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  1. THE UNDERGROUND BUNKER Welcome to My Underground Bunker, Here you can find some mods I made for GTA San Andreas and GTA Vice City! Mods For GTA: San Andreas Mods For GTA: Vice City Mods For GTA: III Work In progress Like my works? want to see more trash mods by me? want to support me or just want to say thanks to me? https://www.paypal.me/CalvinLinardi Rules! Helpful Person / Contributors / Friends / Supporter list: @mpPako @tigerlim | Tigerlim's Used Car Emporium @TheMadeMan | TMM Auto Imports @XG417 | Extravagant Auto Garage @dirprof | dirprof's Workshop @savidge | $hody Used Autos @Thunderhead | Thunderhead speed shop @Son Of Big Boss | Sobb's Workshop @StarGTS | STAR☆GTS Workshop @TheGhostWheels12 | TheGhostWheel12's The Vehicle Model
  2. Panzermann11

    [III] Uncut Radio

    Overview This mod restores two cut radio commercials (military recruitment and AmmuNation), a song cut out from Lips 106 during development (Wash Him Off), additional dialogue cut out from commercials and "O Mio Babbino Caro" from the PlayStation 2 release, and uncensors the lyrics of explicit songs through an optional add-on. The original commercial audio are obtained from the Advertising Council, while the cut Lips 106 song is from the soundtrack sampler. Download link Download uncensored songs Installation instructions Extract this ZIP file's contents to your Grand Theft Auto 3 directory.
  3. SA & LCS Vehicle Camera Hi! I've ported the San Andreas vehicle camera to III... I don't think I need any further explanation to write here. Mods confirmed to be compatible ClassicAXIS (if you turn off vehicle camera from .ini file) First Person Mod by GeniuSZ III Aircraft (you can enjoy exact same SA camera while flying aircrafts!) GInput Controls Exact same as SA; except the binding(generally RMB) that disables mouse steering/flying and enables mouse to move camera for a moment. I'm open to suggestions for which key I should use for that. Is it really exact same SA camera, technically? Except collision detecting, yes. (There is also one more case for III, it doesn't have zoom values per vehicle types, so I emulated the VC / SA / LCS system.) SA collision detecting was incompatible with III / VC, so I've used the one from LCS. Also I've fixed the LCS bug that makes you see the inside of car if you really want it. Screens VC; III; With III Aircraft; https://streamable.com/exihn In car; https://imgur.com/a/mTWjnPD (Cam. clipping through car-road is fixed) Re:LCS; Downloads Currently only for 1.0 exes of III and VC; r6 Latest release Now you can use LCSCarCam.asi on III/VC or SACarCam.asi on Re:LCS! It detects whether you use Re:LCS and changes things according to that. That's why I changed the title to SA & LCS car camera. All these times I've thought zoom values wasn't for III/VC camera system, so I had adjusted them. But it turned out some crappy mod on my SA was manipulating how I see the things (specifically FOV on 4:3 and 16:9 was same). Now I've corrected the zoom values, which will make the view zoomed out a bit on widescreen. But you can correct it via debug menu. (This is also how it's been on PS2/PSP, since their FOV is untouched unlike our games with widescreen fixes.) I've added debug menu support, there are 5 options but I won't tell them here hehe. Fixed: Camera was clipping through bike model when you're on bike. Fixed for LCSCarCam: Alpha angle(up-down) was restricted on firetruck unlike LCS. Fixed: Original SA/LCS bug, you could still move camera up-down in drive-by (and it was buggy). Download: https://github.com/erorcun/SACarCam/releases/tag/r6 Old releases Source code: https://github.com/erorcun/SACarCam Thanks to All re3 contributors, especially The Hero(aap) to help me learn reverse engineering. Noskillx for intensive testing, he really helped me and found a lot of bugs before releasing it.
  4. madhav2609


    Script for working with paths. BY ALEKS926820 Editing of only Vice city paths is supported, for editing gta sa paths use the script linked in next post Possibilities: - Import of GTA VC, GTA3, GTA SA paths (including support for Fastman92 format paths, FLA4 format only) - Export of GTA VC paths (export of all types of lines supported by the game (from 3 to 12 points inclusive)); - Ability to assign a path type (pedas, cars, boats) to each line. If no path type is assigned, the script will automatically assign a type based on the Default Path Type value; - Ability to create and export intersections (T-shaped and cross-shaped). For more details, see "Creating intersections.docx" or .avi files; - Ability to change parameters for each line/point. To change parameters, just select a line. All changes will be automatically saved; You don’t need to enter everything yourself - if the line settings are not assigned, the script will automatically generate them; - Ability to import/export .dat path files from the data/paths folder; - Buttons for selecting paths by their type (selecting all traffic paths/peds/boats); - Displaying the vertex numbers of the edited line in the viewport; - Displaying path flags, number of lanes, coordinates and path width in the viewport; - Function of changing the direction of movement of the track; - Function for assigning the direction of movement of the path (one-way/two-way); - Function of dividing lines with a number of points greater than 12 (for selected lines); - Line parameters reset function (for selected lines); - Function to enable/disable car traffic. - Function for automatically setting up intersections based on adjacent lines (the function has not yet been properly completed). - Function for removing “wrong” lines with the number of points less than 2. An example of creating paths for GTAVC is described in paths_tutorial[RU].pdf The script supports importing GTA VC paths. If something was imported incorrectly (for example, intersections), I recommend correcting it manually. It is not recommended to use this script to edit a standard path map, due to the fact that when importing a standard path map, more lines are created compared to the original paths.ipl; It is advisable to use a script to create new paths. The script supports importing GTA3 paths - import only, to export you need to export the paths to the Vice City format, and then convert to the GTA3 format. The script supports the ability to convert paths.ipl to the GTA 3 path format. To do this, you must specify the starting ID of the path, the prefix for path models, the name for IPL IDE COL, the path coordinate multiplier with which paths.ipl was exported (for standard.exe it is 16) Then select the directory where the GTA 3 path files will be exported and the last step is to select paths.ipl. The script will notify you that the conversion process is complete. IPL IDE COL files are completely ready to be added to the game. It is not recommended to use this function to edit standard paths! It is advisable to use the function to create paths for a new map or add new paths to the original paths. Buildings, PtrNodes, EntryInfoNodes, Treadables; [Pool Limits]: Objects Models; limit on DFF files [ID LIMITS]. To do this, use Limit Adjuster by Vitlgt. It is also worth setting the "Enable path limits patch=1" parameter and increasing the maximum ID in the PATH LIMITS block. To increase the path limit in Vice City you need to use Maxorator's Path hack. The script supports importing GTA SA paths, including importing Fastman92 format paths. To import, click the Import GTASA Paths button and specify the folder where the 64 NodesXX.dat path files are located. The process of importing standard paths can take from several tens of seconds to 10 minutes. Paths are imported as splines, which can be edited or customized using the SA Path Tool by Deniska. Or if you want to edit paths Outside the boundaries of San Andreas then you need to use adapted version by aleks926820 The author does not guarantee 100% operability of GTASA paths after their import/export. It is strongly recommended to check the settings of all lines, including the correctness of the traffic light settings! It is possible to convert paths to GTAVC format. So far, partially - after importing the paths, manual modification and configuration of the paths is required. You can disable these functions in the GTASA Import Settings column, but in this case the path lines are absolutely unsuitable for editing under GTASA or under GTAVC/GTA3. This can be useful if you need to visually familiarize yourself with the path map (importing a standard path map without processing takes approximately 3-4 minutes). Details are written in "Importing GTA SA.docx paths". When creating a new path line, the script automatically assigns settings to it based on the parameters in the Default Parameters block! Please note that the Lanes parameters for interior points are always 1 1! To assign the direction of movement and the number of lanes, it is enough to edit only the end (external) points. Or use the set one-way/set two-way traffic buttons to assign one-way or two-way traffic and use the Change the direction of traffic button to change the direction of traffic. To display line parameters in the viewport, use the Display helper tab. Available for display are point numbers, number of lanes, flags, path width, point coordinates. In case of the error "The script does not support splines with a number of points greater than 12 and less than 3!Please edit the spline" use the Split Lines to VC Format function. This function splits a line into the nth number of lines if the number of its points is strictly greater than 12 or splits the line to three points if the desired line has two (Vice City does not support lines with two points). To export traffic only for vice City! , just select the lines and click the Export Paths button. The finished lines for Paths.ipl will be displayed in the MAXScript Listener window (in the lower left corner of 3Ds max or press F11 to call MAXScript Listener). The script has the ability to create intersections in two ways: 1) — For each line, select one point SEPARATELY in the vertex editing mode — Select the lines and press the Create Crossroad button 2) — Press the button Create Dummys at line end — Select the dummy and click the Create Crossroad button The script supports importing and exporting .dat files of GTA 3 or GTA Vice City paths from the data/paths folder, namely flightX.dat, tracksX.dat(GTA SA too) , spathX.dat, where X is the file number. To export, you need to select ONE path line and click export. The script will prompt you to select a file to save. Changes in version 2.7c (update 04/16/2024) - Improvement of the GTASA path import function: 1)The speed of importing GTASA paths has been increased - now standard paths are loaded into the scene in 8-9 minutes. 2) Added loading of line parameters for Deniska’s script format (including traffic lights) All card sizes from 6000 to 48000 are supported. 4) Improved function for converting lines to GTAVC format. Intersections are imported more correctly; I still recommend monitoring and eliminating crookedly imported intersections. Loading path parameters for GTAVC will be done in future versions. The supported line type for Splines is Line. Initial Type - Corner. Drag Type - Bezier. Do not apply modifiers to lines! This may result in the inability to export paths and create intersections normally. To more conveniently register paths, use bindings in 3dsMax (see .docx files for more details). The script supports 3dsMax8 and higher. DOWNLOAD : https://drive.google.com/file/d/164RD77DuODE-G_4aVR8HBKs4DU6vVV-E/view?usp=drivesdk Aleks926820 - developer of script Shagg_E; Starenat - for support in writing the script. Special thanks to: Ilufir - for help with the GTASA path structure. The script code used is sa path tool by Deniska Intensive testing/use of this script is done by Stars&Stripes team
  5. Classic Axis Classic Axis is a modification for "GTA: III and Vice City" that aims to bring a better visual camera behavior to the game and to improve gameplay experience. Showcase: Download Source
  6. Link2012

    Mod Loader

    What is it? Mod Loader is a plugin for Grand Theft Auto III, Vice City and San Andreas that adds an easy and user-friendly way to install and uninstall modifications into the game, as if the game had official modding support. No changes are ever made to the original game files, everything is injected on the fly, at runtime! The usage is as simple as inserting the mod files into the modloader/ directory. Uninstalling is as easy as that too, delete the mod files and you are done. Hot swapping mods while the game is running? By using Mod Loader you can! Still not sure? Check out this nice video from Ivey. Features: Do not replace any original file, all the mods are installed by injection on the fly. Instant mod swapping, you can refresh mods on the go without closing the game. Game menu for configurations, providing an even easier management of mods. Bug-free audio modding. When installing sound mods with Mod Loader, you'll no longer encounter this bug. Mod Loader will automatically read data lines from readme (.txt) files. If you have several of the same .dat files, Mod Loader will merge them together for you. Allows you to link mods to profiles, which is very useful for installing total conversions, isolating them completely from the rest of your mods. Mod Loader allows you to use command line arguments, you can find information on them here. Download Mod Loader will always get updated thought GTAGarage, with stable enough releases: http://www.gtagarage.com/mods/show.php?id=25377 Although you can also find the latest, maybe unstable, release on GitHub (recommended) https://github.com/thelink2012/modloader/releases Screenshots Source Code The source code is available under the MIT license, take a look at the project on GitHub
  7. rele

    [III/VC] EnhancedGXT

    Hello. As some of you know, I've done a mod that fixed San Andreas' american.gxt file (while also rewriting a lot of the dialogues, game objectives, text boxes, hints and so much more). At the time of posting the topic on the forums, I didn't intend to do the very same thing for GTA: III and Vice City, as at the date of writing that topic I considered "Spellchecked" to be the best alternative for my mod for San Andreas... However, that was certainly not the case... I played a bit with those mods and they were... not the best, to say the least. So, guess what? By listening to the popular demand and feeling the need to make a proper EnhancedGXT for the other two magnificient games in the Classic GTA Trilogy, I'm bringing for you all to see today: EnhancedGXT: III & EnhancedGXT: Vice City. Featuring: - major rewrites to the games' mission objectives in every mission in the game (both the main and the side missions); - small fixes to dialogues in some missions; - rearranged dialogues in some phone calls (such as Lance's); - rewritten textboxes and game hints; - no bugs during play-test. How is this possible? I created these mods by rewriting the original american.gxt's from the original PC versions of GTA: III and Vice City, without any edits prior to my work. I was using a program called "Grand Theft Auto GXT Editor", which lets you edit the games' .gxt files directly into the program, without having to change any lines of game code/scripts. Mods %? I consider these mods done, but I am open to any suggestions, bug reports or even complaints (as long as they make sense and aren't "wHy So MuCh DiALoGue i CaNt ReAd aLL tHaT!!!!1!111!!!1"). Installation guide: III: Simply download the mod and paste it in your GTA: III folder > text. (or, if you use ModLoader: create a new folder in ModLoader, name it whatever you want and paste my american.gxt there). Vice City: Simply download the mod and paste it in your GTA: Vice City folder > text. (or, if you use ModLoader: create a new folder in ModLoader, name it whatever you want and paste my american.gxt there). Huge thank you to: - @DoctorMike: logo; - @Matt1010: huge help for EnhancedGXT: III; - @Brooklynzsmac: some small suggestions for EnhancedGXT: III. & you, for checking out this topic, and possibly even for downloading, playing (& enjoying, maybe...) these mods! Your feedback is much appreciated! Q&A: Q: Do you plan to improve the other .gxt files for GTA: III or GTA: Vice City in the future? A: No. In case you didn't know, I am not a native English speaker and I do not study any other languages, so I will not use Google Translate, Duolingo or some other program to add half baked subtitles in the other .gxt files. Q: Why did you create these? You said these games don't need such mods. A: Yes, I did. But I wasn't aware at the time that "Spellchecked" isn't exactly what I envisioned it to be, so I decided to take my time and make a mod like this for the other two games in the Classic GTA Trilogy. Q: Will you ever port this to the Definitive Edition? A: No. I do not intend to touch the Definitive Edition, as I barely even play GTA: III or GTA: Vice City anymore, and I only play my own copies of the Classic versions. In case anyone wants to port them in the future, you can go ahead, but let me know first (please). Q: Will you try and do the same thing for other games? A: No. Rewriting the Classic GTA Trilogy is the only time I will ever do this, as these three mods took a considerable amount of time and passion. As for other games, no. I do not intend to start learning how to mod other games. Q: Am I allowed to repost/share these mods elsewhere (other than GTAForums)? A: Yes. However, I do not allow for others to steal my work and potentially make a buck out of it. If you try to repost it elsewhere, at least ask me for it and have my clearance first (if you ask nicely and you don't plan to monetize it, I would most likely give you the green light). Q: I found a bug. Where can I post it? A: Post it down below or send me a private message. I will make sure to answer as quick as I can, giving time and life constraints. Q: My game doesn't launch/is corrupted/isn't working! A: These mods were created specifically for the 1.0 versions (the "day one" releases). If you are using versions 1.1, 2.0, 3.0 or Steam, please consider downgrading your game first using a downgrader and then install the mods. If the problems keep persisting, try reinstalling your games or uninstalling your mods. At the same time, these mods might overshadow or be overshadowed by some other mods (like car mods that replace your car's name in-game) that are changing some of the game's text files. Try finding out which mod does this very thing, uninstall it and then try out these mods. They should work fine. Q: These mods aren't that great/have issues/have inconsistencies. A: Most likely so. I am not a native English speaker, and the three guys who helped me develop these mods weren't paid for a full-time job, so I was pretty much on my own. Submit any mistakes you can find (MUST BE GAME-BREAKING OR EVEN MISSING/BROKEN DIALOGUE, NOT JUST A COMMA) down below or in a message and I'll make sure to fix them as soon as possible. !! ENHANCEDGXT: III !! !! ENHANCEDGXT: VICE CITY !! !! SCREENSHOTS (III) !! !! SCREENSHOTS (VICE CITY) !! (these are just a few examples; these mods feature a lot more than that) (!) Please be aware that some screenshots from the showcase gallery might be outdated and not represent the actual state of the mods. They are merely a preview of the mods from the time being and won't be updated. (!) [SA] EnhancedGXT: click
  8. Son Of Big Boss

    SOBB's Workshop

    Welcome to my workshop. Here you'll find lore friendly vehicle mods and accurate beta vehicle recreations for the classic GTA Trilogy. Some content is still under development, so the workshop will receive updates from time to time. If you want to support me you can donate a bit of money, I will appreciate any help granted. Become my Patron and help me continue modding https://www.patreon.com/sonofbigboss Shoutout to Jago, Gamerjman19 and Brooklynszmac for their current support as Patrons I'm thankful with R4gn0r0k for being my former patron, thank you bro, for your support. Otherwise, if you want to donate using Paypal instead: Note: It is highly recommended, for better enjoyment, to install Silent Patch, and SkyGFX, as some of the mods need them, links can be found here ALPHA VEHICLE MODS MISC MODS BETA MODS MISC MODS BETA MODS MISC MODS
  9. Hello, GTAForums. This is XG417 and I'm finally opening up a workshop! I know it's looking rather bland and rushed right now, but I shall be building on to this 'shop and give it more flair as soon as I take care of some personal things on my end. Right now I just want to have a primary hub for my mods, as I'm sure there'll be more on the way. I am currently an SA-Only Modder, and as such I would be making mostly Lore-Friendly Vehicles that would (as much as possible) fit into the timeline and atmosphere of GTA San Andreas, though I may deviate from time-to-time as I experiment with my creations. Some House Rules: * Do not upload the contents of this Workshop anywhere else - I will be the one deciding where it goes. If you see it anywhere that isn't uploaded by me, notify me immediately via PM. * I won't be directly taking requests, but I will consider possible suggestions. * Note that I only make mods as a hobby and practice * I highly encourage giving Feedback on my works so I may improve my craft and produce more quality mods in the future. With all that out of the way, welcome to my Garage! Please do not mind the mess and take a look at what we have in stock right now! From-Scratch Mods: Edits: Liberty City Branch: Future Plans:
  10. H-G

    H-G's Workshop

    H-G's Workshop About Oh, hi there! Welcome to my humble workshop! Here, you'll find a database containing all of my mods in one convenient place. I make lore-friendly mods, mostly, and usually post released stuff here, but I might post about WIP works too someday. Grand Theft Auto III Grand Theft Auto: Vice City Grand Theft Auto: San Andreas Grand Theft Auto - Re: Liberty City Stories Grand Theft Auto IV & Episodes From Liberty City Manhunt Documentations
  11. AudioLibrary is a plugin for GTA Vice City/GTAIII which allows you to play custom music/sound files in a main.scm/CLEO script. Supported formats include: MP3, MP2, MP1, WAV, OGG, AIFF, XM, S3M, MOD, IT, UMX. Be warned, that this is still in early stages in the development and more features will be added over time. How To Install: Opcode Information: Old Versions: If you encounter a bug, please let me know. Source code (and recent builds) are available on GitHub: https://github.com/Allegri32/VCIIIAudioLibrary. Current release version: 1.1.1 DOWNLOAD FOR GTA III DOWNLOAD FOR GTA VICE CITY
  12. It's early 2002s. After the death of Don Salvatore Leone, Tony Cipriani took the leadership over the familly as the traditions say that a new don is ellected from the capos. And Tony was the most experienced of them all. But this soon had to be changed as Joey Leone had to become the new don on behalf of Salvatore's last will. But there were two conditions. 1 - Joey had to create a familly. So he married Misty. 2 - Joey had to make a big deal which would bring profit to the familly. But then Tony betrays Joey and sends him to death. Joey survives. He's on the run now, cannot return home, cannot trust enyone. Only one thing is on his mind now. Revenge... NEW SCRIPT. This includes: 87 new missions that consit of: 71 totally new story missions (including 18 property missions) 16 new side missions 6 buyable properties 20 old + 10 new unique jumps 20 old + 10 new rampages 100 hidden packages in new locations new weapon, health and armor locations NEW collectables: 12 bodycasts, 50 bonuses, 10 mystery boxes and 5 terrorists some other minor stuff I tried to make a story driven game. Missions are not demanding, quite fun. I also made this new feature called Additional Mission Objectives (AMO). During some missions a text box with AMO will appear. It will give you an additional objective that you don't have to achieve, but if you do you will get more money for completing the mission. Those are ussually simple like loose cops, make it in time, kill everyone and so on. Map changes include: Original changes Parts from Snow City Mod Parts From Liberty City Twenty Ten Parts from GTA 3 DE Also: New textures (cars, winter duh...) New weapons New sounds New radio stations New intro videos New splash screens New menu And other... OK, about skippin the CS: 1. You can only skip the mission start cutscenes by HOLDING enter/exit vehicle button (which is usually enter/return). 2. You cannot skip any other cutscenes (like those accuring in the middle or end of the mission) 3. The game intro cutscene cannot be skipped until the Joey monologue part. Also if the default language appears lithuanian and you having troubles changing it go Nustatymai>>Kalba>>Anglu [/center] ULTIMATE FROSTED WINTER MOD (mediafire) ULTIMATE FROSTED WINTER DOWNLOAD (filedropper) ADDITIONAL AUDIO DOWNLOAD DOWNLOAD FROM DROPBOX DOWNLOAD FROM GAMEFRONT Patches: 1. Patch1 fixes these bugs: Fixes some car names Adds missing props in Fort Staunton office building Fixes shotgun shooting and reloading bug Fixes Ammunation backyard collision bug Patch1 How to install: 1. Download patch1 2. Replace american.gxt in TEXT folder 3. Replace default.ide and weapon.dat to DATA folder 4. Replace industNE.col to DATA/MAPS/industne folder 5. Get an img editor, use it to open gta3.img file (MODELS folder) and add csitecutscene.dff to gta3.img 2. Patch2 fixes these bugs: Missing building collision in Chinatown Fixing the unfinished sewer in Hepburn Heights Lifted some buildings in Hepburn Heights a bit so they do not block the underground sewer passage Fixed missing car paths on some roads Removed some ped paths so the peds do not ramdomly drop in to the sewers Made some text fixes including Toni mentioning the area where the player must go in "Booby Trap" Download patch2 How to install: 1. Download patch2 2. Replace american.gxt in TEXT folder 3. Replace generic.ide in data/maps folder 4. Replace all the remaining files ther respective folders in data/maps/... There should be now bugs, but make copies of these files before replacing them. Just in case 3. Mission patch alters some missions and general stuff in main.scm: Increases the time limit in Head Radio mission "Seize the Word" Allows a little bit lower speed in mission "Booby Trap" Decreases the distance the Yardie Boss Walks in mission "Tail" Makes Micky run arround the factory a bit and not just stand in one place in mission "Two Kings in Little Italy" Adds some more info about Ammunation in mission "Dealing With" Makes weapons appear in stock at Ammunation gradually rather them being available from the beginning of the game (all weapons appear in stock after passing half of Wu Long and Xian Long missions) Increased the duration of dialog texts a bit. Added extra health for Micky in "In the Shadow of Don" Moved the truck to another location in "No Dry Run" Added "Detonation" bar in "Booby Trap" Fixed auto 'mission failed' bug after failing "One Bullet" once Slightly decresed the number of mafia enemies in "Inner Circle Mash" Gave some colombians uzis instead of ak47 in mission "In the Construction" Made that the fares would appear much closer to the player in a taxi mission, but slightly decreased given timer reward after completing the fare Slightly increased the health of Toni and Leo in the last two game missions. Download Mission patch How to install: 1. Download mission patch 2. Replace Main.scm in data folder. Warning. Replacing main.scm makes your save files not work. You will have to start new game, so think carefully weather you need it That's how it works. To make the players socialy active, I have an achievement game for you. Try to get these achievements while playing the game, post a picture(s) proving it and you will get some cookies and likes Try not to ruin the fun for others so post the picture in SPOILER caps. And don't try to cheat by copying pics, that are already posted by others. I will know. Achievements: 1. Business Man - Complete all asset missions After completing all missions of every porperty, you get briefcase of money time from time. Post a picture(s) of every money briefcase of every asset. There has to be 7 of them. Reward: cookie and like 2. Don Leone - Complete the storyline Complete all story missions. Post a picture of big 'THE END' on the screen at the end of the last story mission. Reward: cookie and like 3. 100-percenter - Complete the 100% of the game Complete all story missions, side missions and collectables. Post a picture of status screen showing 100 percent or a picture of text pager congratulating on 100% completion. Reward: 3 cookies and like 4. Joey Freeman - Find a mysterious Gman wathcing you A mysterious fugure, only known as Gman, appears time from time. He watches as Joey tries to complete his journey. Post a picture of Gman, watching you. It's not so easy to spot him and he only appears briefly 8 times during various missions. Each time catching him deserves the achievement reward. Reward: 2 cookies and like 5. Paranormal Hunter - Find a paranormal being Urban legends say that strange paranormal beings such as ghosts and monsters hide in Liberty City. Post a picture of encauntering such paranormal being. There are 5 beings hiding and you can encaunter them only once. Each encaunter deserves the achievement reward. Reward: 2 cookies and like
  13. Dingleman

    AI Enhanced PC/PS2 Claude Skin

    Here is a 1024x1024 AI enhanced Claude for anyone who wants it. I threw in my own herbs and spices in Photoshop to further detail his facial hair and clothing materials. This is for the default PC/PS2 model, for those (like myself) who prefer the look of this over the higher poly Xbox one. Installation is as you'd expect. Simply drop the BMP file into the skins folder and select it in the in-game menu. Download Link
  14. Dynamic Stars by @H-G About: Screenshots: Download: Thanks to @Wesser for the "WANTED_STARS_ARE_FLASHING" (0x057B) fix coding snippet.
  15. ForeverL

    [III] Teeth

    Well... something else, before going into oblivion. I think most have realized that in the cutscene heads in GTA3, the mouth is nothing more than an empty area of solid color, without any other details. This mod is pretty simple: add a denture to all heads in cutscenes. Features - All cutscenes heads with teeth modeled from scratch. - Minor fixes in UVMap. - Minor fixes in the skin of some models. Extras - Alternate Colombian in the Introduction. (thanks to @MikeTheFurryFoX for suggest and @Sneed for permission to use the LCLF model). - PS2 Catalina Head (thanks to @Inadequate for the model). Download
  16. Jeansowaty

    Forellis and Nines

    Jeansowaty here with a new (and small I guess) mod. It adds: -Two new gangs! The Forelli Crime Family and Purple Nines are now their own gangs that hang out in Liberty City. -The respective missions where they are meant to appear have been recoded to put them in there. -The Forelli ExSess car. -5 more rampages around Liberty City. A few existing rampages received slight text changes. -Replaces the second Hoods skin (gang14) with a new Red Jack skin. The final Purple Nine skin (gang14) has been moved to be gang15. -Replaces one skin of the Yardies for a unique one. THE FORELLIS They spawn in Atlantic Quays and can appear either armed with a Pistol or unarmed. They use models gang17 and gang18 and become hostile after Dead Skunk in the Trunk. THE PURPLE NINES They spawn in Wichita Gardens and can appear either armed with a Baseball Bat or a Micro Uzi. They use models gang15 and gang16 and are hostile after Uzi Money, but will disappear after the mission Rumble. OTHER PICS: Credits: Juarez - for the gang adding .asi script Mr. Jago - for the Forelli ExSess car Jinx - for providing the handling line of the Forelli ExSess and preparing the new Yardie model ages ago Whoever made the vehicle audio loader plugin, the car handling adding plugin, the limit adjuster etc. Me - everything else LINKS: V2: https://drive.google.com/file/d/1gCtCeraHb-1sSv1UEeEFE_tQQ96wR8MP/view?usp=sharing V1: https://drive.google.com/file/d/1nVe1KxgqW6_2n6C6pI6S8DEtzJsp0bQd/view?usp=sharing
  17. The Hero


    I reimplemented trails in III and VC using d3d9 pixel shaders to remove the blur. You need a d3d8 to 9 wrapper (d3d8to9 included in the zip as d3d8.dll) and rwd3d9.dll, which adds d3d9 functionality to renderware (also included in the zip, but see the topic: http://gtaforums.com/topic/819551-rwd3d9-d3d9-extension-for-rw/). As of version 1.0 (finally a proper version number) it exposes some settings in the debug menu In III disabling trails now removes the overlay completely as there is no point in rendering the half-assed version. This mod also enables the trails menu option in Vice City, thanks Silent. See this post for some screenshots of VC: http://gtaforums.com/topic/750681-skygfx-ps2-graphics-for-pc/?p=1067959209 Get it here: https://github.com/aap/sharptrails/releases Changelog: - no version number: the basic features of this mod - 1.0: support for debugmenu - 2.0: support for skygfx postfx Enjoy!
  18. Interactive Pause Menu Map Adds an interactive map to GTA III and replaces the default one on GTA VC, with the ability to display blips, markers, a waypoint and zones. Screenshots: Download Source
  19. Orto_Dogge

    Whole Another Yardie

    It is known that both Yardies models in GTAIII are the same, so I decided to bring a little variety to Uptown Liberty City and create a new one. Since dress code in local gangs is very strict, he wears the same clothes as the other member but rocks the dreadlocks without the cap. Looks lore friendly and authentic. I used an XBox model as a base, so I'd like to thank the team behind "XBox Version HD" mod. Thanks so much guys, your work is invaluable! Download
  20. Sergiu

    Grand Theft Auto 3D

    GTA3D Mod. Bringing it back to the way it used to be, step by step. Grand Theft Auto 3D is a team effort to bring GTA 3 back to its earliest stages. The mod has been built from the ground up to be as carefully-constructed as possible, and uses a combination of in-game leftovers, HD texture sources, and handmade assets to recreate Portland in DMA's original vision. Click the image below to download Public Build 1 - Back to the Streets: For now, the mod uses a modified freeroam mission script by default. No missions are implemented in this build and it's not recommended to play through vanilla III with the mod enabled. More info in the Read Me. Known Issues The HUD/frontend has some problems: The money counter does not work properly, the names for the Audio Hardware options are too long to fit, and there is no widescreen support. Some final III HUD elements are still in place and clash. We tried to fix as many crashes as we could, but some instability may still be present in the mod. Only the American text has been changed for now - sorry! The original alpha Bus and Tank models only have one door which causes crashes in the final game. For now, we've added "fake doors" to these models that allow you to use these vehicles while we decide how to tackle this issue. Many leftover vehicle models have odd dummy placement that causes drivers and passengers to clip in odd ways. These will be fixed in coming updates. Screenshot album - Images are in random order and not representative of progress. Sergiu: Leader, Mapping, Timecycle, Car Colors, and Feedback Son Of Big Boss: Vehicle Modeling The Hero: Coding, Map Design, Tool Creation, and File Hosting _𝓐𝓖: Lead Feature Implementation and HUD/Frontend Design Fire_Head: Particles and Misc. Coding guard3: Lead Scripting and Testing Gamerjman19: Radio Mixing and Testing R4gN0r0K: Trailer Creation and Art Design HM128: Coded and did the basic design for the HUD/frontend erorcun: Re-implemented and polished the old unfinished police system Ash_735: Provided feedback on audio and modified the Microgamma font to closely match the screenshots DimZet: Discovered the original vehicle and pedestrian models, helped with coding ambient noises, and created a vast library of HD texture sources that has been very helpful in the mod's development. Kalvin: Trailer creation and help with character and HUD textures SpooferJahk: Radio Mixing and Misc. Texturing Derrick Keno, and Dwaine013: Misc. Vehicle Texturing Jinx: Misc. Mission Scripting, Misc. Texturing Jago, the original leader, for her enormous ammount of work. Everyone involved with the creation of re3, whose limitless knowledge and help allowed the mod to move forward as a fully-realized game. Alex (gtabeta3), whose original GTA3 BETA WIP served as an inspiration. Original team members who have since moved on, like Jeansowaty, IgorX, and //XP//. Community members such as Silent, spaceeinstein, and Vadim M, whose findings and research have given precious additional insight into GTA III's development. DK22Pac for making the first iteration of the HUD and offering advice. Our supporters, the people who have believed in us so far. Be sure to join us on Discord for the latest news, support, and discussion of all Rockstar Games related cut content! Like cut content mods made with a ton of effort? Be sure to check out Vice City: BETA Edition!
  21. Matt1010

    GTa2 sounds for Grand Theft Auto: III

    Welcome to.. this. This modification gives the game some GTa2 sounds. Poorly made, however. (like vehicle engines and police dispatch that almost makes no sense) I consider this a v1.0, since: -there are some sounds that need to be replaced (pedestrians voices, vehicle horn sounds etc.) -I should also use some original sfx.raw/sdt since I used GTa3D's. (this mod was, yes, originally made only for GTa3D) I plan to release a 2.0 soon that will contain better vehicle engine sounds and other stuff that I missed in the previous version. If you think you can improve it/make an enitre better version than mine's, feel free to post it here! (you'll get a cookie or something, I dunno) For now, enjoy this crappy version! DOWNLOAD [also if you spot/hear any errors such as an earrape noise, unexpected crashes (yes, sometimes even the sounds can make the game to crash) or.. anything that is out of the place, please do report!]
  22. Orto_Dogge

    Bulletproof Patriot Spawn

    Ray's bulletproof Patriot is now available any time after completing the mission "Marked Man". The process is lore-friendly and authentic, copying the mechanic from Import/Export rewards. Just come to Ray's garage in Newport, pick up the GTAIII symbol and step outside: car will be delivered in a second. Very useful to get your bulletproof Patriot back in case you lost it, without breaking the lore of the game. Download
  23. Live Requests A radio song selector mod for GTA 3 and Vice City by @H-G About: Videos: Download:
  24. charle

    Charle Workshop

  25. Silent

    III Aircraft

    III Aircraft Oh well. For some reason, Rockstar never let us fly with proper aircraft in III-era Liberty City - both GTA III and GTA LCS didn't feature usable helicopters nor planes (although they could be spawned in LCS). However, due to the fact Vice City was developed at around the same time as III, some code got mixed up. Luckily for gamers, one of the mixups was proper helicopters and planes handling! This modification brings several helicopters and planes from the other GTAs to old good GTA III. They handle almost like their VC/SA counterparts, although they may feature some minor differences. Thanks to III CLEO* they'll also appear spawned on the map in several locations. * Not available for Steam version. Featured aircraft list: Maverick LCPD Maverick LC News Maverick Hunter (with functional weapons) Armadillo Dodo (full-winged) Skimmer Biplane Screenshots Maverick Police Maverick LCN Maverick Hunter (with functional weapons) Armadillo Dodo Skimmer Biplane Showcase videos Two videos from testing phase, just to prove I'm not a liar http://youtu.be/7aEi_Sa2dbk http://youtu.be/-wgxVklnnn0 And a proper footage: http://youtu.be/C4A6VlTKUj4 Rotors test: http://youtu.be/bQGKACEMuJo Weapons test: http://youtu.be/XN9gD-3ht-E Dodo test: http://youtu.be/NcXtlT6UcsQ Download As GTAGarage widget is gone for now: http://www.gtagarage.com/mods/show.php?id=24533 Mod Loader version: https://www.dropbox.com/s/brr07g4jqo5x4rk/iii_aircraft_1.1.zip?dl=1 Supported game versions GTA III 1.0 GTA III 1.1 (planned) GTA III 1.1 (Steam, planned) - CLEO features unavailable (no spawned helicopters) Credits @Luten - aircraft models
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