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The thread that started it all


Demarest
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I think you're right, anyway if possible it should be very nice to have an option in show config that enables flames on the Diablo stallion automatically at startup, instead of doing it manually when you get in that car isn't it? wink.gif

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@The Mothership - Something like that would probably stay unofficial though, so I doubt that team members with the know-how (most probably Hammer) would take the time out of developing the official version to work on something unofficial that might not even be possible. Someone else might look into it though.

 

@bloodyskies - I like the PCJ at Easy Credit Autos idea, which is why I originally suggested it (yeah I know, I can't make up my mind entirely yet). I think that scrapping the PCJ from Portland completely (except for Easy Credit Autos) would be good, but make it available at the start.

 

The only problem I can see with not having the PCJ available right-away is that some of the cars have different handling, which might make some of the unique jumps way too hard to do - admittedly though, I haven't tried to do any yet, so I can't be sure. It'd be a nice change, something different, to do the unique jumps on a PCJ, and not making it available until Staunton is unlocked makes this quite difficult to do since some of the unique jumps are in areas where gangs are trying to kill you. At least if it (the PCJ) is available from the start, people have the choice as to whether or not they use it.

 

I wouldn't mind seeing some Faggios driving around in Portland, because that fits in with Portland being the sh*thole of Liberty wink.gif (and also explains why a PCJ would only be available from a car showroom).

 

I think a Freeway at the building used for The Fuzz Ball instead of a PCJ, a Sanchez instead of a PCJ at the Supa Save near the docks (next to the Patriot), and an Angel in the carpark where you pick up the Manana for Dead Skunk In The Trunk should be the only bikes in Portland (remove all others, except for the PCJ at Easy Credit Autos and the Faggios driving around in traffic - perhaps a Faggio parked somewhere too, like Misty's apartment). Then you have access to all the bikes in Portland, but it's still a reward when you get to Staunton because there's bikes driving around in traffic (similar to the sports-cars from GTA3).

 

So, to sum up all of that ^:

 

 

 

Faggios driving around in traffic in Portland (fits in with Portland being poor)

 

 

A Faggio parked at Misty's Apartment

 

 

A PCJ in Easy Credit Autos, next to the Banshee

 

 

A Sanchez at the Supa Save near the docks (replacing the existing PCJ) near the Patriot

 

 

A Freeway at the hall near the Callahan Bridge (the building used in The Fuzz Ball - replacing the existing PCJ)

 

 

An Angel in the carpark of the building (sorry, forget the name of it) where you pick up the Manana for Dead Skunk In The Trunk

 

 

Bikes available in traffic once you reach Staunton

 

 

You have all bikes available in Portland, but not "too available", and still the reward of bikes in traffic once you unlock Staunton. You still have the choice of whether or not to use the bikes for unique jumps - provides an allround and dynamic playing experience.

 

Hopefully, that should satisfy most people - I know that nothing will make everyone 100% happy, but we all have to make sacrifices.

 

I'm happy with that sort of set-up - please post if you aren't, or if you have alternative locations for the bikes.

 

@Y_Less and Craig - If you're happy with this, let me know and I'll try and grab precise coordinates for the locations listed icon14.gif.

 

So, is this still part of the plan, or is this not going to happen? I haven't seen this addressed in the LCFINALchecklist confused.gif

 

Anyway, about the FBI Kuruma not being resprayable, in VC, the FBI Washington was resprayable. If the Kuruma was to replace this car, wouldn't it theoreticly become resprayable to? Please correct me if I'm wrong!

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Craig Kostelecky

The car would be sprayable. However it would not show up at 5 stars and it would not have a visible siren light. So those features would have to be added to the asi file. It seems that if we're going to do some exe hacking, then we should just find the flag that prevents the respray and change that.

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That'd be great if you could do that smile.gif. I am still planning on giving prison Claude a shot, but I haven't had the time I'd like to dedicate to doing it - that's why I've just been working on the smaller aspects that aren't so involved, although they've nearly dried up too. I've only got 15 more days until school finishes, then about 2 months of studying and exams - my last exam is on November 15. So after that, I should have enough time to tackle it wink.gif.

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@The Mothership - Something like that would probably stay unofficial though, so I doubt that team members with the know-how (most probably Hammer) would take the time out of developing the official version to work on something unofficial that might not even be possible. Someone else might look into it though.

 

@bloodyskies - I like the PCJ at Easy Credit Autos idea, which is why I originally suggested it (yeah I know, I can't make up my mind entirely yet). I think that scrapping the PCJ from Portland completely (except for Easy Credit Autos) would be good, but make it available at the start.

 

The only problem I can see with not having the PCJ available right-away is that some of the cars have different handling, which might make some of the unique jumps way too hard to do - admittedly though, I haven't tried to do any yet, so I can't be sure. It'd be a nice change, something different, to do the unique jumps on a PCJ, and not making it available until Staunton is unlocked makes this quite difficult to do since some of the unique jumps are in areas where gangs are trying to kill you. At least if it (the PCJ) is available from the start, people have the choice as to whether or not they use it.

 

I wouldn't mind seeing some Faggios driving around in Portland, because that fits in with Portland being the sh*thole of Liberty wink.gif (and also explains why a PCJ would only be available from a car showroom).

 

I think a Freeway at the building used for The Fuzz Ball instead of a PCJ, a Sanchez instead of a PCJ at the Supa Save near the docks (next to the Patriot), and an Angel in the carpark where you pick up the Manana for Dead Skunk In The Trunk should be the only bikes in Portland (remove all others, except for the PCJ at Easy Credit Autos and the Faggios driving around in traffic - perhaps a Faggio parked somewhere too, like Misty's apartment). Then you have access to all the bikes in Portland, but it's still a reward when you get to Staunton because there's bikes driving around in traffic (similar to the sports-cars from GTA3).

 

So, to sum up all of that ^:

 

 

 

 

Faggios driving around in traffic in Portland (fits in with Portland being poor)

 

 

 

A Faggio parked at Misty's Apartment

 

 

 

A PCJ in Easy Credit Autos, next to the Banshee

 

 

 

A Sanchez at the Supa Save near the docks (replacing the existing PCJ) near the Patriot

 

 

 

A Freeway at the hall near the Callahan Bridge (the building used in The Fuzz Ball - replacing the existing PCJ)

 

 

 

An Angel in the carpark of the building (sorry, forget the name of it) where you pick up the Manana for Dead Skunk In The Trunk

 

 

 

Bikes available in traffic once you reach Staunton

 

 

 

You have all bikes available in Portland, but not "too available", and still the reward of bikes in traffic once you unlock Staunton. You still have the choice of whether or not to use the bikes for unique jumps - provides an allround and dynamic playing experience.

 

Hopefully, that should satisfy most people - I know that nothing will make everyone 100% happy, but we all have to make sacrifices.

 

I'm happy with that sort of set-up - please post if you aren't, or if you have alternative locations for the bikes.

 

@Y_Less and Craig - If you're happy with this, let me know and I'll try and grab precise coordinates for the locations listed icon14.gif.

 

So, is this still part of the plan, or is this not going to happen? I haven't seen this addressed in the LCFINALchecklist confused.gif

I'm not exactly sure - I think Craig was going to look into a setup similar to LCS, but maybe not. Perhaps a mix of the two - I'll have to talk to him about it next time I see him on MSN icon14.gif.

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Ok, the problem I was having with the Vice Squad peds crashing the game on load, on the last page? Well I did some poking into the gta3.img - and they're not there. At all. OR, they were renamed and the default.ide wasn't updated.

 

Can anyone else confirm this? As I asked before, can I just export them from the v6 img archive and import to the new one so my hook doesn't crash?

 

Thanks.

 

EDIT: Nope, it's the defualt.ide; the SWAT files are in the gta3.img file. I'll see about switching the names.

 

EDIT 2: Ok, the problem is in the 2.7up.rar file; the wrong defualt.ide was included in the archive. I replaced the "swat" section with the one from the defualt.ide in the 2.7t.rar file and it works fine now. Just so ya know...

 

EDIT 3 - Ignore the first two edits - I R STUPID. SOWWY. lol.gif

Edited by ceedj

I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets

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I thought I said it quite clearly...

 

The vice cops (VICE1-8) were removed in v6 and replaced by copied swat guys (SWAT1-8), so you'll have to extract them from your VC img and add to the LC one.

They aren't in v6 either, you have to take them from VC. Or LC v5, sure.

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Edited because I was WRONG. Move on, nothing to see here. biggrin.gif

Edited by ceedj

I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets

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Ugh. You guys need to send out a newsletter. lol.gif Sorry for thr misunderstanding, and thanks for the help.

 

EDIT by Ben - lol.

Edited by Ben

I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets

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I'm not exactly sure - I think Craig was going to look into a setup similar to LCS, but maybe not.

it's the 2nd time I read that, but I don't really know LCS, so what that means? smile.gif

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It means that the vehicles will "appear"/"be spawned"/however else you want to say it in the same way that LCS controls it. For example, I think LCS may spawn all bikes in Portland from the outset (in traffic, I mean), yet my suggestion only has Faggios driving around in traffic in Portland. I've never played LCS either, and that's not a very good example, but Craig did explain it to me a while ago. Next time I see him on MSN, I'll try and remember to see if we can get it sorted smile.gif.

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hi dudes, probably this had already been discussed, but what about vice peds in Liberty City?

 

I think that bikini babes and Golf players really don't fit LC, if peds number is higher than gtaIII why don't we replace exceeding vc peds with III "cloned" peds? confused.gif

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I have LCS and all the bikes spawn in traffic in Portland. And all the sports cars don't spawn until Staunten is accessible
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Yes, that is correct. I believe it's noted in the checklist too smile.gif.

 

The PED conversion process is the last major thing that hasn't been done. It'll get done eventually, but right now, nothing is happening with it.

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so peds *only* have to be converted?

 

I tought that it was already been done, so vc peds number is the same of III?

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Will the PLAYERX txd/dff remain in future versions of GTA:LC? It's my new camera ped / invisiable skin.

 

Thanks. smile.gif

I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets

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There's a new version of Liberty Studios that is now compatible with the v6/v7 releases. It includes some MAJOR code optimizations, a new invisible skin (replaces PLAYERX.txd), a Green Screen map object (toggle-able) created by Johnline and a remove debris command.

 

You can download the new mod here:

 

Liberty Studios 3.2

 

If anyone is hosting this, could you please also leave up version 3.1, for compatibilty with the v5 release of GTA:LC?

 

Thanks, and have fun! smile.gif

I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets

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There's a new version of Liberty Studios that is now compatible with the v6/v7 releases. It includes some MAJOR code optimizations, a new invisible skin (replaces PLAYERX.txd), a Green Screen map object (toggle-able) created by Johnline and a remove debris command.

 

You can download the new mod here:

 

Liberty Studios 3.2

 

If anyone is hosting this, could you please also leave up version 3.1, for compatibilty with the v5 release of GTA:LC?

 

Thanks, and have fun!  smile.gif

http://lc.megavovan.com/mods/LibertyStudios3_2.zip

 

3 other files in same folder left intact: smile.gif

LibertyStudios1_1a.zip

LibertyStudios3_1.zip

LibertyStudios3_1_SRC.zip

 

EDIT by Ben - First post updated icon14.gif.

Edited by Ben
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Craig Kostelecky

Yup, playerx will remain in all future versions as that model is used in the opening cutscene.

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Craig Kostelecky

I don't know how up-to-date the ped list is. I know I was updating the actors list. But I have no idea how current the status is of the default.ide peds.

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The edit by line was only from me cleaning up the topic, and giving Choofy priveleges to edit the first post - I think I also updated the player status too, to fit in with AK's contributions. But the rest of the list is a fair bit out-of-date I think. And no, I don't have the time to clean it up - this can be someone else's baby. Anyone interested?

 

Oh, and Choofy has been busy with work so he hasn't been able to do anything with LC for a while (I spoke to him over MSN this morning).

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Ok hopefully this goes under this section.

 

Basically I downloaded Ak's GTAIII animations + model using v6 and it was working AWESOME no probs whatsoever. SO just an hour ago I download V7, get it all working but unfortunately for some reason, GTAIII guys pockets are...dark. This is using Ak's GTAIII model + animation.

 

user posted image

user posted image

 

Plus, Im pretty sure the default model that came with v7 also had the dark pockets that wont go away.

Ive tried all the skins I have, including custom ones I myself made, and on all of them, the pockets and folds on the bottom of his pants are always darker than the rest, which was NOT the case before I installed v7. Everything else is fine, cept for this nagging little thing biggrin.gif

 

Any suggestions?

Edited by ChrisGuy
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The darker bits are supposed to be shadowy effects to indicate a greater sense of realism, and aren't really a bug. Plus, in v7, culling has been disabled, which means that model faces no longer have to be duplicated - this could be the cause of the issue. But I don't think anything needs to be done to fix this.

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user posted image

 

The gray fellow you see here is a completely unmodified GTA3 model which has been loaded into LC. As you can see the model doesn't interact with the world, it's just basically a clump loaded and rendered on screen, nothing more. What I'm trying to do is to see if GTAIII animations load and render fine, and if so somehow work out a way to completely replace VC's animation loading system so that we can simply copy over the GTAIII models without any rigging. Although, doing so there would have to be new animations created that will substitute those that aren't in GTAIII (bikes, choppers, etc.), but I think it'll be easier to create the animations rather than rigging each pedestrian (which takes more than one attempt for them to look decent enough).

 

I start university on Monday, so I won't be around as much as I have been lately. So don't expect this to be completed supery-dupery fast...

abstract_sig.png

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Damnn, so theres no way to turn off this extra shadowing? It looks real awkward getting on and off a bike since the shadows disappear when GTAIII guy's on getting on/is on/getting off the bike.

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