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[WIP] GTA V: San Andreas

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GTARandom
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#1

Posted 06 September 2016 - 01:48 AM Edited by GTARandom, 09 September 2016 - 01:18 PM.

t6vWTYb.png

 

 

Hi all,

 

San Andreas has finally been seen in GTA V and i wanted to share it with you! This topic has been made to be a main topic for future conversion of San Andreas when the tools finally come out.

 

Currently i have a video, screenshots and a download link for you so here you go:

 

 

 

 

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mGenCeb.jpg

 

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qwRxm28.jpg

 

DOWNLOAD

 

Fixes:

 

Countryside collision fix 

  • Jestic, Kalvin, Mega and 22 others like this

Neddo
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#2

Posted 06 September 2016 - 08:33 AM

FINALLY

  • Dblcut3, Mr.ClaudeFan, Z i X and 1 other like this

Blackalien
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#3

Posted 06 September 2016 - 08:38 AM

FINALLY

Thought the same f*cking thing!


Osho
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#4

Posted 06 September 2016 - 03:13 PM

Looks so good. Total conversion with the story, mission, and every feature or focuses on providing an awesome beautiful graphical representation of the OLD SA in RAGE only???

nkjellman
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#5

Posted 06 September 2016 - 03:24 PM

Looks good. Since V has a much larger mapping area by default then previous games, why not add LC and VC too?
  • comanche93 likes this

comanche93
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#6

Posted 07 September 2016 - 07:43 PM

Looks good. Since V has a much larger mapping area by default then previous games, why not add LC and VC too?

Sounds great, but i think the only reason is because its fricking ALOT of work...
Maybe sometime later someone will dare to do this...


Gravarty
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#7

Posted 07 September 2016 - 08:02 PM Edited by countergame, 07 September 2016 - 08:04 PM.

It's funny how San Andreas looks so incredibly low poly on RAGE... on RW it's actually not so bad  :D

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lunchxbles
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#8

Posted 08 September 2016 - 02:36 AM

Looks good. Since V has a much larger mapping area by default then previous games, why not add LC and VC too?

Could be done very easily by taking all coordinates from a .opl file from each area into excel and moving them a certain distance, only thing that would need fixed is the water. But I'm not sure if VC, SA, and LC can all be in the game due to no LOD's. There is some limitations with that.


nkjellman
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#9

Posted 08 September 2016 - 07:19 PM Edited by nkjellman, 08 September 2016 - 07:21 PM.

Looks good. Since V has a much larger mapping area by default then previous games, why not add LC and VC too?

Sounds great, but i think the only reason is because its fricking ALOT of work...
Maybe sometime later someone will dare to do this...
I am not certain about this, but I believe that it might be possible to move entire maps by putting the IPL data into Excel, and then you can add/subtract to the x and y values by a certain amount.

Also, instead of having 3 total conversions, it would be neat to have them in one. However, the thing is, I am nit sure how restrictive GTA V's map boundaries are, so I am not sure how far apart the maps can be. I guess to test, you would try to see how far you can make the farthest parts of each map go. As in the furthest south west part of SA, the furthest south east part of VC, and the furthest north east part of LC.

Edit: I sure as hell hope that when we get map modding on the game officially, with no need for FiveM, when OpenIV 2.9 comes out, we will not have the no lods problem.
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Blue
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#10

Posted 08 September 2016 - 07:42 PM

San Fierro!

Glad you finally started the topic for this too, awesome work, dude!


PhillBellic
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#11

Posted 09 September 2016 - 09:01 AM

This is some top stuff. I hope to see more. :^:


alex8ball_BRATVA
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#12

Posted 09 September 2016 - 09:49 AM

Looks very precious, where are trees?!

AnDReJ98
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#13

Posted 09 September 2016 - 11:38 AM

Odlično!

 

Looks great so far! Hope to see future updates.


GTARandom
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#14

Posted 09 September 2016 - 01:17 PM

Here's a collision fix for countryside.

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TheMadeMan
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#15

Posted 09 September 2016 - 01:36 PM

Nice one!


psxmodder
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#16

Posted 10 September 2016 - 08:19 PM Edited by psxmodder, 10 September 2016 - 08:21 PM.

Good work mate i have some questions

1 did you remove all the original map from gta v? i mean ls.

I would like to know how i can for example delete the original map and let a stripped ver of the game so we can add only the custom map we want in game

I would like even to help you with this project again congratulations.

_CP_
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#17

Posted 11 September 2016 - 12:13 PM

Custom maps are loaded only my Fivereborn, because the native way is still in far far future, nobody works on that except OpenIV team.
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GTARandom
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#18

Posted 12 September 2016 - 06:51 PM Edited by GTARandom, 12 September 2016 - 06:52 PM.

New tools are out http://gtaforums.com...map-ytyp-files/ this opens new possibilities for map modding

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_CP_
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#19

Posted 12 September 2016 - 06:55 PM Edited by _CP_, 12 September 2016 - 06:57 PM.

We're very close to place maps like R*, manifest.ymf is blocking us, or something different.
  • Sweet Bellic, Ivan1997GTA and spaceshape like this

spaceshape
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#20

Posted 22 March 2017 - 06:20 PM

Custom maps are loaded only my Fivereborn, because the native way is still in far far future, nobody works on that except OpenIV team.

OpenIV Team holds a lot of secrets, who knows maybe one of em work at R* ?


Mr357
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#21

Posted 22 March 2017 - 09:52 PM

Great Job!





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