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III Released
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The Hero
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#1

Posted 13 August 2015 - 08:56 PM Edited by The Hero, 29 August 2017 - 09:05 PM.

*
POPULAR

Finally you can use skinned Xbox peds on PC!

I'm now releasing the first version of this mod. It's still not perfect but I didn't want to keep you guys waiting for too long (oh wait, i already have...):

Get the dll-mod here:
http://aap.papnet.eu..._bones_1.0b.zip
And the converted xbox peds here (with flipped frame hierarchies, for better compatibility):
http://aap.papnet.eu...eds_flipped.zip

See the README for installation instructions and a list of known bugs (there are bugs!).

Source code:
https://github.com/aap/iii_anim

Original post from before it was released:
Spoiler
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Tomasak
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#2

Posted 13 August 2015 - 09:12 PM Edited by Tomasak, 13 August 2015 - 09:20 PM.

OH MY f*ckING GOD Hero I JUST SH*TTED MY PANTS

sorry for caps but really

gg work there

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#3

Posted 13 August 2015 - 09:24 PM Edited by Jinx., 13 August 2015 - 09:30 PM.

OH MY f*ckING GOD Hero I JUST SH*TTED MY PANTS

My reaction aswell, and this comes from someone that makes ped models for GTA 3 :D

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#4

Posted 13 August 2015 - 09:33 PM

OH MY f*ckING GOD Hero I JUST SH*TTED MY PANTS

 

This. :D


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#5

Posted 13 August 2015 - 11:08 PM

OH MY f*ckING GOD Hero I JUST SH*TTED MY PANTS

 

That's my reaction too!!!


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#6

Posted 13 August 2015 - 11:14 PM

Holy sh*t, This is amazing, My dreams finally came true!


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#7

Posted 14 August 2015 - 11:54 AM

I just fapped to this. Jk, great job, really looking forward to it, main chars from III will look beyond badass with that :)

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The Hero
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#8

Posted 14 August 2015 - 12:21 PM

At first I thought maybe it wouldn't be that difficult. Then it turned out I had to rewrite parts of the animation system so I just reverse engineered and replaced the whole thing. But that wasn't everything...I had to implement some parts of Renderware that aren't in the exe and now I have to replace all the code that assumes a model is animated by a frame hierarchy (because it no longer is). I had to change some struct sizes, that's always madness. Right now I'm trying to implement weapon switching.
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Tomasak
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#9

Posted 14 August 2015 - 12:42 PM

So almost like you write your own gta.

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R4gN0r0K
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#10

Posted 14 August 2015 - 12:50 PM

but without R* Vision

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The Hero
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#11

Posted 14 August 2015 - 12:53 PM

Pretty much of it anyway...Here is the code btw: http://tohjo.eu/aap/iii_anim
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#12

Posted 14 August 2015 - 01:01 PM

http://tohjo.eu/aap/iii_anim

0Ri5M8x.jpg

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The Hero
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#13

Posted 14 August 2015 - 01:48 PM

And I can change weapons: skin4.png
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#14

Posted 14 August 2015 - 02:07 PM

And I can change weapons


lol you can change weapons even without any mods, so useless
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#15

Posted 14 August 2015 - 02:30 PM Edited by Jinx., 14 August 2015 - 02:32 PM.

Wow, would it be possible to include a FPS view mode aswell? There are leftover animations and data lines (for guns). THAT would be epic.

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#16

Posted 14 August 2015 - 02:45 PM

 

And I can change weapons


lol you can change weapons even without any mods, so useless

 

But this mod has real time weapon change

https://youtu.be/IH2w2l1JTs4?t=2m52s

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Jerome
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#17

Posted 14 August 2015 - 02:46 PM

This is awesome, great work, The Hero!

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#18

Posted 14 August 2015 - 02:54 PM Edited by Claude Liberty, 14 August 2015 - 02:55 PM.

I can almost see the day when we have our own, fully open-source GTA game.
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#19

Posted 14 August 2015 - 02:56 PM Edited by The Hero, 14 August 2015 - 02:56 PM.

I'd totally participate in a project to reverse engineer a whole gta game. III or VC would make sense, they're not as complicated as SA yet, but this takes a long time and there aren't many people who'd work on it :(
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#20

Posted 14 August 2015 - 03:05 PM Edited by Tomasak, 14 August 2015 - 03:05 PM.

Yeah but knowing R*, i wouldn't be surprised authours of this project would be one morning surrounded by swat team

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#21

Posted 14 August 2015 - 03:29 PM

Would it be possible to use ped.ifp completely from Vice City?(with changed anumation names or something if necessary)

 

I'd totally participate in a project to reverse engineer a whole gta game. III or VC would make sense, they're not as complicated as SA yet, but this takes a long time and there aren't many people who'd work on it :(

There's one: https://sannybuilder...id=26488#p26488

Also DK was working on this: https://github.com/DK22Pac/vice-37

and there are some issues with ped models, maybe you could take a look?


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#22

Posted 14 August 2015 - 03:36 PM

Just replacing RenderWare is a small project compared to reversing the whole game, it's a start of course. Also, if these people discuss things in a russian forum a large part of the gta community will excluded.

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#23

Posted 14 August 2015 - 04:23 PM Edited by LINK/2012, 14 August 2015 - 04:25 PM.

Would it be possible to use ped.ifp completely from Vice City?(with changed anumation names or something if necessary)
 

I'd totally participate in a project to reverse engineer a whole gta game. III or VC would make sense, they're not as complicated as SA yet, but this takes a long time and there aren't many people who'd work on it :(

There's one: https://sannybuilder...id=26488#p26488
Also DK was working on this: https://github.com/DK22Pac/vice-37
and there are some issues with ped models, maybe you could take a look?

There's also Joe's Bullet one: https://github.com/jte/GTASA

But ageed with ape, GTASA is a much more complicated game compared to III/VC, it'd be more prone to be finished if it was III/VC.

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#24

Posted 14 August 2015 - 05:28 PM

From which GTA3 version are you getting code? Xbox or mobile?


The Hero
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#25

Posted 14 August 2015 - 05:39 PM Edited by The Hero, 14 August 2015 - 05:41 PM.

Both. Mobile has symbols while xbox hasn't :( But xbox is x86 which the Hex-Rays decompiler can handle better than ARM (especially floating point) so I try to name the stuff I find in the xbox file as I go along. Sometimes the versions differ from each other a bit, so I implement what makes more sense to me.

I want to give credit to The_GTA btw for helping me debug some things :)
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#26

Posted 14 August 2015 - 05:44 PM

You didn't say:

Would it be possible to use ped.ifp completely from Vice City?(with changed anumation names or something if necessary)

 

Both. Mobile has symbols while xbox hasn't :( But xbox is x86 which the Hex-Rays decompiler can handle better than ARM (especially floating point) so I try to name the stuff I find in the xbox file as I go along. Sometimes the versions differ from each other a bit, so I implement what makes more sense to me.

I hope we will see those xbox rain droplets one day :D

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The Hero
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#27

Posted 14 August 2015 - 05:49 PM Edited by The Hero, 14 August 2015 - 05:54 PM.

Well, rendering is a different beast :/ Although now that I have an older Xbox RW SDK, things could get easier. But I'm much more interested in reflections...I hope the Xbox I bought on ebay arrives tomorrow...I want to see for myself how it looks :)

I don't see why you'd want to use Vice City ped.ifp...what sense would that make?
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#28

Posted 14 August 2015 - 06:01 PM

I always heard there are some realtime shadows for buildings on xbox but i have never seen them in any video, so i hope you (or anybody else) will post video/photo of them if they exists. And if they exists I hope you will try to implement them


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#29

Posted 14 August 2015 - 06:02 PM

I don't see why you'd want to use Vice City ped.ifp...what sense would that make?

Because of the animations, I have some cool custom animations including swimming, climbing, running with weapons etc, and it'd be great to use them in gta3.


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#30

Posted 14 August 2015 - 06:12 PM

Why don't you just make them for III? Just change the bones.
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