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The thread that started it all


Demarest
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Yes, the code can remove the pipes. Not a bad idea really. The code is going to be bloated because I'll have to write things that were hard coded in GTA3. If there's space left, I will add that feature into the unlocking of SSV if nobody has any opposition to that idea. I don't feel removing the pipes is contrary to the GTA3 authenticity as its only purpose is to limit you getting to SSV prematurely. Does this mean you are going to extend the pipes to the northern border?

 

Think about the media chopper though. Love's building is not a media station, it's an office building/condo. Head Radio is the only media station in Liberty.

 

Being that Catalina takes off in a chopper, having one at the Columbian mansion is a great idea. I think a Maverick would be most appropriate. Not only do I favor phasing out the Sparrows for the release, it's also the closest one to what she actually used.

 

No assets. GTA3 didn't have them. However, once LC is completed, I think assets will be one of the more interesting add-ons that we can work towards.

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If i remember correctly, Catalinas chopper comes from the 'picnic area' down the cliff. Theres loads of room there for something like a helipad there too.

adam broke it.

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I disagree with have the Vice Cheetah at all. We'll already have the FBI Car. GTA3 did not have the benefit of a law enforcement sports car. We may still have to address the Vice Cheetah and possibly replace it with another Police car so that at 3 stars, you're not handed something you're not supposed to have.

Maybe we should come up with something totally new to replace the Vice Cheetah? An LCPD Landstalker, perhaps?

 

Errrr...yeah...the authenticity thing...maybe have that as an addon. :-\

 

 

Head Radio heli/helipad: What do we do?

 

Dunno. I'll look around for other places to put helis in Portland. When was the last time a radio station had its own heli, anyway?

 

 

If nothing else, we could just assign it as something peds drive, but not actually park them anywhere.

 

Definitely at the least, leave them in traffic.

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Outback' date='Jan 26 2004, 16:11'] Maybe we should come up with something totally new to replace the Vice Cheetah? An LCPD Landstalker, perhaps?

I appreciate your participation, but I am growing tired of stressing that the project's goal is a GTA3 port. Obviously somethings make that not possible, but we can stay within guidelines as much as possible. The reason for this is because that is the foundation. Once that is released, THEN people can start pitching in with all their upgrades, mods, etc.

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I appreciate your participation, but I am growing tired of stressing that the project's goal is a GTA3 port. Obviously somethings make that not possible, but we can stay within guidelines as much as possible. The reason for this is because that is the foundation. Once that is released, THEN people can start pitching in with all their upgrades, mods, etc.

I know, I know. :X

 

That's why my next like was

 

Errrr...yeah...the authenticity thing...maybe have that as an addon. :-\
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Please dont remove the lame bikes or helis or cars Please!!!!!

Do you think you could make some more GTA3 appropriate cars to to replace them rather than delete eh?Vice City was fun because of the variety God know's it wasnt because the maps or plot was good!!!!!!!!!

Unlike GTA LC the good maps good plot and now a variety of bikes an heli's so shweet an im all for replacin vice cheetah,I just ask if you would leave the extra variety!

By the way i found some bugs at the air port theres shadows of helis that are not there do you think you could get some one to delete them and place helis there instead.

And also You've got jumbo jets wandering around in thin air above the water for take off blink.gifrah.gif

Dont think I'm compainin I love this mod and the last couple months has consumed my night life unfortunately LOL!An I realy appreciate the good work an hard effort thank you!!!!! [email protected]

Edited by [email protected]
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Mark Pagliaro

Sorry I did not mean to turn this thread into

 

"We can place a helipad here"

We can replace ..... with...."

 

I also agree with the vcpd cheetah not being an lcpd cheetah as gta3 didn't have this but then we'd be faced with the problem of how to stop them at 3 stars. also since the car is a two door car we would have to replace this with another two door car. Unless the car is only referenced through id then we can comment it out. Actually we can even replace it with the cop car again just the back doors won't be functional. Again unless it is referenced through id.

 

Also the hunter doesn't have to be after 100 hidden packages I just think it should be unlocked somehow as I don't thnk it should be available to you from the start. Maybe a purchase? A couple million though. Its all part of the fun aiming to get the goods. I mean vice city made you work for it and if gta3 makes you work for the tank you should have to work for the hunter.

I personally would want to purchase the hunter as most of the stuff at the army surplus has to be purchased and it could add use to the money system.

 

 

Demarest.....I'll add a Skimmer at the underpass, but that may interfere with the missions that spawn a boat there........

 

I forgot about the boat being there in a mission. Its too bad because that is a nice location for something like that.

Edited by MarkPagliaro
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**UPDATED**

 

Water Fix V2: Removed water from All Tunnels + Junkyard. Blue water right to the shore whereever possible

 

Download Here

 

The VC system is a little buggy. Certain parts of the water will still show up from certain angles when approaching certain areas, but when you're actually there you won't see any water, or at least I haven't yet.

 

Some gaps between water and land have been made around cerain areas (to remove any sign of water from the tunnels), where the single-layer water may or may not appear correctly, and if you fall into this area, you will just fall through into the depths below rather than drown.

 

These gaps will need to be closed at some point. The easiest solution would be to put an inclined and invisible COL here to guide whatever falls to where it will actually drown. It doesn't take much of an angle to make things slide in this game.

 

The Problem Areas:

1. Seawall around the Portland tunnel entrance and junkyard

2. Area near the Eastern end of Staunton around the subway station

3. Section of shoreline on SSV near the Lift Bridge (you will drown here, though)

 

4. The Cochrane Dam area is the most problematic. There is a small depression in the land on one end that is now a puddle, but that can be fixed quite easily by raising the land in that spot.

 

My idea is to add a new section to the seawall around the Seawall with some docks attached, but I'm figuring this would be best left as an addon. #2 and 3 can just have the land nearby tugged over them.

Edited by [4D]Outback
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@[email protected]: The idea is to keep it as GTA3 as possible. But we're putting it into the VC engine for various improvements like helis and bikes. So just have the PCJ and a couple helis will be good enough. But just like GTA3 and VC, you can mod your copy to be however you like, so I wouldn't worry about it. Also, the airplanes are off to the side and have no COL, so it's very low priority. If you want, go ahead and open the necessary text file and start transferring the coords smile.gif

 

@Mark: What if we made the Hunter there after you pass The Exchange, just like the Rhino? I agree with the unlocking part; it's just a matter of what condition. And don't dismiss the Skimmer. We'll have to test it out. I believe it will be okay based on other jobs I've seen

 

@Outback: The distant water is not as big an issue as the up close water, so good job there. Do you feel like continuing on? There are lots of places where where the water along the coast is incomplete. Have you given up on the pipes?

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@Outback: The distant water is not as big an issue as the up close water, so good job there. Do you feel like continuing on? There are lots of places where where the water along the coast is incomplete. Have you given up on the pipes?

Yes, I'm continuing on with fixing the water. Portland is done, working on Stauton now. I found three more sections (one on each island) that will need to be patched up somehow, and I'm not expecting to find any more.

 

Cochrane Dam isn't going to be perfect, but I'll try to keep the poke-through to a minimum.

 

I'll update the file when I'm done for the night, which may be the completed version.

 

EDIT. Water is fixed as best as possible. Check my last post for info + download.

Edited by [4D]Outback
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Quick question about map editing: Do the coords listed in the IPL line up with the model's 0-axis or the actual center of the model?

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ok finally, update for the paths

 

that link is for my work only, which includes, cars+ped on the 3rd island and peds on the 2nd island. However, as working on the paths is such a time-consuming and exhaustive work, I couldnt be bothered to switch from vice city to gta3 all the time to look for specific details, so heres where Im gonna need your help, look for specific places where there should be peds in gta3 and there arent in my release, Im talking about details (alleys, parks, gardens, subways, stuff like that) as the obvious sidewalks are fine, then post a pic of the map with a circle or something pointing the place where peds are missing (pic is necessary as I dont know the names of the streets by heart). Any help would be greatly appreciated, and this only applies to the 2nd island btw.

 

pd: the almost-impossible-to-notice bugs on the third island I mentioned before, are fixed in this release.

 

EDIT: the paths.ipl file goes in the data\gta3maps folder wink.gif

Edited by kipo
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Quick question about map editing: Do the coords listed in the IPL line up with the model's 0-axis or the actual center of the model?

 

I think that they are from the 0 on the X and Y axis of the model if i remember correctly.

 

Ill get the files listed on the site as soon as possible, and ill stitch together the new paths with Knux, if thats ok. Should get it done some time soon.

 

Thanks.

Edited by Smithers2

adam broke it.

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Mark Pagliaro

LCPD Police Maverick:

Nothing big just through it together. Manual install as I can't be bothered to make an install script for a single txd change. [last post was edited so it no longer has the pics] To keep it GTAIII style carcols should be blue and white as this is the color of the chopper that chases you.

 

Link to download:

Polmav.zip

LCPD Police Maverick Pics (Ingame):

user posted image

user posted image

 

About Love Media Maverick:

As I stated earlier the VCN Mav doesn't take kindy to being edited. If it is TXD only it is fine but as soon as the dff file is edited the game will not load. Also looking at the dff file the prim and secondary tags are not attributed, yet the vcn mav shows up white and blue in the game but in zmod it is all blue.

The carcol.dat file aslo shows white and blue however the blue is an incorrect blue.

user posted image

work so far (doesn't work in game)

user posted image

 

If I can't get a Love media heli due to the color error I'll change it either to head radio (which is blue) or an LCN heli.

 

Also note I haven't fogot about 2d fixes they are looking well

Edited by MarkPagliaro
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I've added the Portland paths to Kipo's release. You can download it here

Just a small remark: I don't think there were peds under the liftbridge, but I can live with that biggrin.gif

 

Plus, I don't think the water problem has been tackled yet:

user posted image

Only thing new is that it flashes for a sec when I drive trough it, I can still see it all the time when I'm under it or driving up to it.

 

Skidz, man, you rule! Thanx so much for the no-loading-screens fix. It's awesome.

 

P.S., Are you still going to release upcoming fixes next to the updated install? I like my cars, modded or not, the way they are now. It's perfect. No matter how much I love the Banshee smile.gif I don't need the other 39 cars with that...

 

Oh, and Mark...Don't take this the wrong way, I'm not trying to offend you, but that VCN chopper looks a bit...y'know...gay. confused.gif

Though somehow it seems fit for Love Media.

Maybe you should tone down the color a bit. I don't know what other colors you (might) have planned...

But great job on the Polmav tho, it's awesome.

Edited by Guest
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Mark Pagliaro

largopredator

 

No offense taken don't worry about it.I am however going to explain those colors. Pink and Yellow are there because those are the official love media textures See Here and here is a pic of the logo

user posted image

 

Also GTAIII cars will be ported and so far a release is in order by our team but no word on who will compile it or when as well as a host. GTAIII cars may be included in the release or may not as well as my 2d fixes as demarest stated because these are dependent on time.

 

 

Just thought I'd explain myself.

Edited by MarkPagliaro
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Just a quick one folks, heading back to work in a mo so I've only just got time for a couple of words.

 

@kipo - the new ped paths are working great, all the more incentive for us to start brushing up on blender & 3ds in anticipation of the upcoming tutorials.

 

@largo - not sure if anyone else is having the same problem downloading the combined paths, but if it's not just me could you zip the file up and reupload it? At the mo I'm either just getting the data printing on the page or an error when I try to Save as.

 

@Outback - good work the water fix. I didnt notice any in the areas we were experiencing before apart from a little at the Dam, but there still seems a chunk missing next to the Lift Bridge:

 

user posted image

 

@Mark - fantastic shade of Royal Purple for the LM chopper, would have cost a small fortune to paint it like that. wink.gif

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Well, seems like the water problem is solved...in some, strange, inexplicable way. Because the updated WATERPRO.dat didn't seem to work, I replaced it with the one I backed up a while back. And suddenly all the water in the tunnel and junkyard is really gone! notify.gif Though I could see the 'half' water areas around the tunnel entrance and other places, like in the updated .dat...very strange...

 

Also, I found a rather unusual, yet small glitch in the parking garage. It's shear coinsidence I found it.

user posted image

At the 3rd level (the one below the open-air level), the first row of parking spaces have some strange COL's in front of them. In the pic I'm standing right in front of one. Impossible to see, but obvious if you drive against it.

It's kinda like some sort of tiny invisible pillar (like the ones underneath that construction site building where you had to do the RC chopper mission for Avery Carrington.)

It seems only several parking spaces in this row are affected, but there could be more.

Sorry for the kinda vague directions, but it is quite hard to explain. You need to see it.

 

@killer.ip-sure thing, the zipped paths are up right now. It's possible my site could be offline temporarily when you check it, it tends to exceed it's bandwith limit sigh.gif

Yeah, that missing part next to the lift bridge has been there for a long time.

Edited by Guest
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@MarkPagliaro: What happens when you change the colors in the Carcol.dat? Since you say the blue listed is incorrect, it may be either unused or it corrects the texture's blue. Probally a last-minute fix of some sort.

How do the LM textures show up ingame?

 

@largopredator: Maybe you overwrote your "Backup" instead of the main one. tounge.gif

 

@killer.ip: I tried filling that in but the nearby tunnels became flooded. Nothing a little tug at the shoreline can't fix.

Edited by [4D]Outback
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@Mark: Cool work keeping the helis "authentic". I too really enjoy the coloration of the LM heli.

 

@largo: That's normal. If you go to the carpark in GTA3, there's one invisible col that I seem to hit every single time I do Multi-storey Mayhem. It's annoying, but it is meant to be there.

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Mark Pagliaro

Thanks for the support guys.

They look authentic because I haven't changed them except the logo's very easy work. Although I can't get passed the VCN Mav error right now. I have a few ideas to test. It's really weird. but if it all worked out the Love Media Mav wouldn't be colored the way it is in my zmod pic. It would be more like the vcn but pink and white unless it doesn't look to good then I'd go with the zmod look. As you can see I referenced the vcn mav too. Also when I stated the game wont load I meant it wont load the newly edited mav. Game loads fine. I have tried editing the carcol.dat too but this causes all parked cars to dissappear or does't load the vcn mav.

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PineCreek-Skidz

MarkPagliaro, killer.ip: Awhile back I made COLS for donald loves roof. When you are doing the COLS for Staunton you dont have to worry about doing it.

COL's for Donald Loves Roof

 

In the COL file I have both COL items so you can stick them into the COM COL when you get to that point.

 

 

skidz

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Thanks for those Skidz, should come in handy and save some time too. smile.gif

 

Brings me to a question I meant to ask earlier, are the ceiling's for the aircraft going to be increased or left as they are? At the moment there's no way of getting to the top of Donald Love's building by air, the helicopters peter out at around the height of Staunton's police building.

 

I'm in the process of putting together the /data & /model folders for the first release. It's going a bit slowly because I'm logging what files are either being added or removed from those we originally received from WO, but they should be ready at some point tomorrow for a closed beta to make sure everything's in it's right place.

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Craig Kostelecky

Good work so far guys. I've been following along for a while now and would like to help out a little bit.

 

I'll start by reporting some bugs that you might not be aware of. First of all, if you've restored the original (GTA3) radio stations and you boot up with the Vice City CD in, the Vice City radio stations will play. This could be a problem if your exe will require the Vice City CD to run.

 

Secondly, I installed the LCPD Maverick texture, but the police helicopter that follows you with 3+ stars is still the Vice City chopper.

 

And this isn't a bug, but it may be a way I can help you guys out a little bit. I put all of the GTA3 cars into my version (directly from part 3, no reflections) and I updated the carcols, handling, and default files to the way they should be. If you want, I can provide these files, along with a readme of what exactly replaces what (I stayed true to what you guys did with all of the cars that spawn in LC.) The only thing I haven't done yet is update the collision files.

 

I'd be happy to help in any way I can. Just let me know.

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A teleport to Donald Love's roof would be better, IMO. Just a bit too high for choppers.

 

But anyway, yes, the ceiling should be raised abit, as it's hard to fly around parts of SSV as well.

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Secondly, I installed the LCPD Maverick texture, but the police helicopter that follows you with 3+ stars is still the Vice City chopper.

 

...

 

I'd be happy to help in any way I can. Just let me know.

I don't believe those files were included.

 

I also believe you just answered your own question. ^-^

 

EDIT. How do I delete my own posts on here?

Edited by [4D]Outback
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Mark Pagliaro

Secondly, I installed the LCPD Maverick texture, but the police helicopter that follows you with 3+ stars is still the Vice City chopper.

 

 

Craig:

Sorry I didn't properly explain the lcpd maverick. It is for aqll the parked mavericks, I guess when I was explaining the carcols I might hiave confused you. Sorry for this but thank you for the reminder of the chase copters. The problem here is I don't know whether to use the GTAIII as we are going for a port or the VC one changed to LCPD like I did for the parked one.

Edited by MarkPagliaro
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