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Gostown 5 Blue Edition.

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codyJ
  • codyJ

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#1

Posted 3 weeks ago Edited by codyJ, 2 weeks ago.

(Note, if any of the previous Gostown team wants this taken down, I will)
 

tOqbf46.png

 

Gostown 5 Blue Edition is a revival of an older extremely popular mod under the name

Gostown, the intentions of the revival is to finish off Gostown, retexture the entire VC, and optimize it to run on even the worst of computers.

 

What is Gostown5?

 

Gostown 5 is a jungle island placed alongside an updated VC, the new VC included new roads, grass, trees, etc. The jungle island included a race track, a small city, airport, mountain, etc.

 

- Completed so far -

 

All roads, grass, and other bits have been updated to the new HD textures

 

Crashing around the VC area has been nearly resolved

 

Duplicate bits of VC have been removed

 

A lot of textures in VC have been updated in one way or another

 

Modeling of new buildings in Gostown has been started.

 

Removed the floating sections (I'll probably add them back in a way I see fits later)

 

Converted the map to MultiTheftAuto, where all development will take place.

 

Near completely retextured VC

 

Water Zones

 

Reposited VC and Gostown, to make way for new map additions

 

- General TODO -

 

Finish up the empty lots in Gostown

 

Update race track textures

 

Bridge VC and Gostown Via a tunnel

 

Take future screenshots on a computer that's not from 1995

 

New vegetation

 

Add Gostown 6s map

 

- Current Team -

 

CodyJ - Modeler, Graphical Designer, Mapper, Etc.

 

(I'll list old team as soon as I figure out who was on it)

 

I guess screenshots now?

 

jGJJ86l.jpg

 

IH4iyzf.jpg

96dnuQX.jpg

 

I'll likely be releasing the map sometime early next year (If it's legal?)

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HeySlickThatsMe
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#2

Posted 3 weeks ago

Nice to see you here!

Spoiler


codyJ
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#3

Posted 3 weeks ago

Been here for quite a while, just haven't posted anything much until just now.


TheHumanIsland
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#4

Posted 3 weeks ago

Paroxum and JostVice both led the mod at different times and both did the bulk of all modeling and texturing, Paroxum especially.


.Bach
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#5

Posted 3 weeks ago

This looks interesting.

Nihilist.
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#6

Posted 3 weeks ago

I'd like to see some screenshots from new, custom areas - after all, they'll be the defining element of this mod, its heart. It is always great to see quality projects for GTA III/Vice City, since these games don't get enough love these days. However, I have one possible problem, which is the retexturing you've mentioned in your to-do list. I can tell you replacing old textures with high quality ones does not improve game's looks as much as we all would like to. It still consists of 15 year old 3D models with messed up geometry and mapping, and the only way to make it look good (aside from primitive lighting and shading, of course) is to remodel pretty much everything, adding subtle details where they're needed and fixing Rockstar's mistakes/laziness. Been there, done that.

If you decide to create your new island from the scratch, you may end up making it too detailed, and not matching original Vice City, despite retexturing whatever you can. It's hard to find a compromise between simplifying the new parts of the map and improving original map's quality, but that's the only logical way - unless of course you have few years to spare, so you can remodel everything in HQ matching your standards ;)

Wish you luck with your project and look forward to see more screenshots.


codyJ
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#7

Posted 3 weeks ago Edited by codyJ, 3 weeks ago.

I do plan on updating the bad models around VC, and potentially globally redoing prelighting.

Some models however, have already a decent quality and there's no real reason to update them. So focusing on the crappy models would likely be the best possible way of achieving the new look I'm aiming for.

As for the new island, I haven't made it but Paroxum and JostVice made it, and with some work, I can make both match. (Mainly a lot of work in the VC area)

 

Anyways, I will be posting screen shots of the new island as soon as I get some more work done there, nothing much really has changed in regards to the last official gostown 5 release.

 

Quick screen shot, please note the artifacts in this said scene have been fixed, the lighting seen here is actually made with experimental in game dynamic lighting.

 

(As soon as I get a lot of work done I'll be making a trailer video for the map)

 

P6OeMie.jpg

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LaDiDa
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#8

Posted 3 weeks ago

I do plan on updating the bad models around VC, and potentially globally redoing prelighting.
Some models however, have already a decent quality and there's no real reason to update them. So focusing on the crappy models would likely be the best possible way of achieving the new look I'm aiming for.
As for the new island, I haven't made it but Paroxum and JostVice made it, and with some work, I can make both match. (Mainly a lot of work in the VC area)
 
Anyways, I will be posting screen shots of the new island as soon as I get some more work done there, nothing much really has changed in regards to the last official gostown 5 release.
 
Quick screen shot, please note the artifacts in this said scene have been fixed, the lighting seen here is actually made with experimental in game dynamic lighting.
 
(As soon as I get a lot of work done I'll be making a trailer video for the map)
 
P6OeMie.jpg


Eh can't help but say that vegetation doesn't look too good. Other then that I like the sound of updated models :p

Ash_735
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#9

Posted 3 weeks ago

CHANGE YOUR JPEG SETTINGS, PLEASE! It's 2017, they don't need to be that low quality or macroblocking.
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MenuET
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#10

Posted 3 weeks ago Edited by MenuET, 3 weeks ago.

Good luck on the new map!

(Edit: Sorry for not answering on the Gostown IV topic)


Arrow
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#11

Posted 3 weeks ago

Good Luck with this. Please post some of the island pics over the regular VC ones.

codyJ
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#12

Posted 3 weeks ago

The low quality is not due to my picture quality, nor vegetation quality, it's actually due to the lighting being messed up in said picture, Sorry.

Also, I will post some of the island pictures as soon as I get some work done on it, which I plan to today.


codyJ
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#13

Posted 3 weeks ago Edited by codyJ, 3 weeks ago.

DLuqc88.jpg

Don't mind the gravity defying waterfall, but for those who haven't seen it before here's the general Gostown Island. There are quite a few things to do in VC to match this general look. I have some new buildings for the empty lot in works now, so I'll post a picture of that when it's finished.

 

Here's the general overview map,

 

E30fGM6.jpg

 

Red = Heavily WIP / Not Started

Orange = Heavily WIP / Little Work Done

Yellow = WIP / Nearly Done

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codyJ
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#14

Posted 3 weeks ago

Here's the Gostown 5 / 6 combo concept, I'll likely add small islands and what not in the empty spaces to the right of VC.

 

vEPORrv.jpg

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codyJ
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#15

Posted 3 weeks ago Edited by codyJ, 3 weeks ago.

Current ToDo (In Order)

  1. Reconvert VC from scratch using updated tools, due to the numerous issues I've found around VC.  (Completed 2/24)
  2. Update said conversion to newer textures  (Completed 2/24)
  3. Update vegetation over to higher quality vegetation (Completed 2/24)
  4. Shift VC as far into the top left map limits as possible  (Completed 2/24) (Updated 2/27) -- New position.
  5. Add Gostown 5 in the bottom left corner rotated 90 degrees (Completed 2/27) -- Calculations for this were fun.
  6. Remove leaves overlay for Gostown 5 which causes a lot of strain, thus lag on lower computers(Completed 2/28) -- Fixed with a little cheat.
  7. Finish off any missing roads, such as the unbridged island to the right of Laguna Seca (Started 2/28)
  8. Fix any missing land masses
  9. Add new buildings to city, and around the general island
  10. Update general theme of city to match with the island look
  11. Remove top race track (Likely to be added elsewhere)
  12. Add Gostown 6 to the right of 5, bridge with the hanging road from the missing race track.
  13. Update all missing land masses in Gostown 6
  14. Add new all around buildings around 6
  15. Update textures to match Gostown 5s
  16. Update the roads in Gostown 5 to match Gostown 6s (Better quality, better looking)
  17. Add a tunnel from VC to Gostown 6
  18. Update Models in VC to higher poly, more detailed models
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codyJ
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#16

Posted 3 weeks ago

After some logical thinking with a friend I've decided to relocate them

 

JIgO8aT.jpg

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FredFred
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#17

Posted 3 weeks ago

You should place them more further down.

Ash_735
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#18

Posted 3 weeks ago

What are you using for textures?

codyJ
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#19

Posted 3 weeks ago Edited by codyJ, 3 weeks ago.

I need to fit the map within the 3000x3000 SA bounds to ensure it's compatible with Standalone SA, and MTA.

Also, I'm just using GIMP for the textures, some are pulled directly from Gostown5, and others are made from scratch

 

Anyways -

 

Removing the leaves overlay means I'll have to redo prelighting which is going to be fun so this'll likely take a while. Fixed this with RW Viewer


codyJ
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#20

Posted 3 weeks ago Edited by codyJ, 3 weeks ago.

 Mine's a tad flooded.

 

i5guWZ1.png

 

Fixed quite a few bugs, increased overall draw distance by limiting Lods to non-vegetation items, and vastly improved FPS while doing so.

Going to fill these lots with cabins and what not, Gostown 5 will get the tropical treatment.

 

Can see the beauty that are those faded LOD lacking trees in the back round

 

A6CMVgJ.png

 

I'll likely make LOD models for the trees, later on, to give a more populated look to the island in a distance view.

 

Anyways, right now I'm working on fixing the missing textures in the mine Done, and unflooding - Todo it after so I'll fix the island to the right of Mazda speedway, and connect it to mainland with a bridge. After that there will be a few more things to fix such as floating islands and I'll be able to start on new buildings.

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codyJ
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#21

Posted 3 weeks ago Edited by codyJ, 3 weeks ago.

Went a bit off the general Todo and made the water zones.

 

0rA86lx.png?1

Need to manually do the lakes in game to ensure they are properly positioned, but that'll be quite easy.

I made a huge water area covering 6 because there's really no need to go into detail here due to there being no underground places, later on when I add a cavern system "Hint Hint" I'll fix it though.

 

Any ways now that that is done who wants to see some modeling?

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FredFred
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#22

Posted 2 weeks ago Edited by FredFred, 2 weeks ago.

Looks nice my friend. Maybe later you can make a Ghetto called Big Havanna and have the Cubans and Spanish gangs from VC and SA control them.

Image visiting the home land of VC Cubans. That's epic

codyJ
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#23

Posted 2 weeks ago

I do plan on adding some Ghetto areas later on.

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DubHaMlg777
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#24

Posted 2 weeks ago

KEEP YOUR JOB TILL THE END.

YOU ARE DOING GREAT.


codyJ
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#25

Posted 2 weeks ago

Giving up the equivalent of failure, I'm not one to fail.

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codyJ
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#26

Posted 2 weeks ago Edited by codyJ, 2 weeks ago.

Ended up removing JVMONT due to its lack of completion, and utter low quality. I'll replace it in the future with a higher quality island.

 

Work will start on the City area of Gostown 5 tomorrow, I just need to port the current city area into 3ds max so I may get the lot shapes sorted out, currently I'm just going around fixing bugs, rotation errors, crashes, and missing textures.

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universetwisters
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#27

Posted 2 weeks ago

Did you get the message I sent about buildings for this mod? I sent it a few days ago and I saw that you opened it, I just didn't know what your verdict was or not.


codyJ
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#28

Posted 2 weeks ago Edited by codyJ, 2 weeks ago.

Started on buildings this week.

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codyJ
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#29

Posted 2 weeks ago

Completed lot zoning using a little trick from MenuET, thus meaning I can start properly adding buildings to the Gostown 5 lots, I plan on adding all new buildings with interiors, then updating the current ones to add interiors to them. It'll be all open world interior based using a trick to load and unload interiors on the fly when they are needed / unneeded.

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alex8ball_BRATVA
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#30

Posted 2 weeks ago Edited by alex8ball_BRATVA, 2 weeks ago.

what does "blue" mean ???
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