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Vice City: Reborn

VC WIP
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ilufir
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#1

Posted 09 April 2017 - 06:29 PM

GTA Vice City Reborn is a WIP mod that pushes VC's RenderWare to its limits. Currently we are working in a small team, but we already have some progress done. So, right now we need someone to make HQ Characters, someone to help me with modelling and someone to make this topic a bit better.

 

SCREENSHOTS:

Spoiler

 

VIDEOS

 

 

 

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Harvus
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#2

Posted 09 April 2017 - 08:13 PM

It looks very beautiful.


Daitojo97
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#3

Posted 09 April 2017 - 08:42 PM

Hot damn this looks nice!

Good luck man!


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#4

Posted 10 April 2017 - 02:32 AM

I've had the idea to make a fancy bottle for the Marks Bistro scene for ages for some reason, but never got around to doing it.

Looking really good so far, just remember to not clash the game's style too much, otherwise it'll end up looking very ugly.

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ilufir
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#5

Posted 23 April 2017 - 06:33 PM Edited by ilufir, 23 April 2017 - 07:06 PM.

0hKJzG5RfCc.jpg

gb_9Le1_qso.jpg

Who needs GTA V now? (nothing else to post since looking at asi code is way too interesting, y'know. so intense fun fixing bugs)

BTW, if anyone would like to participate in any way, it would be heavily appreciated

8ZnW1bicoFg.jpg

yay hipoly roads

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Daitojo97
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#6

Posted 25 April 2017 - 06:13 PM

Again this is looking incredibly cool!

But wouldn't it be better if you made this on the RAGE engine?


Mr.Kurowski
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#7

Posted 25 April 2017 - 11:47 PM

Wow awesome!. :)


ilufir
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#8

Posted 26 April 2017 - 12:14 PM

Again this is looking incredibly cool!

But wouldn't it be better if you made this on the RAGE engine?

Meh... Would be a pain in the arse if I tried to convert all the scripts to RAGE.


Jacobic_☢
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#9

Posted 26 April 2017 - 12:28 PM

wow...again an mod with bunch OF MODS... *claps*


I rather to dont put some future cars... cars like this would be acceptable 

http://gtaforums.com...entry1069400519


Again this is looking incredibly cool!

But wouldn't it be better if you made this on the RAGE engine?

Everthing in Rage.....  IMPOSSIBLE!

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LaDiDa
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#10

Posted 26 April 2017 - 06:42 PM

Eh, sure hope this ends up better then vice cry though. They just ran into some serious stability issues due to high poly models alone (not to mention a sh*tton of 3D grass).

Nihilist.
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#11

Posted 27 April 2017 - 08:40 AM

 

 

Eh, sure hope this ends up better then vice cry though. They just ran into some serious stability issues due to high poly models alone (not to mention a sh*tton of 3D grass).

Not really, we haven't. At least nothing that wouldn't be possible to fix. There were some problems, yes, but related to saving, since if I remember correctly, amount of displayed models was messing up savegames, and making them impossible to load. That was later fixed, thanks to Silent.

As for high poly models, they actually weren't much of a problem, and if Kov, the main creator of the mod, didn't decide to retire from modding, we could probably go on and on with the project, as we originally planned. I still have plenty of unused models, and have been modeling new ones after the release of Vice Cry 1.8, for some time. Geometry is not a big deal, and performance drops, related to 3D grass, for example, were limited with draw distances.

High resolution textures on the other hand, are a different story, and they've got the biggest impact on the game. Still, with proper organization of .img archives, everything worked in the end.

 

It's usually not stability issues and limits which kill projects - these, in definite most cases, can be fixed. It's the amount of work necessary to complete a mod, and extremely slow progress which overwhelm the modders. That's what happened to Vice Cry, and I sure hope won't happen to this project. I actually dig the idea of adding high quality elements to original Vice City cars, since HQ remakes, like Onepiece's beautiful work just doesn't fit the original game's style. I wasn't crazy enough to remake vehicle body textures in high definition (stopped at remaking liveries, logotypes and texts of all sorts), knowing how difficult and time consuming it would be. Your way of combining original models with new, hich poly additions could work. It can fail, if done improperly, without paying enough attention to the universal style, but there's a solid chance it could end up pretty well. Certainly worth a shot.

 

What are your plans for his mod? Do you want to recreate the entire city in high definition, or focus only on the "foreground" and most important models, either just for now, or completely? Could you share with us a basic checklist, or anything showing what you've done already and what's there to come? That'd be much welcomed.

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ilufir
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#12

Posted 27 April 2017 - 12:16 PM

 

 

 

Eh, sure hope this ends up better then vice cry though. They just ran into some serious stability issues due to high poly models alone (not to mention a sh*tton of 3D grass).

Not really, we haven't. At least nothing that wouldn't be possible to fix. There were some problems, yes, but related to saving, since if I remember correctly, amount of displayed models was messing up savegames, and making them impossible to load. That was later fixed, thanks to Silent.

As for high poly models, they actually weren't much of a problem, and if Kov, the main creator of the mod, didn't decide to retire from modding, we could probably go on and on with the project, as we originally planned. I still have plenty of unused models, and have been modeling new ones after the release of Vice Cry 1.8, for some time. Geometry is not a big deal, and performance drops, related to 3D grass, for example, were limited with draw distances.

High resolution textures on the other hand, are a different story, and they've got the biggest impact on the game. Still, with proper organization of .img archives, everything worked in the end.

 

It's usually not stability issues and limits which kill projects - these, in definite most cases, can be fixed. It's the amount of work necessary to complete a mod, and extremely slow progress which overwhelm the modders. That's what happened to Vice Cry, and I sure hope won't happen to this project. I actually dig the idea of adding high quality elements to original Vice City cars, since HQ remakes, like Onepiece's beautiful work just doesn't fit the original game's style. I wasn't crazy enough to remake vehicle body textures in high definition (stopped at remaking liveries, logotypes and texts of all sorts), knowing how difficult and time consuming it would be. Your way of combining original models with new, hich poly additions could work. It can fail, if done improperly, without paying enough attention to the universal style, but there's a solid chance it could end up pretty well. Certainly worth a shot.

 

What are your plans for his mod? Do you want to recreate the entire city in high definition, or focus only on the "foreground" and most important models, either just for now, or completely? Could you share with us a basic checklist, or anything showing what you've done already and what's there to come? That'd be much welcomed.

 

I want not only to recreate entire city, but enrich and enhance the experience by adding some unused content and some stuff like generic models(trashbins, dumpsters and stuff), PROPER first-person view(for people who want it)(already implemented by GeniusZ) and make an .asi for making steering wheel and so on dynamic(already in progress, fixing some bugs)...

I know it's a lot... that's why I need other people to help me with this stuff


ilufir
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#13

Posted 09 May 2017 - 08:11 PM Edited by ilufir, 09 May 2017 - 08:12 PM.

It's been too silent here. So let me post some screenshots.

First of all, a new loadscreen

712OKEFFSBU.jpg

I started working on some new generic objects scattered all over the city, like these trash cans
YcsVNvFD6Rk.jpgAlso, a new save casette

MUOuqCzzyvQ.jpgIn the meantime I'm doing the Ocean View exterior, so stay tuned!

 

I am trying to keep the original game's style, yet extend it to make Vice City look like something that would be in GTA V.

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LaDiDa
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#14

Posted 09 May 2017 - 08:52 PM

Save Icon is looking good, it misses the glow though but I guess you weren't using silent patch on that ss.

Loadingscreen: A little less opacity on whatever is the front image would look less confusing tbh, now it's so transparent that it actually is annoying me to look at it even though I like the idea behind it (and maybe a few px blur on the pink outline of vice city to make it look more like neon?).

Trashcan looks good though 👍.

ilufir
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#15

Posted 10 May 2017 - 04:02 PM

pMcyxkGRLcA.jpg

Ocean View exterior

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ilufir
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#16

Posted 25 May 2017 - 06:41 PM

Slowly but steady...eW08-VTA0NI.jpg

7kwg3azLC3A.jpg

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ilufir
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#17

Posted 29 May 2017 - 12:53 PM

BIG UPDATE!

Finally finished the steering wheel .asi mod

Yx4SrENlxdI.jpgZlWFf9YcXLE.jpg

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TheSilentEvil
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#18

Posted 29 May 2017 - 09:56 PM

It's looking very nice! Could you please leave a download link only for testing purposes? I'm gonna leave my feedback here everytime I find something interesting, errors/bugs, etc.


It's been too silent here. So let me post some screenshots.

First of all, a new loadscreen

712OKEFFSBU.jpg

I started working on some new generic objects scattered all over the city, like these trash cans
YcsVNvFD6Rk.jpgAlso, a new save casette

MUOuqCzzyvQ.jpgIn the meantime I'm doing the Ocean View exterior, so stay tuned!

 

I am trying to keep the original game's style, yet extend it to make Vice City look like something that would be in GTA V.

 

That loading screen is just AMAZING! Congratulations.


ilufir
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#19

Posted 30 May 2017 - 10:10 AM

It's looking very nice! Could you please leave a download link only for testing purposes? I'm gonna leave my feedback here everytime I find something interesting, errors/bugs, etc.


It's been too silent here. So let me post some screenshots.

First of all, a new loadscreen

712OKEFFSBU.jpg

I started working on some new generic objects scattered all over the city, like these trash cans
YcsVNvFD6Rk.jpgAlso, a new save casette

MUOuqCzzyvQ.jpgIn the meantime I'm doing the Ocean View exterior, so stay tuned!

 

I am trying to keep the original game's style, yet extend it to make Vice City look like something that would be in GTA V.

 

That loading screen is just AMAZING! Congratulations.

There's not much to test right now, I test every feature while developing it.

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ilufir
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#20

Posted 08 June 2017 - 02:25 PM

First hotel test

Spoiler
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ilufir
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#21

Posted 11 June 2017 - 01:47 PM

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SolidFrost
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#22

Posted 11 June 2017 - 07:01 PM

this mod is already getting interesting.


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#23

Posted 11 June 2017 - 07:50 PM

niceee, make the ocean drive full with neons pls like in vcs
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#24

Posted 11 June 2017 - 07:55 PM

niceee, make the ocean drive full with neons pls like in vcs

...Ocean Drive is one of the few places in vice City that's ALREADY covered in neons and didn't get many changes in VCS outside of their colour and a few spotlights. :p
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LaDiDa
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#25

Posted 11 June 2017 - 08:38 PM

niceee, make the ocean drive full with neons pls like in vcs

...Ocean Drive is one of the few places in vice City that's ALREADY covered in neons and didn't get many changes in VCS outside of their colour and a few spotlights. :p

A.K.A. neon... everything!

@OP: Looks promising so far except for that oversized steering wheel (but that may just be an 80's thing, not sure).
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ilufir
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#26

Posted 13 June 2017 - 02:00 PM

 

 

niceee, make the ocean drive full with neons pls like in vcs

...Ocean Drive is one of the few places in vice City that's ALREADY covered in neons and didn't get many changes in VCS outside of their colour and a few spotlights. :p

A.K.A. neon... everything!

@OP: Looks promising so far except for that oversized steering wheel (but that may just be an 80's thing, not sure).

 

This is a 60's-70's thing.

dsc_2026-50sint.jpg

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ilufir
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#27

Posted 11 September 2017 - 08:11 PM

Bad news... mod got lost because of dead HDD. But since most of the stuff was either uploaded somewhere or just modified files from the internet (like the timecyc, which was VCRage timecyc), so already some progress...

e7B3E26TJMo.jpg

hty6mAzKlPA.jpg

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