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Thanks very much for the vote of confidence Demarest smile.gif. Hopefully people will find it works for them as well as it works for me, and if that's the case being accredited would be fantastic... as I've never helped on a project with a scale like this before, this would indeed be a first.

 

/puts on sombre head for a moment.

Before that however it needs to be seen that it fixes the problem on everyone's machines.

 

I'm afraid I'll be losing my net connection on Saturday for a few weeks, well... moving to the worst 56k line in the UK, which is the same thing bored.gif. But if there's anything else (bar coding) the team may need help with, just let me know.

Edited by killer.ip

@Demarest

it was still beta,so i didn't realease them yet,but if you want smile.gif

i also thought about improving the Faces of those Two skins,but i mainly put my work on the clothes wink.gif

so BTW,here are the files,the DFF,TXD and a Skin for Skin-folder if you want to have it replacing player.dff for testing purpose ...

Download Beta of Fido and Maria !

Edited by Silent Viper

erm, killer.ip, I tried your fix, it installed ok, but as soon I as got in game ,first, it took very long to load(which isn't supposed) and when I appeared , there was absolutly nothing! no building only roads and cars and some props. I think the problem is about the compression you did. some people have a video that doesn't support DXT1/DXT3 compression or their modded game already are set for another compression/or not compressed. you you should enable a downlaod wqith uncompressed textures.

 

EDIT: I tried to do the backup but it simply re-add the same textures in the game. what files as been modified? gta3.img? tell me, because I'll have to take the old one back and re-import all my cars in it..

Edited by Knux

Sorry to hear you're having a problem with this Knux, it should have occurred to me that DXT compression compatability may not be universal confused.gif. If you open up Texture Fix.rar in the ZIP you downloaded you'll find all the files that are used to replace those in the gta3.img... but I can recommend reinstalling VC and then adding the GTA3:LC mod files you are working on again.

 

I'm afraid the only other alternative to using DXT compressed files would be to manually convert every texture into an 8bit format and create new TXD's based on these files. It's certainly possible to do this, but I'm not sure as to whether they could all be made bug-free... quality control is obviously an issue, but if there is a need I will definitely investigate this smile.gif.

 

Once again, sorry about the hassle and thank you for bringing it to my attention.

Edited by killer.ip
Mark Pagliaro

I knew the reason for my glitch list but thanks for posting them anyways. (Should be named a corrections list)

 

I havent really looked deeply into the LC files but if you want to port as much as possible we still need the broken bridge, destroyed corner store, destroyed fish factory etc. I am not too sure if they have been ported too but I would assume so.

 

Flooded Areas:

Although it is true that it appears to be texture only some areas you can drown in. I have drowned in the Red Light District and the tunnel. Havent drowned at the car crusher yet.

 

Killer.ip

I have downloaded you texture fix but nothing seems to happen. (I used the install script). Everything that was only showing as 2d still showed as 2d. I am not getting long loading time like knux though.

Edited by MarkPagliaro

Well, I've got a bit of an update as to the situation of the current Texture Fix. Here I've taken a screenshot of the file ocmiamistrip8.txd taken from the original Vice City gta3.img file. This is a random TXD file taken from a fresh install of VC, and it's been opened up using TXD Workshop.

 

As you can see it's files use the same DXT1/DXT3 compression as the files in the current fix, which leads me believe that a card capable of running Vice City should be capable of running the files in the update. It would be great to receive some more feedback on this score, to simply attempt to guage a more conclusive success/failure rate. So far only Knux has reported problems, and I will be keeping an open mind on any other faults people may report.

 

I will be leaving the warning next to the download links for the moment, and if there is a problem it will be fixed. xmas.gif

 

[EDIT] @MarkPagliaro - Sorry about the confusion man, I was being a little dense when reading your glitch list. The problem you're experiencing is to do with the alpha textures that are used to render the 2d objects you were talking about.

 

This fact just didn't connect with me earlier, but I'm afraid my update addresses a different issue - that is scenery such as roads, buildings and general textures either fading in and out or being rendered with a lower res. quality. I'll take a look and see if I can recreate this problem myself, thanks for bringing it up.

Edited by killer.ip

Demarest, I have a wonderfull news for you (for us tounge.gif). I just talked with skidz to ask him to have the permission to use the his LC files for GTA:LC, and he accepted!!!!!

 

sorry for the big font wink.gif

 

The only thing we need to do is too give him credits wink.gif

 

a part of the log:

 

( some important words in the convesation that isn't shown :

GTA:WO ... redspike ... release ... work ..... lies....

GTA:LC .... Demarest ... tounge.gif

 

 

...

Knux says:

[...] since me and crazydude quitted GTA:WO to help GTA:LC, I want to ask you if you give us the permission to use your files to make a real convertion of Liberty City in VC.

[...]

Skidz : coke...pepsi..coke.... says:

no problem, the only thing that bugs me is when people dont give credit =)

Knux says:

we will give you credit, don't worry !

Knux says:

thanks a lot!

 

now! let's mod!!! biggrin.gif

Edited by Knux

@Knux - that's pretty cool news man, Demarest's gonna be chuffed. biggrin.gif

 

@MarkPagliaro - Is this the problem you've been having with the 2D/alpha textures? If that's the case and you're seeing transparent 'borders' around the part of the texture that's meant to be visible, then I'm afraid it's a known bug with the actual engine and I believe there's little anyone can do about it. dontgetit.gif

 

I also noticed that the railings in the pic are only textured on one side, taking a look from the other side there's nothing there, not really the way the real world behaves. sly.gif

Edited by killer.ip
Mark Pagliaro

@Killer.ip

 

I was working tonight so I was unable to see the picture you posted before the bandwidth was over.

 

Here is a screen shot of the 2d effect (Knux's GTA LC [vice city] recycled) mixed with mine (GTA3) [ which runs like crap compared to vice on my laptop]

 

link to pic (Unfortunaley I can not post the pic here becuase of restrictions)

 

http://ca.geocities.com/mpscarshop/GTALC.txt

 

[you may notice the file is actually a text file this is actually away around geocities remote linking of pictures. Until they catch on]

Edited by MarkPagliaro
Mark Pagliaro

I don't know if it is just me or something else but I seen a few replies.

 

We know about the bug!

 

I know you may know about the bug I posted but that pic was for killer.ip (because there is confusion on what he fixed vs my description on the bug we know about)

 

BTWFTWDK(by the way for those who didnt know) the traintrack and railing issue is the same thing there is alot more I posted in my 2nd reply to this topic such as trees, stairs interior walls etc - all in all same issue. I managed to semi-fix the train tracks but it involved adding more faces ( I want to stay way from doing this if at all possible because it doubles the faces/polygon rate for those that it has effected)

Edited by MarkPagliaro
ghost_master2000

oh yeah, the problem here is that the GTA3 engine draws polys on BOTH sides. If you get the camera to go inside the character in gta3 you'll see this. Unfortunately they decided to make vice city only draw ONE side of the polys, so many objects in gta3 that used one poly for both sides won't work with the vice city engine because of this.

i was bored so i decided to do this. i converted the GTA3 weapon data over to the vc weapons. i think i got it right. not sure if i got all the data because it was a rush job but here it is:

## Weapons data#	A: Weapon name#	B: Fire type#   C: Range#	D: Firing Rate#	E: Reload#	F: Amount of Ammunition#	G: Damage#	H: Speed#	I: Radius#	J: Life span#	K: Spread#	L,M,N: Fire offset vector#	P: animation to play#	Q: animation to play#	R: animation loop start#	S: animation loop end#	T: point in animation where weapon is fired#	U: animation2 loop start#	V: animation2 loop end#	W: point in animation2 where weapon is fired#	X: point in anim where we can breakout of anim/attack and run away#	Y: model id#	Z: model2 id#	a: Flags -> Stored in HEX... so (from right to left)#  1st digit	1:USE_GRAVITY  	2:SLOWS_DOWN  	4:DISSIPATES  	8:RAND_SPEED  #  2nd digit	1:EXPANDS    2:EXPLODES  	4:CANAIM  8:CANAIM_WITHARM#  3rd digit	1:1ST_PERSON  	2:HEAVY    4:THROW  	8:RELOAD_LOOP2START#  4th digit	1:USE_2ND  2:GROUND_2ND	4:FINISH_3RD	8:RELOAD#  5th digit	1:FIGHTMODE  2:CROUCHFIRE	4:COP3_RD  8:GROUND_3RD#  6th digit	1:PARTIALATTACK 2:ANIMDETONATE##   b: Weapon Slot (Group to which this weapon belongs to, different from Fire type)####### NOT USED IN THIS VERSION ###############	a:	1st person version of anim (using orig HGUN & PUMP cause they work better at mo')#	b:	1st person vers of 2nd anim##	FPS anims loaded (ie available):	FPS_PUNCH, FPS_BAT, FPS_UZI, FPS_PUMP, FPS_AK, FPS_M16, FPS_ROCKET################################################ A            	B           C     D    E    F    G    H   I     J      K    L  M  N  P        R  S  T  	U  V  W  X  	Y	Y   a  	bUnarmed        	MELEE       2.4   250  100  1000 8   -1.0 0.6   -1.0   -1.0	0.1  0.65	0.30	unarmed    	0  99 6  	0  99 12	99  -1  -1    102000  0BrassKnuckle    MELEE       2.0   250  100  1000 16  -1.0 0.8   -1.0   -1.0	0.1  0.8	0.30	unarmed  5  20 14  3  17 11	99  259 -1    102000  0ScrewDriver     MELEE       1.8   250  100  1000 45  -1.0 0.5   -1.0   -1.0	0.0  0.7	0.20	screwdrv    5  99 14  3  17 11	99  260 -1    115000  1GolfClub        MELEE       1.5   250  100  1000 21  -1.0 0.8   -1.0   -1.0	0.1  0.8	0.30	golfclub    5  20 16  3  15 12	99  261 -1    102000  1NightStick      MELEE       1.5   250  100  1000 21  -1.0 0.8   -1.0   -1.0	0.1  0.8	0.30	baseball    5  20 14  3  17 11	99  262 -1    102000  1Knife          	MELEE       1.8   250  100  1000 21  -1.0 0.5   -1.0   -1.0	0.0  0.8	0.20	knife       5  99 14  3  17 11	99  263 -1    115000  1BaseballBat    	MELEE       2.0   250  100  1000 21  -1.0 0.8   -1.0   -1.0	0.1  0.8	0.30	baseball    5  20 16  3  17 11	99  264 -1    102000	1Hammer        	MELEE       1.5   250  100  1000 21  -1.0 0.8   -1.0   -1.0	0.1  0.8	0.30	baseball    5  20 14  3  17 11	99  265 -1    102000	1Cleaver        	MELEE       1.9   250  100  1000 24  -1.0 0.6   -1.0   -1.0	0.0  0.9	0.20	knife       5  99 14  3  17 11	99  266 -1    115000	1Machete        	MELEE       2.0   250  100  1000 24  -1.0 0.6   -1.0   -1.0	0.0  1.0	0.20	knife       5  99 14  3  17 11	99  267 -1    115000  1Katana          MELEE       2.1   250  100  1000 30  -1.0 0.7   -1.0   -1.0	0.0  1.2	0.30	knife       5  99 14  3  17 11	99  268 -1    115000  1Chainsaw        MELEE       1.7   250  100  1000 35  -1.0 0.55  -1.0   -1.0	0.0  1.3	0.10	chainsaw    5  35 30  3  99 48	99  269 -1    102000  1Grenade        	PROJECTILE  30.0  100  1    1    75  0.25 -1.0  800.0  1.0	0.0  0.0	0.0  grenade  0  99 10  0  99 6  99  270 -1    2424  2DetonateGrenade PROJECTILE  30.0  100  1    1    75  0.25 -1.0  800.0  1.0	0.0  0.0	0.0  grenade  0  99 10  0  99 6  99  270	291   2424  2TearGas         PROJECTILE  30.0  100  1    1    75  0.25 -1.0  800.0  1.0	0.0  0.0	0.0  grenade  0  99 10  0  99 6  99  271 -1    2424  2Molotov        	PROJECTILE  25.0  100  1    1    75  0.25 -1.0  2000.0 5.0	0.0  0.0	0.0  grenade  0  99 10  0  99 6  99  272 -1    2424  2Rocket        	PROJECTILE  30.0  100  1    1    75  0.25 -1.0  800.0  1.0	0.0  0.0	0.0  unarmed  0  99 10  0  99 6  99  273 -1    2424  2Colt45          INSTANT_HIT 30.0  250  350  12   25  -1.0 -1.0  -1.0   -1.0	0.30 0.0	0.09	colt45    11 18 14  	11 18 12	99  274 -1   680C0  3Python          INSTANT_HIT 30.0  250  1000 6    135 -1.0 -1.0  -1.0   -1.0	0.41 0.03	0.12	python    10 31 14  14 37 16	40  275 -1   28040  3Shotgun        	INSTANT_HIT 40.0  250  450	1    80  -1.0 -1.0  -1.0   -1.0	0.86 -0.02	0.28	shotgun     12 34 15  9  26 13	30  277 -1    20040  4Spas12Shotgun   INSTANT_HIT 30.0  250  750  7    100 -1.0 -1.0  -1.0   -1.0	0.85 -0.06	0.19	buddy       14 20 15  14 20 14  25  278 -1    20040  4StubbyShotgun   INSTANT_HIT 15.0  250  750  1000    100 -1.0 -1.0  -1.0   -1.0	1.02 -0.10	0.13	buddy       14 50 15  14 56 15	25  279 -1    20040  4Tec9            INSTANT_HIT 30.0  250  500  50   20  -1.0 -1.0  -1.0   -1.0	0.45 -0.05	0.11	colt45  	11 15 14  	11 15 12  99  281 -1    280C0  5Uzi            	INSTANT_HIT 30.0  250  500  25   20  -1.0 -1.0  -1.0   -1.0	0.30  0.00	0.11	uzi      12 14 12  	11 13 12  25  282 -1    28840  5SilencedIngram  INSTANT_HIT 30.0  250  500  30   15  -1.0 -1.0  -1.0   -1.0	0.36  0.02	0.11	colt45  	11 13 13  	11 13 11  99  283 -1    280C0  5Mp5            	INSTANT_HIT 45.0  250  500  30   35  -1.0 -1.0  -1.0   -1.0	0.51 -0.01	0.20	uzi      11 14 11  	11 14 12  30  284 -1    28840  5m4    	INSTANT_HIT 90.0  250  1000 30   40  -1.0 -1.0  -1.0   -1.0	0.88 -0.04	0.16	rifle       14 17 15  14 17 15	99  280 -1    28050  6Ruger           INSTANT_HIT 75.0  1  1000 30   19  -1.0 -1.0  -1.0   -1.0	0.63 -0.04	0.10	rifle    12 17 14  	11 16 13  99  276 -1    28040  6SniperRifle    	INSTANT_HIT 100.0 500  1401 1    125 -1.0 -1.0  -1.0   -1.0	0.0  0.66	0.05	unarmed     12 15 14    0  10 3  99  285 -1    100  8LaserScope      INSTANT_HIT 100.0 150  1401 7    125 -1.0 -1.0  -1.0   -1.0	0.0  0.66	0.05	unarmed     2  8  3  	0  10 3  99  286 -1    100  8RocketLauncher  PROJECTILE  15.0  100  1200 1    75  2.0  -1.0  1000.0 1.0	0.42 0.0	0.05	unarmed     0  99 14  0  99 14	99  287 -1   324  7FlameThrower    AREA_EFFECT 5.1   100  100  500  25  0.65 0.075 1000.0 3.0	0.82 0.0	0.13	flame       12 13 12  	6  7  7  25  288 -1   1E  7M60            	INSTANT_HIT 75.0  1    500  100  130 -1.0 -1.0  -1.0   -1.0	1.0  0.00	0.23	m60      12 16 13  	10 12 10	30  289 -1   8040  	7Minigun        	INSTANT_HIT 75.0  1    1000  60  52 -1.0 -1.0  -1.0   -1.0	0.83 -0.06	0.14	flame      11 12 11  11 12 11	35  290 294   200  7Detonator      	PROJECTILE  25.0  100  1    1    0   2.0  -1.0  2000.0 5.0	0.0  0.0	0.13	man      0  10 3  	0  10 3  	99  291 -1   200024	9HeliCannon    	INSTANT_HIT 100.0 1    100  150  100 -1.0 -1.0  -1.0   -1.0 1.00 0.00   0.23    m60  	12 16 13  10 14 12  30  289 -1   8040  7Camera      CAMERA  	100.0 500  1401 36   0  -1.0 -1.0  -1.0   -1.0	0.0  0.66	0.05	unarmed     0  10 3  	0  10 3  	25  292 -1   100  9ENDWEAPONDATA

btw i have nothing to do for a while and id like to help out on the GTA:LC project. anything i can do?

@Knux: Thank you for the excellent news. And thank you for joining the team officially. Same to crazydude. I was never worried about permission (thought we were all but guaranteed), but it's good to hear just the same.

 

@killer.ip: Now that we know you were working on a different problem, I have a question before I install your work (manually): Does the fix you implimented HELP stop all the disappearing and reappearing? If so, I say we keep it for the time being.

 

@gm2k: Is there an easy fix to this? Or are we talking remapping the textures of every such item in ZMod?

 

@JasonB: I'll have to try that out. In the meantime, I appreciate your willingness to help out. For the time being, the structure is going to be a potluck of improvements. So basically have everything installed and up to date and see what needs work. The only thing I'm declaring off limits is the code. Unfortunately that is NOT something that would work well having more than one person on it and I'm going to handle that. Still so much to do!

 

@killer.ip: Now that we know you were working on a different problem, I have a question before I install your work (manually): Does the fix you implimented HELP stop all the disappearing and reappearing? If so, I say we keep it for the time being.

 

It looks as if the cause of the 2D problem has being worked out, VC using single sided textured faces as opposed to GTA3's double sided faces. So remodeling and retexturing looks to be at least one option that MarkPagliaro has suggested. As effort intensive as that would be, it would be a sure fire way to combat the problem.

 

The fix I've implemented is for a different problem I was experiencing, that is textured roads and buildings either fading in and out or being reduced to a lower texture quality, I apologise for the confusion caused.

 

As regards my fix, there are just two problem area's left, a section of the Central Business District in Staunton Island close to the Callahan bridge, and the Viaduct close to the Dam in Shoreside Vale. From the look of things I'd say these problems are not related to anything caused by the 32bit textures... instead of fading in and out it's more of a flickering effect, the fact that it's consistent rather than random indicates to me the problem may lie elsewhere.

 

My recommendation would be to back up everything important, in this case your /models folder, and then run the auto installer just to take a look, I don't want you to go to more effort than necessary to decide whether this fix is useful or not, there are after all a lot of files to transfer for an effect that you may find doesn't address the problem you were expecting.

 

I do stand by my work, I believe it had to be done, but it will not solely fix the 2D problem that MarkPagliaro brought up.

 

[EDIT] @MarkPagliaro - Now I've had a chance to take a look at your screenshots I see exactly where you're coming from. With Moo Mapper it's not too difficult to match which textures belong with which models for the railtracks in the gta3.img... and I'm happy to pitch in with the group if it's decided the remodeling need's to be done.

Edited by killer.ip

The advice I would give to everyone at this point would be to at least keep hold of the compressed texture files. If only for the reason that if you do decide on upgrading the vehicle models at some point (lots of people still use 32bit textures there), that you don't start running into the problems myself and many other people have, er... run into. wink.gif

 

As for the train tracks I'm on the case, the first set are available here and will fix the tracks outside the hideout in Portland and in a few other places too, my aim is to get a few more sections finished tonight, and to maybe get the rest done within a few days... although that may be a bit hopeful. smile.gif

 

[EDIT] Nice work Mark, you'll find his post with the fixed files \/\/\/ biggrin.gif

Edited by killer.ip

I'm pretty sure that as long as you keep the local axis the same as when you imported the file it should have no effect... for this reason I'm not detaching to fix the normals, as when they're united again it will throw that axis off. They're really a luxury for higher poly'ed objects with reflection maps, with these rusty grotty textures it's not a prob.

 

At the moment there's 14 files left afaik, shall we split them between us? I'll be trying railtrax_bentl next anyways, if there are difficulties it would be good to get them out the way first. colgate.gif

For all folks that already have my paths.ipl, here is the update, I worked 4 hours on cleaning everything from VC paths. Right now, you only have what I did (Redlight District & St. Mark) There is also a little bit more (tunnel & other little parts). Here, this is a smaller file (52K, 6K zipped)

 

HERE

 

if you stil dont have any paths, look at the GTA:WO thread for the updated than after get this one.

 

NOTICE: You don't have permission to include my paths in GTA:WO releases (if there is another one)

 

Knux

Edited by Knux
Mark Pagliaro

Train track fix released! look below!

Screen links sorry I haven't set up an image host yet other than geocities which isn't allowed here:

http://www.geocities.com/xx_degenerationx6...ntrackabove.txt

http://www.geocities.com/xx_degenerationx6...ntrackbelow.txt

Edited by MarkPagliaro

Great work Mark, it's looking fantasic. Was it the culling you changed so that the poly's would be visible from both sides? If that's the case I'll start looking around for more 2D objects to fix... doesn't look as if it's going to be quite mammoth task I originally thought. biggrin.gif

Mark Pagliaro

@killer.ip

I added more faces/polygons because culling wasn't working for me! Too bad because culling would have been better.

 

The one spot that messes up is behind Joey's garage when the track actually makes a dip. (It is one of the straight away track peices) I can't find it though because everything seems right in zmod.

 

for everyone:

Idea for HUD:

I know we don't have much control over the colors besides the weapons but couldn't we disable the ingame hud and make our own or is this too complicated. Another idea would to look through the exe for the red,green,blue or hue values of the hud and change it via hex editor.

 

now off too search the forums and net for a good zip/pic host that allows remote linking.

 

I added more faces/polygons because culling wasn't working for me! Too bad because culling would have been better.

Tell me about it, would have been the answer to our prayers. biggrin.gif

 

It's looking to me as if that spot behind Joey's is the last spot to fix. The file goes under the name newtrackaaa.dff. It's a straight section as you know, so it shouldn't be as painful to fix as railtrax_bentl.dff. wink.gif

 

I saw one of your multi-coloured benches earlier, I think that's next on the list for me to check out.... I feel I may have a hand in that, we'll see.

 

[EDIT] Yup, I had a feeling, thanks for the heads up Mark smile.gif. Sorry for the hassle folks, I've updated the link to include a reworked benches.txd. Just delete and replace the file in gta3.img. I will be releasing an updated Texture Fix soon with a further 80 files containing compressed textures, and it will contain this file. that_guy2057_evilgrin.gif

Edited by killer.ip
Mark Pagliaro

Click here for an updated version (if you have installed before just replace the newtrackaaa.dff file in the gta3.img file) Also the zip file now includes tga's for those who want to import into zmod.

 

Thanks for the info killer.ip

 

The track still will look different to the rest of the track but this is the way it is in gta3 aswell (atleast my copy)

Edited by MarkPagliaro

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