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The thread that started it all


Demarest
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Okay I would take me an age to check if all the files are there so I randomly looked at 10 and they were all there so I expect they are. The pager file is there and the audio runs perfectly in Vice City so there shouldn't be anything wrong right now I'm reinstalling as I messed up the files trying to install the missions if you could also tell me where to put the files in that as some aren't mentioned where they go jeez i have alot of problems anyways thanks for the help.

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spaceeinstein

GTA:LC Objects/Texture Pack

Read the ReadMe, that's what it's for.

 

This file has textures and objects from GTA3. The textures are DXT compressed with munimum texture loss. The objects are

from GTA3. However, the lampost and the phonebooth are 2Ded.

user posted image

 

--------------------------------------------------------

Textures DXT compressed by me with minimum texture loss

--------------------------------------------------------

gtaiii

metal

lighthouse

fishwall

indhospital

comjetty

comsky3

cskydark

trackshad

icons3

dynhydrent

--------------------------------------------------------

Any other TXDs have textures already DXT compressed with texture restoration by me.

Ignore post below me.

Edited by spaceeinstein
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Hey, I have downloaded GTA: LC and it works fine unedited and unmodded. I read through the train thread and found the link to download. GTA: LC runs fine as the original download, but as soon a i add the Train update or the MAIN.scm update the game just crashes at the fade-in on new game...or the loading on Load-game.

Any ideas? I hear many people saying the train mod works fine. I have followed what little intructions there are in the readme extracting the files and adding the 4 quoted into the image file.

Im all out of ideas tounge.gif

 

cookie.gifcookie.gif For the work you guys have done so far. This is an awesome Mod! biggrin.gif

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Craig Kostelecky

Did you add the dff and txd files to the gta3.img file? Did you recompile the image after you added those files?

 

If none of that works for you, your next best option would be to contact me (via PM) about downloading the beta files. I can guarantee the train will work then.

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biggrin.gif first thanks to all the people who are working on this mod just amazing biggrin.gif whenever i jump in a spot where the camera view changes it starts raining. and when i try to install the missions the game crashes with the loading bar about 5%. I've seen others with this problem but have not found anything that solved this for me yet. Is there a place where there is a FAQ or step-by-step for installing the mission code? sorry if I missed the answer somewhere.

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People will say "Don't Gravedig" but I have to bump this up. Is it possible to change the font HUD's color (i.e. Health, Armor, time, etc.) to GTA3's? This could be hardcoded, but it's worth a shot.

 

-KoLSPD

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Craig Kostelecky

We previously thought it was impossible, but there's been some things that make it seem like it can be done. But I don't think anybody knows quite yet though.

 

Keep those fingers crossed.

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Craig Kostelecky

Let me know if this picture is too big for anybody. It's 193 KB.

user posted image

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I like them too, but the pink in the GTA3 bonus icon, I assume is hardcoded. And good work on all this. GTA:LC is beginning to look alot better now. Keep up the superb work on this project.

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Great, when I added the train update, the collision files, etc. this came up.

 

Unhandled exception: c0000005

At address: 00466b39

 

I added the files to the gta3.img that are needed for the train (.dff and .txd) and I got that message above. Also, I added the main.scm needed for the train.

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spaceeinstein

GTA:LC Cull.ipl v3

The cull creates waste/rain free zones and controls camera movements in certain areas. This version is less messy than the other.

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On the note about the HUD, I don't know if it's been mentioned, but:

 

I thought to mess with the HUD colors, and assign each symbol a color, this is what I got:

 

user posted image

 

As you see that the time and money bar have different colors when I assigned them the same one:

 

user posted image

 

user posted image

 

I think that color tints are hard coded, since the texture is white and the alpha isn't colored in any way, and the only way to change the colors to gta3 without messing with the .exe is to assign each symbol a color, and the ones that are 'tinted' should each be given a color, if the money bar in gta3 is blue but when given that color in the .txd, it's green ingame, that means the game (or exe) mixes it with another one, and those "tints" should be mixed with colors that create the required one (e.g. blue + yellow= green).

 

Now that didn't help/explain a bit eh? blink.gif

Edited by Black-hawk
user posted image
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An interesting point...

 

One goal we hope to accomplish is at least have up to "Blow Fish" or one of Salvatore's missions done by the end of this year. The assassination, offroad and gang missions are already finished, and Luigi's Girls/Give Me Liberty is being worked on.

 

We have to work on it slowly, because of the bone mass structure for each main character (except Fido, and I think 8-Ball is finished) is being worked on.

 

Back to the mission coding, again...What goal mission do we hope to at least finish up to by the end of December?

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Mark Pagliaro

No one is on peds right now as far as I know. My computer is messed up so bad I may not have it for the next few weeks. I will loose everything I have on the harddrive because the schools solution is to re-format all the time. (The fans no longer work so they will fix those and reformat anyway) I will have to download eveything again that I haven't backed up. So this will slow down mission coding unless the coders use placers in the coding and when the ped files are done we just follow how they are called in the scm.

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IIRC, Delfi had addresses for colors of HUD items in is address topic. They could be easily modified with the launcher if this is indeed the case.

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AdTec_224, I know how to get to the GhostTown. In fact my current project is very much related to Ghost Town. Here are two pics:

user posted image

 

user posted image

 

Details in CUTSCENES topic.

Edited by Hammer83
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OK, people, great news.

 

It seems that we'll be able to convert all the cutscenes from GTA3 to LC, apart of maybe one. You can get a teaser of what I'm working on right now in SCREENSHOTS. I spent the whole weekend trying to figure out the math of cutscene conversions. It's now pretty much finished apart from ped hands which I'm still doing wrong.

 

I've tested on Marty Chonks and Intro cutscenes and the both work. One problematic cutscene is the second intro with the bridge explosion. This one reads paths the cars should follow inside the gta3.exe from files map/paths/chase%d.dat. The opcode for that is 0354 and as expected, it doesn't work in VC. But other than that, all cutscenes are pretty much routine to convert, that is if I figue out the correct rotation quaternion for hands.

 

Damn linear algebra, anybody good at it? The problem with hands is that they are rotated to the sides in the VC models and parallel (or almost) in GTA3 model. If somebody can construct a quaternion that rotates GTA3 hands in VC position, I would be so grateful (PS, the fact that the whole model is oriented differently doesn't matter).

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These are just some random thoughts

 

I'd like to see someone switch the police mavrick at the casino and the Mavrick at the airport. That police cruiser has to be by the helipad for some reason

 

Since a Love Media retex of the VCN Mavrick is a WIP maybe the VCN Mavrick should be moved closer to the Love Media Building

 

I'd like to see someone add on to Ghost Town (give the buildings more substane, add some land) and link it to shoreside Vale via one of the tunnels

 

I think it be interesting if someone could raise the flight Ceiling so the helicopters can fly up to the observatory

 

Maybe the ineriors for the Vercetti estate can be altered and used to make an interior for Catalina's mansion

 

As an alternative to the love media chopper maybe the VCN Mavrick could be retexed into a "LCN" Mavrick and if there is room the VCN building could be added and retexed into a LCN building

 

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Craig Kostelecky

@Mark: We can use temp peds until they are properly converted. So don't worry about converting them for a while. I think the plan for beta2 is to release what we've been testing lately (as soon as I fix a few small bugs). I might wait and see if jcab can fix a few graphical issues as well. But stability is the most important thing.

 

@King of LSPD: Where did you get that timeline from? I have no idea when we're going to get to the stroyline missions. With Hammer's cutscene progress, one major hurdle has been overcome. I would like to get back to converting missions again though. The last mission that I converted (paramedic) only took me about 10 minutes to do. There wasn't a single bug to fix in that one. Most of the missions require a lot more work though. I can usually get a mission playable in Vice City's engine within a half hour, it's just very difficult (and time consuming) to get them perfect.

 

My biggest concern is how much I'm going to work on this once San Andreas is released. Perhaps I'll wait to buy it (as I'm pretty broke anyway) and keep doing this. Like I said before, I'd really like to get back to converting missions as it is my favorite thing to do with this mod. But until the beta is released, I won't be doing any new missions.

 

Completely offtopic postscript: Tonight was a bad night to be a Packers' fan. I was at Lambeau Field to watch the beating that the Titans gave them. Hopefully Green Bay will find a defense that can play sometime soon. [/offtopicness]

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Craig Kostelecky

I just looked at the post Delfi made about the HUD addresses and I found this:

 

sorry.. but no font colors were found..

Although ModelingMan and TwoZero have been looking at the exe in that particular area (the HUD) so maybe they'll find it.

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Craig Kostelecky

I like the progress I'm seeing. I wouldn't worry too much about getting the opening cutscene to work. Most people will watch it once and skip it every other time. And since most of the people who play this mod have already played GTAIII, I think it'll be skipped a lot.

 

I wish I could help you with the math, but I only had a couple of semesters of discrete mathematics. I never got the chance to take linear algebra.

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Mark Pagliaro

I can not believe what I am seeing. The mod seemed dead for awhile until PatrickW revived the train and craig's work on the beta. Seeing this pushes the mod to go even further. I am astonished. Although I fear in 2 weeks time I will be gone from this mod for awhile. I do not want to leave but I know I will be glued to San An.

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Mark Pagliaro

Delfi found addresses to move them so if we move them offscreen and use spookys method we could draw our own hud. I have been reading into spookys stuff but that is not my area of expertise.

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All addresses are for VC 1.1:

 

Money color: 0x5582C3.

Health color: 0x5588D6 or/and 0x558BB9 or/and 0x558C75

Armor color: 0x558E36 or/and 0x558EE5

Time color: 0x5590DE or/and 0x55913C

Wanted stars color: 0x559187

 

There are also colors for [i assume] shadows etc in the area.

 

No time to test it now, hence ands and ors.

 

If somebody can play with these values, determine which one to use I could add this to launcher. I have to modify it anyway for cutscenes.

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