscifi.net/gtatools/SOL_Infusions_Trilogy.rar

Replace those old files in either infusions VC or Trilogy VC.

Download link 1 https://docs.google....dit?usp=sharing
 
Download link 2 [url=https://drive.google.com/file/d/0B3rs69oir4vmekZMZUw3eUxUSTA/edit?usp=sharing]https://drive.google.com/file/d/0B3rs69oir4vmekZMZUw3eUxUSTA/edit?usp=sharing
 
Copyright 2004/2017:
GTA San Andreas, GTA: Liberty City and GTA: Vice City is copyrighted by Rockstar Games and Take Two Interactive, All Car names & Trademarks are sole property of their owners, all the mods within this modification are property of their developers.

All new content is indicated within this projects documentation and within these forums boards for copyright ownership, Permission was given by Rockstar Games before engaging work on this mod, use of the exe, and new modifications within.

GTA: State of Liberty domain is property of the owner. - Mc-Kay /X-Seti,
 

Grand Theft Auto III (GTA: LC), Grand Theft Auto: Vice City (GTA: VC) and Grand Theft Auto: San Andreas (GTA: SA) is the property of Take 2, Rockstar Games.
 
 

Disclaimer:
The site Moditorium.Net and its contents, "50 States Of Liberty", "GTA State Of Liberty" or "Project Crymaria" are not affiliated with Rockstar North/ Take 2 nor any companies owned by, operated by, or affiliated with Rockstar North/ Take 2.

This project is a private FAN MADE endeavor and is not associated with any "Official" Grand Theft Auto games or any of its trademarks.

No infringement is intended by these FAN MADE projects. We encourage fans/ you to join us in this development and support the project any way you can by spreading the word about us.

 

This Mod is classed as a work in progress; to be installed at your own risk, this mod may not work with other mods as all the object assigned ID and X, Y and Z cords have been changed.

This mod will not work with any other (No-Cd) patch, as this EXE is only designed to work with the official legal copy of the GTA: Vice City, with the original (GTAVC.exe) installed first!!!

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X-Seti
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#2

Posted 11 December 2014 - 10:59 PM Edited by X-Seti, 06 December 2015 - 10:05 PM.

Moved... to new topic

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X-Seti
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#3

Posted 17 December 2014 - 10:53 PM Edited by X-Seti, 12 July 2017 - 12:22 PM.

More news.

With the decline of the SA version of SOL trilogy I have have decided to head in a new direction as i've spoken about in the first post.

 

The original plan was that I work on the Vice City version of GTA: SOL Infusions and only when this version (map version 6) is ready with a new map this gets ported to the newer engine with time to spear for reversing those engines.

 

In turn GTA Trilogy for the SA engine that oWn was working on would have been ported back down to the VC engine. so everything would be kept sweet.

 

This way those who only wanted the original maps LC, VC and SA will get just the original maps where GTA SOL Infusions is about being creative and about making something new from the old maps, new islands, having a new layout once all is said and done I may add other elements from manhunt.

 

The infusions map can be what ever we want but it's impossible to meet everyones expectations and ideas to how things should be, so this is why we are doing 2 versions.

 

A version that just has Rockstar models and a version where I can be creative and make my own models and maps from scratch.

 

Now nWo has sadly left the team.

 

I am also now working on a Trilogy version for the last 6 days using original models newly converted forming map version 5 map plan this will be ported to the SA /Rage engines along side the GTA SOL Infusions version.

 

Anything that might have been in the old SA trilogy will end up in the infusions version at some point.

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universetwisters
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#4

Posted 21 December 2014 - 03:31 AM

...the plans I have of the LC and VC beta maps...


You've had them for all this time? Those would've been interesting to see.
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X-Seti
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#5

Posted 21 December 2014 - 11:21 PM

You have seen the VC Airport in the infusions version, It's 90% like that without the VCS stuff thrown in.


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#6

Posted 21 December 2014 - 11:34 PM

You have seen the VC Airport in the infusions version, It's 90% like that without the VCS stuff thrown in.

I haven't got a chance to see that because I haven't played it but either way, it'd be cool to see the LC ones or find out how you got a hold of them, assuming they're the real deal.


X-Seti
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#7

Posted 22 December 2014 - 04:27 AM

It took a lot of research and reversing of the game objects to build the beta maps.

 

I am looking at SA, however this is proving to be a lot harder.

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#8

Posted 14 January 2015 - 04:13 PM Edited by X-Seti, 26 January 2015 - 04:33 PM.

Edit;
Removed and shifted to page 1 of this thread.
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Neddo
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#9

Posted 14 January 2015 - 04:25 PM

What about VC, SA maps?

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#10

Posted 14 January 2015 - 04:28 PM

SA and VC will be there, just remodeled.


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#11

Posted 14 January 2015 - 05:17 PM

Awesome news mate. 

 

Do you still need stuff for the custom parts of the map?

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nkjellman
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#12

Posted 15 January 2015 - 12:13 AM

So let me get this straight.

 

This is like the HD era version of SOL? I guess it will have GTA IV's map, GTA V's map combined with remodeled versions of other GTA cities not yet visited in the HD era?

 

I like the sound of it all. I sure hope you can get some GTA V features in IV, or move to GTA V some day. Features include:

-Planes of many different types.

-Ability to have dynamic objects not slide off vehicles. By this I mean you can walk around a moving plane or have vehicles in it. The cargo plane was pretty nice.

-Ability to fly much higher than you could in IV.

 

For now, I would focus on making the models rather than cracking the engine. You can make it Citizen MP based to have that. Otherwise you will end up in the same situation. Being stuck on an older version of GTA when the new one offers more potential, and would be a better candidate for your mod. There is already a great deal of research done on the GTA V engine, so having tools for the PC version should go a little faster. Also, I believe that cracking the bounds in GTA V will be much easier. Rockstar said themselves that they designed it to be able to add places to the game if they wanted to.

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#13

Posted 15 January 2015 - 04:41 AM Edited by X-Seti, 15 January 2015 - 05:00 AM.

Awesome news mate. 
 
Do you still need stuff for the custom parts of the map?

 

@Uni, I'd like anything you have to offer. help of any kind and that goes for anyone.

 

This project needs to be managed with a better team for this to really work. so here is an open invite.

Just testing out ideas for Midway, Most of those buildings are old and will be replaced by better versions this week or next, I want to go all out on detail, show there is an infrastructure like pipes, drains, power / utility lines. Other props to bring this little town alive. I will make clear again that I will be using GTAIV map and GTAV. however we need to be creative in merging this in with SA.. I would like to expand on Los Vegas and the current infusions version of Vice City.

I also need ideas. so I am listening.

@nkjellman

Rage IV buildings in places are pretty poor and would easily sit good in GTAIII, mostly where Rockstar used textures to just give the effect of some buildings like store fronting. flat and ridiculous so I need to fix some areas of GTAIV, I haven't played GTA V yet so I am hoping not much work is needed. There might be a small 2 weeks delay for when GTAV does hit the PC market, I want to play the game and have a good look around, and I have stayed away from the GTAV section because I don't want spoilers.

As for the map, I want to be able to show everything in a high level of detail. the problem is higher levels of polygons with 1028x1028 textures are going to impact on FPS a lot until computers advance forward so in 5 years time things will smooth out hopefully and what I want to try and aim for will pay off.

But for now yes I want to model and that is all I am interested in doing because it will take time.

@Gims devs.
Gims scripts are very extensive however I couldn't find a lot of documentation covering all the options and there are a lot of options meaning finding the right combination is harder, it could take someone a year or longer to work it all out. saved time if there was a tutorial.

 

Getting stuff into game isn't very smooth right now but as you see possible. the collision layer coordinates do not line up with the models very well, I can see the player model +10 z unit off from the model mesh. but the x,y coordinates seem to be fine.

Another problem is how to convert the Rage materials back down to RW materials for the SA version of Infusions once I have a solid map.

 

Those other versions...

Other SOL versions.. I might think about asking for sub forums so I can group the different versions.

VC Trilogy has one more update - my plans got delayed, anyone can put that to GTA SA so this slot is open or I will revisit this myself later on.

VC infusions models will end up here and improved upon. Development will still continue for bug testing because I can do things way faster as the right tools exist for now.

I am going to change the title of this project to include GTAV as I am hearing some very cool things about that engine and yes I will include GTAV somehow even if I have to swap out LA from the current SA map.

Umm I can't think of anything else.

:)


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#14

Posted 15 January 2015 - 06:44 AM

It sounds great. I'd love to see LC with better store fronts. Spoiler: In GTA V, there are more 3D store fronts, but it still has a few that are like IV.

 

Also, I believe you said your doing Midway based on Chicago.

 

I was planning on doing a map of the downtown area. It would use things from The Crew and Watch Dogs. Both games have things that were done well, and things that were done bad, and combining the well done aspects will create a good creation of the city to be made into a parody. I should help you with the downtown area so it is laid out more like in real life, rather than randomly placed. Obviously it won't be street by street, but relatively, it will be accurate, much like how LC is to NY or LS is to LA. Outside downtown, the scaling down would be massive obviously. The size of the city in The Crew is a decent size. Also with me being close to the real thing, I can possibly get textures and maybe audio recordings (only from downtown as some areas are shady).

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#15

Posted 16 January 2015 - 12:25 AM

I like what I see


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#16

Posted 16 January 2015 - 09:48 AM

So how does the map plan looks?

Ss4gogeta0
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#17

Posted 16 January 2015 - 10:42 AM Edited by Ss4gogeta0, 16 January 2015 - 10:42 AM.

Kinda curious what city that is... because it looks well done albeit a bit empty...

 

also, for the rage engine, if your going to do Chicago (Midway) I suggest doing it based on the Sleeping_Dogs version, while keeping the Other version of Chicago (Driver 2) that you did for the 3D era... Because the Watch_Dogs map is more inline with the style and scope of the HD Cities... similar amount of detail as IV's LC...

 

I found some rather detailed maps for it although it would probably be easier to just import the actual map and modify it where needed....

Spoiler

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#18

Posted 16 January 2015 - 04:52 PM Edited by Jestic, 16 January 2015 - 04:54 PM.

Gims scripts are very extensive however I couldn't find a lot of documentation covering all the options and there are a lot of options meaning finding the right combination is harder, it could take someone a year or longer to work it all out. saved time if there was a tutorial.

Thats right, there is hardly any documentation. I gladly answer any questions related to mapping and shaders. Also you might want to add OFIO in your workflow, you can use it to make navmeshes (ped paths) and *.OFT files (vehicles and breakable objects).

 

Getting stuff into game isn't very smooth right now but as you see possible. the collision layer coordinates do not line up with the models very well, I can see the player model +10 z unit off from the model mesh. but the x,y coordinates seem to be fine.

 

 

That shouldn't happen. Are you using *.WBN for static models?

 

Another problem is how to convert the Rage materials back down to RW materials for the SA version of Infusions once I have a solid map.

Here is a script that will convert GIMS material back to 'Standard' material, from there your DFF tool will convert it to GTA material upon export I reckon.

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#19

Posted 16 January 2015 - 04:58 PM

...I suggest doing it based on the Sleeping_Dogs version, while keeping the Other version of Chicago (Driver 2) that you did for the 3D era... Because the Watch_Dogs map...

 

Which one?

But legit though, I hated the Watch Dogs version of Chicago. One, Pawnee is nowhere near Chicago in real life and two, there's no mountains in Illinois. If you wanna do Chicago, you can do a lot better than basing it on Watch Dog's rendition.


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#20

Posted 17 January 2015 - 03:55 AM Edited by nkjellman, 17 January 2015 - 07:05 AM.

I only would take select things from the Watch Dogs version of Chicago. They f*cked up the city pretty bad, but combining good elements from Watch Dog's, and The Crew into a new map will make a very good recreation of the city. You can also throw Grid in there too. Driver 2 did a good job, however the game is old as f*ck, so the models will look like absolute sh*t.

I would definitely take the El Train track models from Watch Dog's. Watch Dog's also has Lower Wacker Drive, which I hear has street racers down there in real life.

Edit: It wouldn't be a bad idea to use Driver 2's Chicago and replace buildings with HD models from The Crew, Watch Dog's, Grid, NFS The Run, etc.

 

Edit: I found a video on youtube. It appears that someone has converted Havana from Driver 2 to GTA IV. 

They might be able to help. They probably know about this mod and could bring it over. Then it can be modified with stuff from more recent games where it would fit.

Here are some things I'd recommend using from other games that would be good to put where it would fit in the Driver 2 map.

Watch Dogs:

  -Models along the downtown riverfront. Even the draw bridges, but I'd modify them to have sidewalks.

  -El Train track/station models

  -There are a select few sky scrapers that represent their real life counterpart well.

  -Generic buildings around the west and south of the downtown area.

  -City Hall. Pretty accurate in WD. Even had an interior.

  -Props like street lights, dumpsters, mailboxes, etc

The Crew:

  -Practically all of the major landmarks represented in the game that exist in real life. I'd just place them where their real life counterpart is relative to the Driver 2 map vs the real thing

  -Navy Pier (practically a 1:1 scale replica lol)

  -Airport (but I'd replace planes with GTA planes)

GTA V:

  -If you plan on adding a country side portion, it would be neat to be able to drive between Midway and Ludendorf. As it is the Midwest, it should be easy to make a country side. You practically cut and paste lol.

 

Also the Driver 2 map is pretty decently scaled. However, there are many areas where there aren't a lot of streets. I'd recommend adding in streets to it otherwise there will be a lot of empty space. I'd also be sure to re texture any Driver 2 remains. DK's road textures actually would look quite nice.

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#21

Posted 17 January 2015 - 12:39 PM

@Everyone. I am up for doing almost anything but I've been looking at the new GTA house rules and I want to do this responsibility.

 

 

Conversions from non-R* games to a GTA - You can convert as much assets as you want from games created in 2005 and before, that includes the entire map of the game. Conversions from games created after 2005 are not allowed! If you see any threads that do have conversions from games after 2005, this was because they were made before this rule came into place.

 

 

@Nkjellman, I am in the process of remodeling Vice City for rage but it's taking time (a lot of time), Next would be Chicago (I need a better name then the windy city). I could base my city on either or those games as I don't own them I have no idea really where to start apart from google maps looking around Chicago.

 

I've made some plans where I will make midway it's own entity and place Chicago somewhere else.

 

So I need ideas.

 

@Jestic. I am learning gims as best as I can, I would appreciate any help you have to offer even talk about stuff over Skype if that is ok.


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#22

Posted 17 January 2015 - 03:24 PM

Will you make GTA V SA like this?

http://www.gtaist.co...-Andreas-HD.jpg

X-Seti
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#23

Posted 17 January 2015 - 03:55 PM

I like that map a lot, has someone modeled this already.


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#24

Posted 17 January 2015 - 04:18 PM

It's just a mock up. 

 

Would you mind opening some threads regarding what you need for map modelling? I want to ship in but don't to model random building that won't fit anywhere. I've also never imported anything into IV so will have too look into it.


X-Seti
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#25

Posted 17 January 2015 - 06:13 PM Edited by X-Seti, 17 January 2015 - 06:34 PM.

Going to make a list of VC buildings that have to be redone. I've done;

 

The Docks, but we need stuff on the lower Docks.

The Airport is done. 

 

I am working on Little Havana modeling my way towards Downtown.

 

I haven't touched the other side yet. so someone needs to start replacing Washington beach.


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#26

Posted 17 January 2015 - 09:26 PM

CitizenFX has already expanded the car path bounds, uses streaming IDE files to expand the ID limit (equivalent to SA's binary IPL system), expanded the CWorld sector list in a reliable manner, has partial code to enhance the extent of navigation meshes and I also have an advanced ped navigation mesh generator that combines a map's collision meshes with III-style peds paths to make the entire map walkable in around 1.5 minutes of calculations for the entire Vice City map.

I am aware of the issues I have caused with my badly-timed announcement of bypassing the limits related to former SOL SA maintainer nWo, so this time I'm announcing such before any actual work gets done on the limits.

In addition, I have an OpenIV-independent writer for RAGE resources that currently has been proven to write a simple subdivided plane with a texture to a .wdr cleanly loadable by the game.

This does not only stop at IV - the base framework is easily portable across any GTA/RAGE title, and I'm intending to maintain compatibility for model formats, converting where possible on the fly.

And all this can be yours for the low, low price of $0.00! Later this month I'm releasing a first version of SP-capable CitizenFX that should have initial support for offline TCs, and I need a few classical TC developers to aid in the support of early versions of my catering to their needs.

In addition, if TCs are developed the right way, they get seamless support for dedicated server-based (and, initially depending on Steam, peer-to-peer networking allowing seamless migration between SP and MP without any game interruption).

Oh, did I mention that 99.9% of this code is MIT licensed?

Contact us today. We will change your lifestyle.
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Ss4gogeta0
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#27

Posted 18 January 2015 - 02:09 AM

I am going to try to extract the full maps from Driver 2 myself... thanks to an old Driver forum that I joined a long time ago but never realized the tools they had....

 

I will send you the files when I am done X-Seti... I will also try to extract the Driver 1 and 3 maps...


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#28

Posted 18 January 2015 - 06:53 AM

HDEra Vice City made by the_Anti-Tradegy in the mapmaking topic:

http://i.imgur.com/iP2ZiDa.png

Ss4gogeta0
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#29

Posted 19 January 2015 - 11:50 PM

X-Seti, Check your PM ;)

 

 

CitizenFX has already expanded the car path bounds, uses streaming IDE files to expand the ID limit (equivalent to SA's binary IPL system), expanded the CWorld sector list in a reliable manner, has partial code to enhance the extent of navigation meshes and I also have an advanced ped navigation mesh generator that combines a map's collision meshes with III-style peds paths to make the entire map walkable in around 1.5 minutes of calculations for the entire Vice City map.

I am aware of the issues I have caused with my badly-timed announcement of bypassing the limits related to former SOL SA maintainer nWo, so this time I'm announcing such before any actual work gets done on the limits.

In addition, I have an OpenIV-independent writer for RAGE resources that currently has been proven to write a simple subdivided plane with a texture to a .wdr cleanly loadable by the game.

This does not only stop at IV - the base framework is easily portable across any GTA/RAGE title, and I'm intending to maintain compatibility for model formats, converting where possible on the fly.

And all this can be yours for the low, low price of $0.00! Later this month I'm releasing a first version of SP-capable CitizenFX that should have initial support for offline TCs, and I need a few classical TC developers to aid in the support of early versions of my catering to their needs.

In addition, if TCs are developed the right way, they get seamless support for dedicated server-based (and, initially depending on Steam, peer-to-peer networking allowing seamless migration between SP and MP without any game interruption).

Oh, did I mention that 99.9% of this code is MIT licensed?

Contact us today. We will change your lifestyle.

 

un8y.jpg


X-Seti
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#30

Posted 20 January 2015 - 01:21 AM

Been away my friend, illness troubles.

 

Anyway I should be back tomorrow if all goes well and thank you for the files. :)

 

I want to look at how Street of LA is built, I have a wicked idea on how to put SA together.

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