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The thread that started it all


Demarest
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Can you post a copy of the log somewhere as that links to a download site and I don't know about other people, but TBH I don't really want to be downloading stuff like that from there (not saying owt about you, I just get paranoid).

 

And alot of people seem to be having this problem at the moment, it may be a major problem.

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Ok, so now we're getting somewhere. If zmod is giving you eye strain, could it be that there something wrong with your display settings? For instance, there's a fog setting you can turn off. Zmod is a good program, especially for something like this. I don't know how else you can so easily import a col and dff and compare them to each other and edit the col... if you spend any more time on it than that or if you end up with a higher face count than the original then seems like a waste to me.

 

Sorry, it's frustrating when you tell people the best way to do something and the only reaction you get is "zmod won't show you vertices".

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well, i think, if i have to add 25 faces to a colfile in order to be able to access its roof then so be it. Why dont you go drive around the airport, i think there are more original polys in that area then anywhaer else (there are models with over 1000 polys.

 

Sorry again, ZMod doesnt actually hurt my eyes, it was an expression, i meant i just cant figure it out.

All I have to do is import the dff and col into max, export both as dxf, then i import both to sketchup and edit. now how difficult is that? Did I meation that I did take the advice of editing the original col file? Im sorry if I had not, it really does make the difference. LOL, right now, I can actually reduce the number of original faces on the col and very much increase the accuracy of the file as well. example: iten_block01(original faces 127)(now 63). Thats pretty good don't you think?

 

 

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I got this when i tried to load my game

 

Exception at address: 0x0044E037

Last opcode executed: 0042 egf

In thread: toni2

 

Registers -----------------------------------------------------

EAX: 0xFFFFFFA7 EBX: 0x007E3F30 ECX: 0x007D743C EDX: 0x007E3F40

ESI: 0x007E3F30 EDI: 0x00000000 EBP: 0x007E3FB8 ESP: 0x0012FD04

EFLAGS: 10000001000000110

 

// THREAD "toni2"

0003F965: nop

0003F967: nop

0003F969: nop

0003F96B: nop

0003F96D: nop

0003F96F: nop

0003F971: nop

0003F973: nop

0003F975: nop

0003F977: nop

0003F979: nop

0003F97B: nop

0003F97D: nop

0003F97F: nop

0003F981: nop

0003F983: nop

 

and it goes on like that until

 

// THREAD "noname"

0001BA23: if 0

0001BA27: egi $var0714, 1

0001BA2E: jf @0001BA37

0001BA37: if 0

0001BA3B: is_defined $var0008

0001BA40: jf @0001BB4E

0001BA47: if 0

0001BA4B: is_player_near_point_3d_on_foot $var0008, -296.7500, -725.3750, 28.7500, 1.1875, 1.1875, 2.0000, 0

0001BA70: jf @0001BB4E

0001BB4E: jump @0001BA1F

0001BA1F: wait 0

// THREAD "c_ammu"

000228A5: if 0

000228A9: is_defined $var0008

000228AE: jf @00022CBA

000228B5: if 0

000228B9: is_player_in_zone $var0008, "COM_EAS"

000228C6: jf @00022C75

00022C75: if 0

00022C79: egi $var0C30, 1

00022C80: jf @00022CBA

00022CBA: jump @000228A1

000228A1: wait 70

// THREAD "i_ammu"

00021E39: if 0

00021E3D: is_defined $var0008

00021E42: jf @0002224E

00021E49: if 0

00021E4D: is_player_in_zone $var0008, "LITTLEI"

00021E5A: jf @00022209

00022209: if 0

0002220D: egi $var0C2C, 1

00022214: jf @0002224E

0002224E: jump @00021E35

00021E35: wait 70

// THREAD "bust_h"

000187CB: if 0

000187CF: is_defined $var0008

000187D4: jf @000187C7

000187DB: if 2

000187DF: is_player_in_zone $var0008, "S_VIEW"

000187EC: egi $var04E4, 0

000187F3: egi $var0034, 1

000187FA: jf @000187C7

000187C7: wait 0

// THREAD "wast_h"

00018752: if 0

00018756: is_defined $var0008

0001875B: jf @0001874E

00018762: if 2

00018766: is_player_in_zone $var0008, "S_VIEW"

00018773: egi $var04E4, 0

0001877A: egi $var0028, 1

00018781: jf @0001874E

0001874E: wait 0

// THREAD "subway"

00023100: setlg 3, $var0E88

00023108: gosub @00023BB3

00023BB3: opcode_0400 3, 1.0000, 9.5000, 0.0000, 7, 8, 9

00023BD0: if 0

00023BD4: is_defined $var0008

00023BD9: jf @00023C4C

00023BE0: setli 15, 0

00023BE7: if 1

00023BEB: eli 0, 0

00023BF2: is_player_near_point_3d $var0008, 7, 8, 9, 2.0000, 2.0000, 1.9000, 0

00023C11: jf @00023C4C

00023C4C: return

0002310F: opcode_049E $var0E84, $var0EC4

00023117: addgf $var0EC4, 1.0000

00023121: if 0

 

and theres more

 

if u want me to paste whole thing i have it saved

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also if you fly over a place in a helicopter where there is a unique stunt bonus, it goes into the stunt bonus camera view and it doesn't stop until you land

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charlesbesso

Jcab no. I just im ported a dff and clicked the vertices button there are NO POINTS DISPLAYED. got it? it simply doesn't show the vertices period and if you can show me a screenshot of it otherwise then fine, I'm telling you it doesn't show them don't contradict me like I'm some moronic kid that couldn't see a button clearly labeled "Vertices", no offense I know you mean well.

 

ok and ryan if you import both won't they over lap so you wouldn't know which model you're adding to?

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Craig Kostelecky

That problem was solved about 6 months ago. You're probably just using the betav1 files. Download the beta2 test package (found in the first post of the "Current Status of the Mod" thread) to update your files (and play a LOT more missions) Make sure you get the GTA3 audio files (either from your GTA3 CD or from the download in the first post)

Edited by Craig Kostelecky
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Thanks guys, this is a perfect example of how important it is to be descriptive. Charles, it may seem overly descriptive to say "I selected the model, clicked the vertices button, but it never switched to vertices mode" but better to make sure there's no misunderstanding so people know exactly where you ran into your problem. I gotta go to work right now but when I get back I'll get a screeny up for you.

 

smile.gif

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Dude I dont have the unhandled exception part.

 

MY game just closes by itself.

That can happen too, welcome to the lovely world of windows.

 

Hammer, are you looking up what parts of the EXE are causing these crashes when they happen?

adam broke it.

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when getting on the overhead train the character sort of goes into the bottom of the train...the first time i did not use "enter" to get on but simply walked; it left me in the middle of train/track and i had no way off. when i used "enter" after reloading the game, i went into the train again (in the floor); i was able to ride the train, but when i tried to get off it did not do so, and i was left on the track, with the character "walking"; there was no way off except to reload the save game.

 

i dont know if anyone has the same prob, with beta 2....?

 

 

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CubanJetMaX

Does the train use the same sort of texture files as in GTA3? If so, i have a set of alternats train colours. They are untested as i am lending my copy of GTA3 to someone else...

 

BTW, Soz if this is bumping... Still getting used to not doing that... sigh.gifsuicidal.gif

 

 

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If you want to creat an unofficial mod with them, then by all means do and post them in the unofficial mods topic, but as this is a direct port, the official version will use the originals.
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CubanJetMaX
Ok, Will do. I just wondered if the train you were using uses the same sort of textures as the train in GTA3, because if it did, i thought you might have wanted to give my textures a try.
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charlesbesso

Jcab it doesn't matter there's a myrid of other problems invovled here.

 

a) between .3ds to .x the scale of the orginal .dff is lost completely, so when you finally have your new low poly model done the scale of it is immense (imagine it making block_maindrag's outer walls huge enough to block off the bridge, which it does) so what's the point... I can create the low poly model of the building but the tools we have destroy the scale of the object making this work worthless.

 

b) until I have a set value for scale for the DFF IO script for 3ds max no work can progress (I encourage anyone that knows the correct value for export scale of VC dff's to contact me as even 1.0 makes the model immense in proportions, 0.1 make it much closer to the actual size of the model but was still too large in scale)

 

c) there's a bug between sketchup's exported DWF/DXF files when imported into 3ds max which creates vertices and faces I didn't model into it ryan has experianced the same issue.

 

so there we got a crippling scale issue and a slightly less crippling but annoying extra poly glitch.

 

anyone that can be of some help please speak your mind

 

(does anyone know what the max script that comes with colleditor is for? (1-7? which one?)

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CubanJetMaX

I have a question...

 

why do some versions of the L.c. screenies have the gta3 hud, some have the VC hud, and some have the SA hud?

 

Also, can i post a screenie of my train with it's special design that i made in GTA3?

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You can post whatever you want (although if its a big pic, use thumbnails or links.) People have different HUDs as those are the HUDs they have installed. The VC one comes with VC, the GTA3 one comes with LC and the SA one is available from Misc somewhere.
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I tried a few DFFs and I finally did find one that made zmod act squirly. I've never seen this bug since I switched to XP so I wonder if that has anything... Of course you don't need to alter the DFFs, just the COLs. Whatever the case, I can respect yall's desire to use Max or Sketchup to edit.

 

I never knew there was a problem with the DFF IO script. I garantee there's no problem going from DFF -> zmod -> 3ds. Once again, you lost me with "the correct value for export scale of VC dff's". You shouldn't need to export DFFs. Am I missing something? What version(s) of Max do you have and how are exporting to .X?

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Craig Kostelecky
I have a question...

 

why do some versions of the L.c. screenies have the gta3 hud, some have the VC hud, and some have the SA hud?

 

Also, can i post a screenie of my train with it's special design that i made in GTA3?

The official version of LC will have a HUD that closely resembles the GTA3 one. The earlier versions of the mod had the VC HUD (because we just recently figured out how to edit it) Also many people have modded their personal copies of LC to have the SA HUD. But the official one will look almost identical to GTA3.

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charlesbesso

well I was going sketchup export 3ds import 3d studio max then using DFF io to export as dff then generating an x in z mod and using collmaker to make it. I have to do it this method becuase of time restraints, this building I'm working on's orginal collision file is an LOD which has no definitions and nothing that is exportable. therefor I must use the DFF in sketchup to remove all unnessary details by hand and then add in what needs to be there like backs of walls and roof tops.

 

oh and on my last post ryan has made me aware of a 3d studio max plugin for exporting col files, though I don't know where it is located as of yet.

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Craig Kostelecky

@soyoukan: If you would have read the first post, you would have seen that we already know that the train has no collision. We're trying to fix it.

 

@To everybody else posting bugs: Please read the first post in this thread to see if your bug has already been discovered. Also, if correctly installed this mod does work (for the most part). However if you're getting a problem (such as your game not running at all) there's a couple of things you can do to help us track down your problem.

 

First, tell us what's reported in the game's included debug screen (see Smellton's post for an example of what that looks like). Note that if the last scm command is a "0001: wait" then the problem is most likely not code related and pasting the entire scm trace is not necessary.

 

Secondly, download a program called DbgView. Then make sure it's running while you're playing LC. Many problems are reported to that program. If you get a crash then copy and paste the last few lines in the DbgView report.

 

And finally, if your crash is during the game, try to describe what exactly was happening in the game before the crash happened. Also, describe exactly how you installed the LC mod. It's very possible that there was something that's obvious to us that you may have forgotten.

 

Also, when you solve a problem, it would be very nice if you posted exactly how you fixed it. There are a lot of common problems that occur and the solutions are usually similar. So if you solve a problem posting how you did it may help several other people fix their issues.

 

We're trying to make this as bug free as possible for every one involved. Hopefully, with your help we'll figure out exactly what problems exist for each user. And then when the time comes to make a final, major release we'll be able to write a readme with solutions to almost every possible problem.

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CubanJetMaX

I have some images that you could use for the hud. It has all the GTA3 weapons included.

 

Type : "www.freewebs.com/mealyfy/Hudimages.zip" <No quotes in web addy.>

into a new window to get the files.

 

The outside of the images are coloured according to te image type.

Edited by CubanJetMaX
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CubanJetMaX

sorry, i was a bit vague there. i ment the weapon images that appear on the HUD, and i colour coded the outside of the hud box on the weapons, depending on what type of weapon they were. so, really, it is a HUD, update.

 

 

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That's why I was wondering what version of Max you have. Steve_M made a Max COL export script but I think it only works for r3. There's also the Panda X exporter that also was made for r3 but there's probably other exporters for .X and there's other programs like Deep Exploration that will import a 3ds and export X.

 

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charlesbesso

I'm using COL IO B2 script for 3ds max 6

 

all col's below are final unless otherwise noted until access to Vizup is gained.

 

Block_Maindrag - IndustSE

 

update 1 - block_maindrag

 

notes - small steps removed, unstandable overhangs removed.

 

block maindrag (use colleditor to import into IndustSE.col in data/gta3maps/industSE/)

 

Chinabuilds09 - IndustSW

 

update 1 - Chinabuilds09

 

notes - has slanted roof plane so feet stick through, small steps and unlandable overhangs removed.

 

chinabuilds09 (use colleditor to import into IndustSW.col in data/gta3maps/industSW/)

 

indbilbridge1 - IndustSW

 

update 1 indbilbridge1

 

notes - all orginal details kept added solidity for the top

 

indbilbridge1 (use colleditor to import into IndustSW.col in data/gta3maps/industSW/)

 

I need to know what the project leaders want, at a scale factor of 0.083 on indbilbridge1 the outside wall is slightly smaller then rockstar's orginal, whereas at 0.084 it is slightly larger also at 8.3 your feet sink through the roof texture whereas at 8.4 they don't. ideally the program would allow a variable half way inbetween 0.083 and 0.084 but that isn't allowed. so I need a decision from the powers that be.

 

----------------------------bufferspace------------------------------------------

 

use moo mapper to find item, please provide feedback here.

Edited by charlesbesso
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The HUD has already been converted. And, as I know you do not even have this mod or Vice City, this should go in the Misc editing category, this forum is for GTA:LC for Vice City, and even if you did make it for this, as it is not from the original, it should go in the unofficial mods thread.

 

Please, in future, only post things pertaining to this mod in some useful way, or restrict your posting to either the correct forum or the unofficial mods topic.

 

Also note that just because what you make will work in GTA:3 does not mean it will work straight off in Vice City. If that were the case, this mod would have been done long ago, but formats are different.

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CubanJetMaX
Sorry, didn't know that. <Smacks head and says to self "DUH!"> BTW, this hud change is already up in the gta3 mods section. i was only sugesting it...
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