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The thread that started it all


Demarest
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Liberty City is a LOT bigger than Vice.

 

But to answer your question, the city is off-center, so we have to move it back towards the center.

 

O ok.I do remember tho that R* said before VC's release, that VC was indead 2x bigger than Liberty City.I was hoping for the gameworld to be bigger so that some Map mods could be have good space.

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yeah, of course, everything from the city, main.scm, paths an so will need to be modified too. I can move the paths, I will try to do something that adds or remove 350 to each nodes (excepts 0s) in the good axis. or if someone wants to do it, no prob.

Edited by Knux
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Craig Kostelecky

If it comes down to it, I could edit the scm manually with all of the new coordinates. Sure it'll take a while, but I'm not doing anything else with the project right now.

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This help topic kinda went in the wrong direction. JK. Anyways, is there anything I can do about the EXE? Can I turn the Streaming memory thing down a bit, because IT's reeally laggin me up.Even on 600X800 on my nvidia geforce 5600 fx its slow.I know its a memory related problem , and my Memorys about 256, but Its really bothering me.

 

And another problem i have is that the menu background is gray, eveything except for the GTA:LC logo.Whats wrong?

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MajorOutage

Grrrr. I can get it ingame, but it's totally off. There's some sort of a box in CollEditor that I can't resize.

Edited by [4D]Outback
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MarcelusWalus

OK i just got back from work, and im tired as hell :S anyway im having a beer, and making a few changes right now before i go to bed, so I thought I'd post here again. i was working a few things out while I was at work about what i would have to do to change the SCM, and im very positive that i can get it to work. I'll run a few tests tonight for my method of doing this. I have school tomorow, plus work, but i can work on it inbetween those, also i have saturday off so thats when i will make my greatest progress.

 

Ok in a recap on what needs to be done, so i know for positive what it is your asking. Liberty City needs to be moved -300 X and about 6 or 7 Z and it is only the IPL, and SCM that need to be edited. The main reason im asking this is because its most likly going to be hard coded, which is ugly, and kinda poor coding, but it makes it a bit easier for this project. If you would like to be able to choose the distance on which to change the coords, then please let me know. But other than that like i said im almost finished.

 

Marcel

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Sorry for not being able to post sooner, Marcel. As of this moment in time, the only hard-coded thing I know of coordinate-wise is the waterwake level and the escalators. The escalators have been blanked out as has the waterwake. So for starters, I'd say move the city -300 X. Then we can test it out and if in fact the transition went smoothly, THEN maybe consider playing around with 6 or 7 Z. The Z is not important at all, so one step at a time would cut down on variables and such. Just my opinion.

 

As for the SCM, starting with Nomad v4, I'm going to include my source code. It was more for the sake of archiving, but also for times like this. You can use it as your source for your tool. It's written for Barton Waterduck's Mission Builder .22. I'm not sure what method you plan on employing and am interested to see the results. The only two approaches I can think of is searching for the ! datatype or by opcode. Opcode is more reliable IMO. Also don't know if it would be trickier dues to things like some opcodes dealing with a single XY, a single XYZ, dual XYs, etc. Also, do you have experience with the SCM? I only ask because I wouldn't want somebody inadvertantly moving the coords in commands like get point on actor plane lol.gif

 

[EDIT] Wanted to add a couple things. Once this topic becomes a little dated, I'm going to sever the posts from the help topic and merge them here. This may lead to a confusing post order which is why I'm waiting for time to elapse to put most of the confusing part behind us. This will group the posts as well as keep the help topic clean.

 

Also wanted to note that if at any point in time we successfully move the city and adopt it as official, ghost_master2000 will also be credited for the process since he was originally putting forth so much effort into it and we basically scrapped the idea. Thanks gm2k!

Edited by Demarest
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MajorOutage

Here's a modified version of Joey's Garage I made. I fixed most of the incomplete objects, and removed the stationary BF Injection, one hanging light (cuz it was passing through the loft), and those annoying light rays. The sentinal carcass will most likely be added back in in a future release (see below).

 

I was working on an "Official" version as well, but I got royally frustrated with the engine block. Maybe when I have some more patience on tap, I'll give it another go.

 

Here's a quick pic, and Here's the download link.

 

EDIT. Just so we're clear, this work was done on top of killer.ip's 2D and coll fixes.

 

EDIT 2. DISCLAIMER: Parked BF Injection not included. I just put it there for the shot. tounge.gif

Edited by [4D]Outback
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I know this may have been asked already, but what about the car saving garages and the Pay And Sprays?WIll they be included on a future release?

We're replicating GTA3. Everything that was in GTA3 will be and that which wasn't won't be. This is stated many times throughout the forum suicidal.gif

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Good work. Once LC is complete, this will probably be one of the first "official expansions" we link up smile.gif May I assume the hole in the floor in back was left in? I hope so!

 

BTW, were you aware that somebody else had solidified Joey's garage before? I don't know where I got the mod from, but I'm pretty sure I have a copy of it on my HD. I only mention it because maybe it has already fixed the thing you were having issues with. I don't know.

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MajorOutage

I believe he means how far the coords are moved will be hardcoded into the tools.

 

Also, I disagree about the Z not being important. Not that it's that important, but since the city is being moved anyway, we might as well fix that while it's convenient.

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MajorOutage

Yes, that's the COLL I used. I just removed the boxes around the cars and engine block in CollEditor and saved. So I would assume that hole is still there. What's so important about it, anyway? smile.gif

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It's acts as the only escape in the Salvatore's Called A Meeting bug where you get the everything proof Stretch.

 

Make sure you check that mod out closely in moomapper. It's original had a bunch of totally unnecessary crap with it. Also, if you used somebody else's mod, you shouldn't post that you made it. And you should at least attempt to get their blessing. If they find out it's being moved into VC, they'll probably agree just to get a kick out of it smile.gif

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MajorOutage

The coll I used was whatever one killer.ip put in his COLL Update. I thought that was the one you were talking about. :-\

 

This is more of a cosmetic update to fix the incomplete objects in the garage, such as the one-sided hose (directly to the left of Tommy in the pic) and the stacks of tires. Like I said, the only modification I made to the coll was removing those few boxes.

Edited by [4D]Outback
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The other possible reason it's lagging is because you're still using the original 32bit textures that came with WO's release. If you've not installed the DXT Compressed textures head over to the Official Mods thread and get those installed.

 

If that doesn't do the trick you can modify the Streaming Memory setting in your EXE with Steve's limit adjuster. You can find the thread he started about this here, although I think the download for it is down at the mo.

 

While you're at Official Mods check out the Menu Splashes, hopefully that should sort out your grey background. wink.gif

 

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I don't understand why you guys didn't use my stadium col file and my joey's garage col file. I worked pretty hard on those files and I think the numbers speak for themselves:

 

your stadium = 56.3 KB

my stadium = 22 KB

 

your joey's garage = 47.4 KB

my joey's garage = 14.6 KB

 

 

No big deal, just wondering is all.

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I know how much effort it took because those were two of the first collision files I put together myself, but this was before I started deleting the extra data ZModeler leaves in the *.x file as it exports. blush.gif

 

Don't worry, I started using that technique pretty much directly afterwards... but I never got round to halving the polycount on those models. If we could use your's that would save a lot of time an energy on our part. smile.gif

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When you're using Coll Maker have you flipped the x-axis in Options > Mirror? If it's not been flipped the coll won't coincide with the model. confused.gif

Edited by killer.ip
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wow, YOU GUYS RULE!! thanks alot for you help in this area.

 

A pic I made for the boundries thread; if anyone is still confused about which way is X, this should help:

 

user posted image

 

 

...will it be possible to adapt the tool to be used with these extra set of map files?

kcow's moo mapper is all you need to move land in the ipl's. I'll have to go ahead and get started on the tut.

 

 

...Liberty City needs to be moved -300 X and about 6 or 7 Z...

Whynot move it -350 X? That would make LC much better centered than -300 IMO. And I don't really think the z needs to be changed. Seems perfect already to me, and like Dem said, that water editor can fix the problem if there really is one. Whatever you guys decide on the X znd Z will be fine with me. Just don't touch the Y wink.gif

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by all means, that's what they are there for. smile.gif

 

edit: I guess it would be nice if I didn't make you hunt for them:

 

the solid stadium and ghost town:

http://gtawip.com/main/modules/mydownloads...wcat.php?cid=33

 

the Joe's Garage mod:

http://gtawip.com/main/modules/mydownloads...ile.php?lid=140

 

btw, Dem, you said the same thing I've heard from many others: that the Joes Garage mod sucked 'cause of all the extra stuff... FYI, the reason why it's like that is because that was a beta that we released for demonstration purposes, but then the project got zero support, so fudge(who?) and I decided to say skrew the whole thing.

Edited by jcab42
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Grrr, I did go on that hunt... but GTAWIP was first on the list so no loss. biggrin.gif

 

The coll for the stadium's lacking faces for the doors & floodlights... but the new object's we're adding to correct the 2d problem obviously need their own coll's themselves. For the stadium it'll be the work of 10 minutes to create the faces to simulate those.

 

We'll definitely include these optimised files in the next update. smile.gif

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actually, raising the z will be important, look @ the water. when you get on it in boats or anything, the trails are over you confused.gif it's not really great ... that's why we could get ride of it by moving it up a little

 

damn, it's too easy to move that city, only everything else will be harder....

 

ok, I already moved the whole City from -350 in X axis, it works like a charm smile.gif less bugs (parts of city disappearing) and you can get anywhere smile.gif except the traffic and the rest of the stuff screwed up tounge.gif

Edited by Knux
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The fix for the wall just outside 8balls is going to be included in the next update, thanks for the heads up spaceeinstein. smile.gif

 

That's quite a list of bugs there GT-1, I'll see if I can come back with some answers later on... at least the one's that are relevant to the work I'm doing on the mod. wink.gif

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i would suggest linking the last gta lc installer to the official mods and delete the gta wo link because their last installer will not work even on clean install of vice city and i have reinstalled vice already twice

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Thanks, I was going to do about the same thing but looks like you want to do it and you know the best way to get it done. I intentionally left the doors & floodlights out. I felt the floodlights hurt my ability to fly over the stadium with the dodo (no big deal), and the doors I felt could be removed for obvious reasons. It's totally up to you where we go with this, but another possibility would be to have an automatic gate installed there. Also, once you finish it, I'd like to volunteer to change the surfaces. If you'd like a sample of what I'm talking about, just check out my other stadium that is included with LazioFreak's stadium texture mod. It's missing the top lip (which sucked) and I never fixed that, but I'd like a third chance to make things right wink.gif

 

http://www.lzfdownloads.de/data/libsta.htm

 

I don't really understand what the "new object's... to correct the 2d problem" is all about. I've read a lot in here and I'm having trouble finding it. If you could just sum that up right quick I'd appreciate it.

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Mark Pagliaro

Here is a

link to ghost_masters2000 ipl translating tool. For anyone who wants to try it out.

Choose Entry 2 then use -350 0 0 or -350 0 7 if you want the water level raised:

 

You can also use Moo Mapper to move the city. I prefer the tool as it is an easy process

 

We would need tools for the following because manually would be a a pain.

Paths.IPL (Boats/Cars/PED Paths)

FlightX.Dat (Plane paths)

Main.scm (Co-ords of parked cars, pickups, markers, player pos etc)

 

In edition the following would need to be edited:

Radar txd files.

Pausemap files

(As Demarest Stated below)

Edited by MarkPagliaro
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Mark Pagliaro

jcab42:

 

GTAIII dff files had a cull option thus they rendered in GTAIII as having both sides textured. We could not simulate this in Vice City's Engine. So Killer.ip and I remodled all the offending dff files in zmod. However upon doing so they all lost their light data which would be a major setback. So Killer.ip contacted myself on redoing them by added new objects in the same location as their parent dff file simulating a whole object. This will keep the light data intact for the original dff files. I tried hex editng the light data back on but it failed to work out so killer.ip's method is the best solution for the time being.

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Okay then. Here is the official word:

 

LC is now moving -350 on the X axis ONLY

 

In addition to Mark's input, the radar and pause map will also need to be redone. So now I know what it feels like to have my work superceded lol.gif This would be a good time to impliment a GTA3 authentic radar and/or pausemap.

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I have spoken with killer.ip before about the stadium and he convinced me to keep it because in effect, it didn't hurt anything. Since then, it's just been a part of Liberty. But now that we're talking that, the garage, and all the 2d objects, I would like to request that the stadium be left out of the original files. This will be much like when I go to pluck all bikes and helis out of the code via a flag that can be enabled for use with an expansion. Based on the time alone it is going to take to finish this, we will DEFINITELY have quite the array of options for "official expansions". This will obviously include the option for bikes and helis, the stadium, etc. What do you guys think? Again just a reminder: keeping our release as authentic as possible maximizes the ability for the end user to have OPTIONS as to how he plays our mod smile.gif

 

@jcab42: Thanks for permission for use of your work. I've always enjoyed your work as you know and am honored by your increasing participation here smile.gif I sincerely apologize if that garage mod was yours, because I'm usually VERY good at crediting people. My only defense is that I tried it out when I was still very young in the GTA community. Sorry confused.gif

 

jcab42 added to official team thread

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