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[REL|V]Vice V

V WIP
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GTARandom
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#31

Posted 08 March 2017 - 02:22 AM Edited by GTARandom, 08 March 2017 - 02:25 AM.

New progress:

 

 

4BHYG7s.jpg?1

 

m5MnLjq.jpg?1

 

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.Bach
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#32

Posted 08 March 2017 - 03:05 AM Edited by .Bach, 08 March 2017 - 03:06 AM.

Vice City looks really good. It seems that all that was needed to "update" it was better lighting. It may even look like a HD era map if HD textures and some normal maps were used, or even better, the textures and assets of Los Santos. We'll probably have to wait for that, though.

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#33

Posted 08 March 2017 - 03:51 AM

How come you're not using the better textures for the trees and foliage, we have them now, we have the palm texture at 1024x1024, which would fit in great here, especially since said textures alpha masks are responsible for the shadow casting here.
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GTARandom
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#34

Posted 08 March 2017 - 04:08 PM

How come you're not using the better textures for the trees and foliage, we have them now, we have the palm texture at 1024x1024, which would fit in great here, especially since said textures alpha masks are responsible for the shadow casting here.

Like i said before... my job is to bring the maps as original. Community can do with it whatever it likes once it's released!


Ash_735
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#35

Posted 08 March 2017 - 05:07 PM

The average person won't though, you have to think about the common idiot in a sense here who will blame you for the crappy trees, etc, when better assets of the original were available. We're not talking about some "HD" type here, were talking about the ORIGINAL textures being available in better quality for an engine that WILL put them to good use, think of how much the basic look would improve if just the foliage shadows wernt a pixelated mess. Just saying, primo wise there's a lot of choices you could be doing better dude.
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BlackScout
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#36

Posted 08 March 2017 - 05:14 PM Edited by BlackScout, 08 March 2017 - 05:25 PM.

Well, it seems like this is the conversion of a conversion. So, I guess you can't expect much.

____

Also, Ash...

 

That's the same argument I use whenever someone says modding San Andreas (with mods like mipmapped textures, blah) "ruins the experience". Because, supposedly, stock is better.. However that doesn't make sense at all, since there are several mods that improve the game's quality immensely.

That without ruining the original style of the game.

 

Example:

Spoiler

 

But, no, it must be 100% original... Otherwise, it's all ruined. Yeah, makes sense. /s

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#37

Posted 08 March 2017 - 05:29 PM

Ok, then link me some mods that you preffer...

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#38

Posted 08 March 2017 - 05:35 PM

I can help you directly later, both myself and Chris have the foliage textures in better quality, not to mention we can mipmap them at top level so it'll look better.
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#39

Posted 09 March 2017 - 05:36 AM Edited by Arrow, 09 March 2017 - 05:37 AM.

Everything looks neat so far. Loved the narration in the OP. Also, do you have any plans on releasing Standalone versions on each map on GTA V by cleaning the LS and Blaine County map? I'm sure that many of us would love to see that happen.

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#40

Posted 09 March 2017 - 02:01 PM

Yes, in fact i have wonderful plans for this mod... I just need time to develop it! Blaine County and LS will be cleaned eventually, don't worry about it :)


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#41

Posted 09 March 2017 - 03:17 PM

You should show some view of Liberty City.


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#42

Posted 09 March 2017 - 04:36 PM

You should show some view of Liberty City.

 Currently focused on Vice, after i'm done i can do LC


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#43

Posted 10 March 2017 - 06:23 AM

You should show some view of Liberty City.

 Currently focused on Vice, after i'm done i can do LC
When you are done with VC, will you release it, or are you going to wait till both are done?

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#44

Posted 10 March 2017 - 02:09 PM

 

 

You should show some view of Liberty City.

 Currently focused on Vice, after i'm done i can do LC
When you are done with VC, will you release it, or are you going to wait till both are done?

 

 

When both are done, i'll release, i think it's better. Liberty City will and should be done quicker because it's small and not as detailed as Vice City... and on top of that some Vice props are reused in LC


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#45

Posted 10 March 2017 - 07:13 PM Edited by nkjellman, 10 March 2017 - 07:14 PM.

You should show some view of Liberty City.

 Currently focused on Vice, after i'm done i can do LC
When you are done with VC, will you release it, or are you going to wait till both are done?
 
When both are done, i'll release, i think it's better. Liberty City will and should be done quicker because it's small and not as detailed as Vice City... and on top of that some Vice props are reused in LC
I was wondering if you would release VC when you're done with it, then LC.

Since this is being used with the GTA V map, I would like to use the GTA IV LC, and a retextured VC (since we have no HD era VC).

Plus I am eager to just get a custom map in GTA V, so it will work out with the OpenIV GTA IV LC mod. Lol.

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#46

Posted 11 March 2017 - 12:53 AM Edited by GTARandom, 11 March 2017 - 12:55 AM.

ZCTXRSm.jpg

 

ak8jaFL.jpg

 

I2eFFHy.jpg

 

xTWioKp.jpg

 

UW4sweJ.jpg

 

 

 

 

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#47

Posted 11 March 2017 - 01:45 AM

Those lights look amazing 👀👀👀👀 excellent work as always. Can't wait to one day fly from ls to LC and from LC to vice!
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#48

Posted 11 March 2017 - 02:47 AM

They look slightly too bright.. but nice on an overall!

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#49

Posted 11 March 2017 - 06:42 PM Edited by nkjellman, 11 March 2017 - 06:43 PM.

Looks great. This is progressing pretty quickly. Lol.

Only thing is, the lights do look too bright.
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#50

Posted 11 March 2017 - 06:49 PM

They just don't have the colour applied to them yet, so here the neons are brights white 255, further down it should look less intense once the colours are there to bring it down a bit.
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#51

Posted 11 March 2017 - 07:44 PM

They just don't have the colour applied to them yet, so here the neons are brights white 255, further down it should look less intense once the colours are there to bring it down a bit.

 

True, in VC R* used night vertex colors on neon and a white texture... in V it should be a bit different, perhaps making them a bit transparent?!


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#52

Posted 13 March 2017 - 05:35 PM

I was away from Vice and this mod for a day or so to research SLOD's, and yes, you guessed it, i cracked that too. Here's a video if you don't believe:

 

 

Another breakthrough are parked cars which i also cracked, more news on that soon.

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#53

Posted 14 March 2017 - 03:23 PM

Oh wow me likey this! Vice was my favourite in truth, perhaps the map was small and such but this looks awesome!
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#54

Posted 16 March 2017 - 02:34 AM Edited by MrAlexVercetti, 16 March 2017 - 02:58 AM.

now i see how its made. i thought it was whole VC was changed and rebuilt. thx for sharing :)


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#55

Posted 16 March 2017 - 02:56 AM

You mean with traffic and peds? Not possible yet, tools are still being developed for that!

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#56

Posted 16 March 2017 - 10:15 PM

You mean with traffic and peds? Not possible yet, tools are still being developed for that!

You know, I wonder how the GTA V traffic and ped system will work on the custom maps/older GTA maps. I wonder this for several reasons.

-In the past GTA's, the traffic lights were on the wrong side of the road. They were on the close side of the intersection. In GTA V, they are on the far side of the intersection, which is correct. How do you think this will be handled?

-GTA V also has turn lanes, unlike the past GTA's. Could this affect how the traffic will move at intersections? As far as I know, it there aren't always turn lanes on roads with 1 lane on each side. But the two lane roads do have left and right turn lanes. We don't wanna have bugs where the traffic makes a left turn from the right lane, or a right turn from the left.

-Regarding ped paths, GTA V has paths that guide the player in many interiors. For example, when you walk up stairs, the character is guided. I wonder if this feature is related to ped paths.

-I wonder if there is some sort of relation between regular paths and scenario paths. For example, there is the bus that spawns in the airport runway area on the east side, or the planes that take off/land at the airport, or even the animal spawns.

 

 

Also, there is another thing that I wonder about regarding underground tunnels in the LC that will be in this mod, as well as in the HD era LC map. I get the impression that when you place a water tile, the underwater effects and physics take effect under it, no matter how far down it goes. There is a chance that when you are in an interior, this effect won't happen if it passes under a water tile. In which case, we would be fine. In both versions of LC, you would already be in an interior when you pass under rivers, so it is possible that it won't be an issue. However, a while back, there was a Cheat Engine table that was able to remove the water on demand. So if this is an issue, a script to do this would be required to run while the player is in the tunnel. The only problem is, the player may encounter drowned peds. Perhaps the script can check for peds who have a health 0 and are in the tunnel and remove them.

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#57

Posted 17 March 2017 - 12:27 AM

Too bad... can't continue modding because ScriptHook is crucial to my work. Guess we have to wait for an update


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#58

Posted 17 March 2017 - 12:38 AM

Too bad... can't continue modding because ScriptHook is crucial to my work. Guess we have to wait for an update

Downgrade man. I keep two copies of my GTA folder. One with no mods, and one with mods.

 

The one without mods gets updated, then when ScriptHookV releases, I manually update the mod copy.

 

But doesn't the map work without ScriptHookV? I mean, you won't be able to teleport over there but it should still be there for you to fly to.


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#59

Posted 17 March 2017 - 12:39 AM Edited by GTARandom, 17 March 2017 - 12:40 AM.

 

Too bad... can't continue modding because ScriptHook is crucial to my work. Guess we have to wait for an update

Downgrade man. I keep two copies of my GTA folder. One with no mods, and one with mods.

 

The one without mods gets updated, then when ScriptHookV releases, I manually update the mod copy.

 

But doesn't the map work without ScriptHookV? I mean, you won't be able to teleport over there but it should still be there for you to fly to.

 

 

Yes, but that takes time. :D


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#60

Posted 17 March 2017 - 04:11 AM Edited by GTARandom, 17 March 2017 - 04:13 AM.

 

By the way, big thanks to nkjellman for sending me the steam_api64.dll file

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