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Grand Theft Auto Renderware Edition

III WIP VC WIP
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Wakka387
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#1

Posted 17 November 2015 - 06:49 AM Edited by Wakka387, 12 June 2017 - 07:13 PM.

Under new management
 

gta1logo.png

 

 

This mod is a Total Conversion for III/VC and possibly SA that aims to bring the original Grand Theft Auto to the 3D era. While working on this, I will be trying to learn more about modding GTA III and Vice city. That said, help is always appreciated :p

Progress:

 

The 3 cities have been extracted from GTA 1 and loaded into 3DS Max with no issues.

 

Team
Original Map - Ss4gogeta0 & Redreaper666
Collisions and editing - Sharpie_Eastern
Porting & Ped Paths - Sharpie_Eastern
Vehicles & Peds - deadman23
Audio - Ss4gogeta0
Radio Icons - Graven, FunkyRJ

 

 

 

 

 

VX1Ab2e.png

 

 

 

Radio Icons by Graven & FUnkyRJ

Spoiler

Radio Stations

Spoiler

 

Vehicles

Spoiler

 

Skype Chat
Click to Join

 

Discord Chat
Click to Join

 

 

Special Thanks
CRAZYGTASAINT - For his contribution of files from his previous GTA 1 mod, I will be using some things ;)

 

 

test

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Jinx.
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#2

Posted 17 November 2015 - 06:50 AM

Nice, good luck :)

Might do the weapons if I have enough time.
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Ss4gogeta0
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#3

Posted 17 November 2015 - 06:54 AM Edited by Ss4gogeta0, 17 November 2015 - 08:16 AM.

Nice, good luck :)

Might do the weapons if I have enough time.

thank you :) and that would be very much appreciated

//XP//
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#4

Posted 17 November 2015 - 06:53 PM

Could you please show some ingame pictures?  I'm curious about how it looks.

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Stoney0503
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#5

Posted 17 November 2015 - 08:39 PM Edited by Stoney0503, 17 November 2015 - 08:40 PM.

This will be very interesting to see, Good luck!


Ss4gogeta0
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#6

Posted 17 November 2015 - 10:06 PM

Could you please show some ingame pictures?  I'm curious about how it looks.

dont have it in game yet ;)

cwmAC4B.png
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Kalvin
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#7

Posted 17 November 2015 - 10:20 PM Edited by Kalvin, 17 November 2015 - 10:31 PM.

It's gonna be more difficult and time consuming than you realise. You can't export a whole map or anything of that size in the game without trouble. Things like .col's can only handle a certain amount of faces before the game crashes, so you'll have to split up the entire map into each building and each lane of road there is (either way you're gonna want to do it if you don't want the game to lag to hell), also depending on how big the building is, maybe splitting them into more than one piece as well (because of the higher amount of faces).

 

As well as that, you'll have to click, center, and export each and every piece of the map. Plus, with collisions, you'll probably have to remodel the entire map so each side of a building is one polygon instead of thousands of squares, otherwise you'll have to split the buildings up into even more pieces for the .col not to have too many faces as for it to crash the game. Even going so far as having to remodel some things like traffic lights and stuff, unless you want invisible walls everywhere.

 

Aaand as well as that, with the Map IO, you're gonna have to click each and every model (which will be thousands at some point) and assign it a number, for it to make an IDE/IPL. Which you'll have to have backed up the scene just after you split everything up, so the coordinates are right and ready for export.

 

Oh, and as well as having to do things for the sake of stability so the game doesn't lag to crap, you're gonna have to make LODs for everything as well, which is probably the most tedious task of them all.

 

Basically, chances are you're never going to get it done.

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Ss4gogeta0
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#8

Posted 17 November 2015 - 11:23 PM Edited by Ss4gogeta0, 17 November 2015 - 11:36 PM.

> people tell me to just do it myself because no one else is going to do it

> People tell me to give up because im never going to ever be able to do it

> GTAForums Logic

anyway, Im going to try cutting the map into sections similar to this

KF%201.jpg

and then cutting each section into N/S/E/W versions... it wont be pretty, but it will have to do since the tutorial im using is rather dodgy and moldy due to old age and obsolete hardware
 

Basically, chances are you're never going to get it done.


by all means, if you dont want me to do it then why dont you do it yourself? all the files happen to be in my signature except for the radio stations are in mp3 format since I havnt uploaded the wav files yet.

because it may not be perfect, it may be buggy to hell, but atleast im making an attempt to do something that I asked many, many people to do for the past year or so only to be shot down because they cant be arsed to do it.
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Keith Ward
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#9

Posted 17 November 2015 - 11:46 PM

Now this should be interesting!

 

I think you can do it Ss4Gogeta0, but I'm curious as to how it will look.


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#10

Posted 17 November 2015 - 11:46 PM Edited by Kalvin, 17 November 2015 - 11:48 PM.

I tried it and got rather far (2/3 of the Downtown map), but I gave up due to lack of motivation, with the real killer being my hard drive crapping itself. They say to do it yourself like you're telling me to. We could, but things like problems and lack of interest stops us from ever doing it.
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#11

Posted 18 November 2015 - 12:11 AM

by all means, if you dont want me to do it then why dont you do it yourself?


Maybe he doesn't want to do it since it's 2015 and nobody wants to drive around in a map made out of nothing but 90 degree angles.
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Ss4gogeta0
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#12

Posted 18 November 2015 - 12:20 AM Edited by Ss4gogeta0, 18 November 2015 - 12:27 AM.

I tried it and got rather far (2/3 of the Downtown map), but I gave up due to lack of motivation, with the real killer being my hard drive crapping itself. They say to do it yourself like you're telling me to. We could, but things like problems and lack of interest stops us from ever doing it.

thing is, I got nothing but free time since I dont got a job and I have to wait til next semester (which is January) to go back to college due to a technicality.
I have motivation to get this done. partly because this is a mod I would play over and over again just for the variety. and partly because I dont want my work to go to waste since Im the one who extracted the maps in the first place

also downtown map is GTA 2. different game and different map style
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PlatinumSerb
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#13

Posted 18 November 2015 - 04:42 PM

As well as that, you'll have to click, center, and export each and every piece of the map. Plus, with collisions, you'll probably have to remodel the entire map so each side of a building is one polygon instead of thousands of squares, otherwise you'll have to split the buildings up into even more pieces for the .col not to have too many faces as for it to crash the game. Even going so far as having to remodel some things like traffic lights and stuff, unless you want invisible walls everywhere.

 

Aaand as well as that, with the Map IO, you're gonna have to click each and every model (which will be thousands at some point) and assign it a number, for it to make an IDE/IPL. Which you'll have to have backed up the scene just after you split everything up, so the coordinates are right and ready for export.

 

Oh, and as well as having to do things for the sake of stability so the game doesn't lag to crap, you're gonna have to make LODs for everything as well, which is probably the most tedious task of them all.

 

Why would you do this all one by one when there are tools that allow batch exporting(.dff and .col) and there is a tool that allows you to create an .ide for all models in the current scene? There are even maxscripts that allow you to cut up a model based on the grid.

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#14

Posted 18 November 2015 - 06:17 PM Edited by Kalvin, 18 November 2015 - 06:19 PM.

I don't know of and haven't ever seen such tools, so I was just stating what I knew.

 

Could you spare some time and perhaps share some links of them? I think it would be useful for myself and others in the future.

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Ss4gogeta0
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#15

Posted 18 November 2015 - 11:18 PM Edited by Ss4gogeta0, 18 November 2015 - 11:19 PM.

Why would you do this all one by one when there are tools that allow batch exporting(.dff and .col) and there is a tool that allows you to create an .ide for all models in the current scene? There are even maxscripts that allow you to cut up a model based on the grid.

considering I downloaded a HUGE supply of GTA Maxscripts, could you please point out which ones would be useful for what im working on?
Spoiler

ive been going between milkshape/blender/3ds max and using the knife tool to cut things. also I toyed around with some of the molding features :p so im starting to get the hang of things abit.

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#16

Posted 19 November 2015 - 01:58 AM

DivideObject.ms - would probably be usefull in spliting the map although I've never used it before. Google search
for other non-gta max scripts that allow for dividing with the grid.
createIDE.ms - use this to create an ide for all the models in the scene then load up that .ide using Kams Map IO. 
export_DFF - Allows for mass export of DFF's
export_steve_col_script.ms - lets you batch export models into .cst files which can then be imported into a col using ColEditorII
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#17

Posted 21 November 2015 - 03:46 PM

Cool, i am very excited about this proyect,keep up :)

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#18

Posted 21 November 2015 - 03:54 PM

I'm guessing the police car replacements in San Andreas are:

 

LCPD - copcarla

SAPD - copcarsf

VCPD - copcarvg

 

Also, I should note that the firetrucks in Liberty City & Vice City are exactly the same.

 

Anyway, good luck on the mod!

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#19

Posted 03 December 2015 - 02:41 PM

News?
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#20

Posted 03 December 2015 - 04:30 PM

News?

No?

If there were any news, they would be posted.
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Ss4gogeta0
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#21

Posted 03 December 2015 - 06:34 PM Edited by Ss4gogeta0, 03 December 2015 - 07:08 PM.

sorry I should have posted some updates earlier. I have been getting help from a GTA III modder so the maps being ported into Moo mapper is no longer an issue, but RL stuff kinda had my attention elsewhere. (God brother and his Fiance fighting and Im the mediator, aswell as personal issues between me and someone)

I will post some screenshots later after me and my little russian friend make a bit more progress
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#22

Posted 06 December 2015 - 02:46 PM

Awesome mod.

Continue it. If you need some minor help, just let me know :)

I don't know 3D stuff, but audio shouldn't be a problem :)

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#23

Posted 06 December 2015 - 04:24 PM

Unfortunately I do not have the time to work on such a big project but I would like to contribute, if you need help with anything don't hesitate to send me a PM.
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#24

Posted 08 December 2015 - 12:31 AM Edited by Irrational, 08 December 2015 - 12:31 AM.

A guy once had a similar idea, it was called "Duke Theft Auto", it was looking good, he was remaking GTA 1 on the Duke Nukem engine.

 

duke0000.2.jpgThere's a downloadable demo on moddb, the author eventually gave up on it, though.

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#25

Posted 08 December 2015 - 06:00 AM Edited by universetwisters, 08 December 2015 - 06:00 AM.

That looks like he hit the nail right on the head right there, as far as visuals are concerned.
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#26

Posted 14 December 2015 - 08:34 PM Edited by Ss4gogeta0, 14 December 2015 - 08:34 PM.

this project may be split between GTA 1 & GTA London... Stay tuned
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#27

Posted 27 December 2015 - 08:17 PM

Updated main post :p
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#28

Posted 28 December 2015 - 03:26 AM

Did you add the vehicles to be done or was it always there?


Ss4gogeta0
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#29

Posted 28 December 2015 - 05:59 AM

Did you add the vehicles to be done or was it always there?

its always been there, I added the team roster and the special credits

I will update the VC audio checklist in a minute since I converted everything to native VC format
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Ss4gogeta0
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#30

Posted 06 January 2016 - 02:47 AM

here is some progress on Vice City

VX1Ab2e.png
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