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The thread that started it all


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Mark Pagliaro
Well I started work on OJG_P however I am still one who uses closests bones. I am going to try and look into doing my own bone weight asap. It is just that I still do not know my way around the blender interface no matter how many time MM has explained it to me sad.gif . I am trying out MM's new way of patching vs my old way (I cheated and used VC bodies with LC heads see gang members). I must admit it seems to produce a more GTAIII like outcome so If I can get them down pat I may consider redoing the gangs so all models are consistant.
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GT-1 sneaks in

 

Yea im late just wanted to add a congratulations here also, long live Killer.ip wow.gif

Killer.ip ruled, shame he left us - God knows what he's doing right now.

adam broke it.

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Aenima101, you need to copy audio folder of GTA3 as audioLC folder in Liberty City installation directory.

 

glenster, Won't run meaning that it crashes when you press start a new game or it doesn't even start when you run gta-lc.exe?

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I just saw this by Kam:

 

http://www.geocities.com/kam_b_lai/GTA/gtamax.htm

 

It actually works!, and i was able to get the player model to go into it, this means no more need for blender and making peds much easier colgate.gif

 

Ill give it a shot now !

________________________________________



SODO-MOTO


International Vehicle Importers

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Mark Pagliaro
I just saw this by Kam:

 

http://www.geocities.com/kam_b_lai/GTA/gtamax.htm

 

It actually works!, and i was able to get the player model to go into it, this means no more need for blender and making peds much easier colgate.gif

 

Ill give it a shot now !

I fail to see why this means no more blender? I had max 3 but could not use the physique modifier to create the bone as it will not work in my version. There has always been an export aswell for Max. Only new thing in the importer.

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Craig Kostelecky
Omg Craig has that pic in his image rotator inlove.gif .

Yup, there's a couple I'm using and I liked the way that looked. My current favorite is the one with the broken bridge.

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oh well thats just what i assumed, sorry, i could never get blender to work for me, I'm not even sure if i can even modify the player models and get them working ingame with the script for MAX, sorry about that confused.gif

 

btw did you ever release that camper you made based on san andreas? i loved that thing inlove.gif

________________________________________



SODO-MOTO


International Vehicle Importers

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Mark Pagliaro
I lost the camper files sad.gif I have pre-released it to a fellow forumer who is inactive but will try to get them off him if you would like you have them.
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Not sure if its ok to ask this here but its a better place then any, but after flying back to Liberty in San Andreas, and seeing the bistro and that area covered in snow, I was wondering if it would be possible to makea mod of Liberty with snow?

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Hammer83 if you need any help converting the co-ords to -350x for the chase.dat files I could do them all pretty fast. Although they can never be called by the scm. Unless you can get vehicles to follow objects then we could make spathx.dat files.

Mark, thanks for teh offer and for the compliments. I already have the program in place to convert chasex.dat into spath.dat. There are several problems with wanderer implementation though at the moment:

- Those files are huge, each generated spath has 5400 lines (I believe), it seems that the game has some limit on the size of the file it can load.

- I didn't test it yet, but it seems it will not work on cars and as you said we'll have to make the car follow some object (or create an object as a car model)

- It seems that apart from coordinates, there is time encoded somehow in the chasex.dat files. I haven't figured out how yet, I can only extract the coordinates. But to control timing of wanderers (and there will be 14 of them I believe), will be a major coding undertaking.

 

ModellingMan, sorry I can't upload the preview with the new models. No time to record it, but playerx looks good.

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The purpose of this topic is for you guys to discuss what you want about GTA:LC, it has also been created so that you won't have to create new topics asking one or more questions which have been answered many times before.

 

So please, keep this forum tidy and have nice discussions.

 

Thanks.

abstract_sig.png

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Not sure if its ok to ask this here but its a better place then any, but after flying back to Liberty in San Andreas, and seeing the bistro and that area covered in snow, I was wondering if it would be possible to makea mod of Liberty with snow?

This isn't related to this mod but I'll answer anyway. It has been possible since the beginning to create snow mods. But you'd spend quite a while adding snow to all the buildings, etc. The quickest snow mod would be to remake the rain texture.

abstract_sig.png

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Craig Kostelecky

I'm going to have a test release (not a final release) in place really soon with all of the cutscenes in place. That way all of the modellers can look at how the characters move in the cutscenes. I'll post again when it's ready so all of the new modellers can ask for a copy as well.

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Craig Kostelecky

Good idea James. Let's see if it works.

 

Tonight's going to be busy for me. After the Packers play today, I'll be working on getting my files stable and uploaded so jcab and DJQ can get some of the mapping issues fixed. The cutscenes will also be integrated in every mission so each modeller can see how their ped looks animated.

 

At least I hope to finish it tonight.

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im sure this probably is'nt the right place, but i have gotten 2 gta3 players in vice (im very proud smile.gif) but they are on their sides and look very stretched and like a monster, as Modeling Man said its cuz i need to centre the axis but i have no idea how sad.gif

P.S i think im the youngest to get a player model in-game, im 12 tounge.gif

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Craig Kostelecky

This thread is okay for just about anything. So while you could have posted in the PEDS thread, it's okay here too.

 

Some pics might help for us to offer advice though.

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Mark Pagliaro
Well since a max importer/exporter is in developement/beta release I was thinking of redoing all the 2d effected objects to be whole again in 1 object leaving the ID's used in mapping for other mods. This is assuming prelit data is saved on import and export. it will also cut down the GTA3.img file.
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G®€€n Lan†€®n

you dont mind if i push Black-Hawk and AZO outta the way for a momment.

 

GL wants his photographer spot back for a second.

 

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Craig Kostelecky

Before you do anything like that Mark, you may want to talk to jcab first. He's working on a lot of mapping issues right now. That way you're both not doing the same things. And maybe you can offer him a hand as he seems even more ambitious than I hoped he would be smile.gif

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Mark Pagliaro
Well I am going to run a test run on the train tracks (thats how I got started in LC and how killer.ip got on a roll) and if it works then I'll consult jcab if needed.
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Well since a max importer/exporter is in developement/beta release I was thinking of redoing all the 2d effected objects to be whole again in 1 object leaving the ID's used in mapping for other mods. This is assuming prelit data is saved on import and export. it will also cut down the GTA3.img file.

That would be awesome if it were be possible.

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glenster, can you download DbgView and keep it running while loading GTA: LC. When it crashes, post the last few entries in DbgView, it could help find the cause of the problem.

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