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[REL|V]Vice V

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GTARandom
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#1

Posted 25 February 2017 - 05:05 PM Edited by GTARandom, 3 weeks ago.

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POPULAR

This mod aims to port III era Vice City to GTA V!

 

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version: BETA 0.1
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Deadly Target
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#2

Posted 25 February 2017 - 10:02 PM

GTARandom is back! That opening narration was the best dude. :^: Can't wait to see more! 


dr0yed
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#3

Posted 26 February 2017 - 12:14 AM

Can't wait for these mods! Can you spawn peds and traffic using a trainer though? Does traffic/ped paths still exist on the original map? (while vice city is loaded)

 

Very interesting! 


GTARandom
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#4

Posted 26 February 2017 - 12:45 AM

Can you spawn peds and traffic using a trainer though? Does traffic/ped paths still exist on the original map?

 

 

you can but they won't move normally. Yes, they exist on original map


Mr.Arrow
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#5

Posted 26 February 2017 - 01:03 AM Edited by Mr.Arrow, 26 February 2017 - 01:04 AM.

That map looks like its ported from FiveM to GTA V ( all that weird lines between the buildings and the moving trees).

codyJ
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#6

Posted 26 February 2017 - 05:03 AM

The alphas need work, and the broken LOD in front of the ammunition (Which is present in near every VC conversion for whatever reason) needs to be removed. Also, I'd recommend properly defining the road, side walk and grass textures thus enabling a better look due to RAGE knowing how to handle them.

 

Other then that awesome work.


_MK_
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#7

Posted 26 February 2017 - 08:57 AM Edited by _MK_, 26 February 2017 - 08:57 AM.

Is it ADDON ?

Some info would be appreciated.


GTARandom
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#8

Posted 26 February 2017 - 12:59 PM

Is it ADDON ?

Some info would be appreciated.

 

Yep, it's an addon to V map

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(Ambient)
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#9

Posted 26 February 2017 - 02:07 PM

Will your mod use the vegetation from HD era games or stay with 3D era stuff?


GTARandom
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#10

Posted 26 February 2017 - 11:49 PM Edited by GTARandom, 26 February 2017 - 11:49 PM.

Will your mod use the vegetation from HD era games or stay with 3D era stuff?

 

It's gonna use 3D era 'stuff' in the first release, community can change it how they'll want to, i feel that my job is just to bring the maps as default.

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HeySlickThatsMe
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#11

Posted 27 February 2017 - 04:56 PM

Will you do Las venturas and San fierro after LC and VC?


GTARandom
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#12

Posted 27 February 2017 - 05:04 PM

Some fixes...

 

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nkjellman
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#13

Posted 27 February 2017 - 08:37 PM

Some fixes...

 

[VIDEO]

I see you have been making progress. Some street lamps are working, and things aren't disappearing (with the exception of the docks).

 

I also noticed that you are using some of the map fixes that patched bugs in the PC version, like for example the Rock City shop that had its interior missing on PC, but was there on PS2.

 

Also, I have some questions, and recommendations.

-What tools are you using? Is it just GIMS and Meta Tool? There has to be another tool involved, because doing the placements in plain text would take way too long.

-Have you considered using the Xbox textures? I know that in III and VC, there are higher quality textures and models than on PC. But now that  I think of it, I think you are using the Xbox textures. Hard to tell from the video.

-Are you going to add the nightlights on the windows soon? I know that will definitely help light up the city at night.

-For now, to fix the water clipping through the map, install Menyoo, and try enabling the drive on water feature. It levels out the water around the player, which will stop it from clipping through the map. However, I haven't used the drive on water feature in a while. I think there is a water option in the weather menu you can use. Regardless, I know that Menyoo can be used as a work around for now.

 

As a follow up to what I mentioned previously, one thing that we need for GTA V is a script where we can set zones where we can increase or decrease the wave height, maybe even flatten the water out. So when we set the zone in an xml, there is a parameter that determines the wave height in that zone. It is how the water was flattened around yachts in GTA Online, the Yacht mod for SP, and the wave control feature in Menyoo.

 

That way modders can set zones around their maps to flatten the water, or at least still have waves, but not make them massive like its the middle of the ocean. Not to mention that it would be useful for Open Interiors. I could set a zone around the aircraft carrier so the water in the docking bay in the back isn't a wave pool.

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#14

Posted 27 February 2017 - 09:11 PM

@nkjellman
I wonder why I always see a wall of text when you are commenting anything? O'm sure that OP ia aware of this things.
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Deadly Target
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#15

Posted 27 February 2017 - 10:40 PM Edited by Deadly Target, 27 February 2017 - 10:41 PM.

Dunno about you dude, but I thoroughly enjoy reading nkjellman's posts. :^: Always some interesting observations! There's not too much else to discuss any way.

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nkjellman
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#16

Posted 27 February 2017 - 11:03 PM

@nkjellman
I wonder why I always see a wall of text when you are commenting anything? O'm sure that OP ia aware of this things.

I type really quick, so a wall is easy to make.
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_MK_
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#17

Posted 28 February 2017 - 10:02 AM Edited by _MK_, 28 February 2017 - 04:55 PM.

So what about Peds and traffic ?

Where will the map be located at ?

And lets not forget that it should be taking under consideration that there will be more than a map,so far we have VC and LC in the works,then hopefully LV and SF,so they all fit nicely around LS.


Lazlo_
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#18

Posted 28 February 2017 - 10:31 AM Edited by Lazlo_, 01 March 2017 - 04:00 AM.

.


GTARandom
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#19

Posted 28 February 2017 - 06:01 PM

At the moment i can't change water.xml to edit planes in Vice City because the area is beyond the edit limits for water, that could possibly mean that there couldn't be no peds and traffic either perhaps if fastman or someone doesn't help me hack it.

 

Therefore, i am making a pole for a temporary solution, do you want a floating map or waves on the streets?

 

http://www.strawpoll.me/12436826

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GTARandom
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#20

Posted 28 February 2017 - 08:48 PM

So what about Peds and traffic ?

Where will the map be located at ?

And lets not forget that it should be taking under consideration that there will be more than a map,so far we have VC and LC in the works,then hopefully LV and SF,so they all fit nicely around LS.

 

Will be added eventually

 

Map is located southeast of V map

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MrSmarter22
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#21

Posted 01 March 2017 - 10:14 AM

Does it require FiveM to play the map or another mp client?


GTARandom
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#22

Posted 01 March 2017 - 12:59 PM

Does it require FiveM to play the map or another mp client?

No, it doesn't.


CalicoApricot
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#23

Posted 01 March 2017 - 06:20 PM

At the moment i can't change water.xml to edit planes in Vice City because the area is beyond the edit limits for water, that could possibly mean that there couldn't be no peds and traffic either perhaps if fastman or someone doesn't help me hack it.

 

Therefore, i am making a pole for a temporary solution, do you want a floating map or waves on the streets?

 

http://www.strawpoll.me/12436826

About the ocean water issue encountered, why not adding as a temporary solution the idea to decrease the max waves height for all weather types (at the expense of a flatter and somewhat less "oceanic" water body)?


GTARandom
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#24

Posted 01 March 2017 - 11:35 PM Edited by GTARandom, 01 March 2017 - 11:36 PM.

I already raised the map :) I didn't want to mess with original V water after i found out there's a limit to the waterplanes mentioned above.

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nkjellman
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#25

Posted 02 March 2017 - 05:12 AM

I already raised the map :) I didn't want to mess with original V water after i found out there's a limit to the waterplanes mentioned above.

Not necessary. You can flatten the water with scripts. Fortunately the only place in VC that would be flooded is the 1 parking garage by the boat docks.

 

 

Check out the water natives in the native db.

http://www.dev-c.com/nativedb/

 

You can flatten the water around Vice City so it isn't so rough.


codyJ
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#26

Posted 02 March 2017 - 07:51 PM Edited by codyJ, 02 March 2017 - 07:52 PM.

MODIFY_WATER(x,y,radius,height) try that. (If it works out of bounds?) you can lower thew ater under VC.

GTARandom
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#27

Posted 02 March 2017 - 09:15 PM

I made a little script that lets you control wave strength... which is why water clipped so much in the first place. It also spawns me in Vice and i plan on adding a water height control as well!

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CalicoApricot
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#28

Posted 04 March 2017 - 02:40 PM

Sorry again for asking another question, but does the current position of Vice City in the worldspace (as it may seems in the first showcase video in the plane flying from Los Santos to Vice City) will conflict with the planned Liberty City map developed by the OpenIV team, or will it be moved to another area in a further phase of development (for example at the opposite, i.e. off the beach of Los Santos, or at the west of LSIA) ?


GTARandom
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#29

Posted 04 March 2017 - 05:13 PM

It's not in the way of LC.


GTARandom
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#30

Posted 05 March 2017 - 01:15 AM Edited by GTARandom, 05 March 2017 - 01:20 AM.

New things discovered:

  • ymap/ytyp's cannot be named with uppercase letters
  • Collisions are embedded to YDR files, YBD files likely unused as there're only a few of them in the game and the collisions are activated in ytyp editing the formerly unknown value of <hash_D3C717FC> which i'd translate to "Collision Bounds"

 

New progress:

  • added collision materials in YBN's throughout Vice City
  • no more object dissappearances at all
  • fixed dozens of alphas 
  • made a external script that calms the waves around the new maps to fix up water issues and flooding
  • raised the map by 2.5 units to remove all flooding on airport and the docks

 

NQT5sTg.jpg?1

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