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The thread that started it all


Demarest
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Excellent work! Nicely laid out. Of course I will lock the other one. We'll redirect traffic here for as long as you and ModelingMan are willing to convert. We could always reopen the other thread if you change your mind. Hopefully that won't happen wink.gif

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Knux has a point. At the same time, I do believe that the way that VC interprets people models, it forces them to be overall skinny. I hope this doesn't disrupt the conversion process. Maybe MM or MP can redo Fido as a test?

 

Anyways, topic locked. New topic here.

 

Done.

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As stated before, I will fix the Unique Jumps.

 

I added the streaming line Opius mentioned and it does not help. I use 2000 and after running the game for about 10 minutes, I experience the same lag. It is so bad that my PC doesn't fully recover until about 10 minutes after and only if I close down just about everything. This didn't happen before when I was using Blunted1's last release with no updates other than the original timecyc.dat and Nomad5 (and map move of course).

 

SOO, there is something wrong with the files used in the autoinstaller. I wish I could say what, but I cannot. Hopefully it is an easy fix and/or that the official installer will not have the same issue.

 

Where's GoDK been??

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Me too. In fact, just last night I saw one all black...

 

Which leaves me to ask: Who did the carcols? And was it converted properly? I see quite a few colors I probably shouldn't be. Just curious.

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Mark Pagliaro

Well with school coming to an end of the month for me I see plenty of time to get cracking on this situation. My work hours will increase but I will have days off. More columns may be added at a later time. I personally want to get a model under the belt before I get to organized. The original plan was for me to set up the dff file and for MM to add bones but I may seek into that aswell just to get this moving.

The good thing with GTAIII's list is the most important models are listed first so when we get the first 24 done in either beta or final form missions will be able to be made (excluding gxt limits)

 

To Knux/Demarest:

ModelingMan has been working on a new fido so hopefully that will make its way through to this thread.

 

 

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Well, I've not come across this problem myself which leads me to believe the files in the official installer are going to run okay... but that'll only become evident once we begin testing.

 

No idea where GoDK's been, hope he's not been deleted. cry.gif

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Craig Kostelecky

I did the carcols file. And the black vehicle bug is definetly not in that file. This is a pretty interesting problem. Some of you see this car all of the time and I cannot get it to show up when I used Demarest's spawning code (it just beeps, no cars show up when I replace the hunter with the sabre).

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mmhhhhh..... weird, I never saw it here, I'll try to spawn it, if not, I'll try to find the problem.

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I think GoDK is making somthing for Myriad Islands, so he has not been around, I think not positive. biggrin.gif

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ModelingMan

I still need some pratice on creating custom vertice groups, I am gonna study original peds from from VC then I will try my best to get the models perfect.

abstract_sig.png

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I stand corrected. I've been seeing Stingers, not Sabres. Did GTA3 have hardtop and convertible Stingers?? I JUST learned that blush.gif

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Mark Pagliaro

4 Beta Downloads are now available! I just released my swat beta which needs alot of work as ModelingMan added the bone support fairly fast for me. I was running into trouble but I will have to learn myself next time and can't let him bail me out. I may just work on its bone weight to make it final.

 

Please keep in mind that this process is not a short solution and will take some time. Enjoy

 

We are working on more. Currentyl I am working on beta's only as I can not do much yet.

Edited by MarkPagliaro
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Well, I've not come across this problem myself which leads me to believe the files in the official installer are going to run okay... but that'll only become evident once we begin testing.

 

No idea where GoDK's been, hope he's not been deleted. cry.gif

I have the files without the autoinstaller and it lags too, unfortunately, I cannot tell which update caused the lag since I felt it after I installed 2 updates that same day, the updates were the car pack, and the last mapfix.

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Just to say I installed the boat mod no limits one the other day so I could get round the whole city by boat and I had some problems.

 

Since the city has been moved the downloads here have not been for example this mod comes with a .ipl file with teh old co-ordinates so when you overwrite the file like you should you have to move this file again to have the city all in place. smile.gif

 

People should know already but just thought I would bring it up because I forgot and wondered wtf was going on. wink.gif

 

GT-1

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Craig Kostelecky

Yes, the Stinger in GTA3 was just like the Stallion (it was both a convertible and a hardtop) Since there was only one slot that could be both (The Stallion), we had to use two seperate slots to fully convert the Stinger.

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ModelingMan

Well I have made a beta of the FBI Officer, he still needs some small bone weight fixing and some vertices joined together.

 

I will post the link here until MarkP gets back.

 

Link Removed(Has been updated)

 

.:EDIT:.

I request help for this ped conversion, it will be very time consuming for two people. If anyone knows how to use the Blender or 3DSMax script please help us, this could take well over a month for me and Mark.

Edited by ModelingMan

abstract_sig.png

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Some more:

1)

user posted image

2) On Callahan Bridge there is something wrong with the paths. The cars keep changing lanes at the exact same positions (one such place is directly in front of the spawn point).

Edited by Hammer83
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I have the files without the autoinstaller and it lags too, unfortunately, I cannot tell which update caused the lag since I felt it after I installed 2 updates that same day, the updates were the car pack, and the last mapfix.

Well, it's definitely a tricky one as nothing radical was changed in the last Mapfix, it was mainly an update to fix misaligned objects, in fact it's essentially the same set of IPL's & IDE's that we've been running since Skidz first update back in December.

 

Quick way to check if that's the cause of the lag problem it to take the original /gta3maps from WO's release an swap it back into the /data folder. That'll take the clock back to the start of the project, so it should be a good indicator of whether that's the cause of the problem.

 

Hammer, fraid I'm not getting a crash in that spot so I can't be certain what's causing it. Any chance you could go back to a fresh install and start adding individual updates and checking in between? If you're not already using Steve's Menu Editor it comes in pretty handy when you're bug testing a particular spot on the map.

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By all means, take your time. The SCM will take the longest, and much longer than a month. You have time. Don't burn yourself out.

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It really is a big job just to be handled by two people alone so I'm hoping there's going to be a few takers to help on your journey. I'm afraid as general dogsbody round these parts I'll have my hands full for the foreseeable future, the main task being to add prelighting to the vegetation & the rest of the new objects in the latest 2dfix.

 

However, people with skills aren't in short supply here so there's no doubt folk will show willingness to help. Great job so far by the way, looking forward to seeing the new models as they arrive. smile.gif

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Mark Pagliaro

Great work.

 

One Column I am thinking of adding is Date in which new downloads will be green.

 

I am also going to request that anyone who does decide to contribute rename there dffs to match the GTAIII dff name anyways because either way we are going to have to edit the following files.

 

  • ped.dat
  • pedgrp.dat
  • pedstats.dat
  • default.ide

If we do use the original GTAIII names the first 3 we can just use GTAIII's files directly.

 

Not to worry all the beta's so far are already GTAIII names.

 

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ModelingMan

 

By all means, take your time. The SCM will take the longest, and much longer than a month. You have time. Don't burn yourself out.

I would take my time but I am also doing the GTA: New York mod. I have a break from it just now, hopefully "commando" won't mind if I take a break from the mod until I convert my part of the peds.

abstract_sig.png

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killer.ip, I just tried to go from the other side and it crashed again at the same spot. Could you try it one last time based on this video (1 mb)? I would truly hate to reinstall everything again.

 

PS: make sure you are on the upper lane of the street on lower lane it doesn't crash. Thanks.

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Mark Pagliaro

I do not know why but the last link posted will always show as [ Url= ........[/url] since I added the new columns. If I deleted that link it happens to the previous link.

 

Edit: Problem Solved for now.

 

I added more columns mostly for filler as the table look long and slim. I do not see the need for a time stamp at all. I added application as I thought it would be neat for Hollower and ST.MU to see who is using what. I think Hollower was dissapointed earlier when people like myself were discouraged about the blender interface so this feature may satisfy him.

Edited by MarkPagliaro
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I'm glad you added an explanation in the readme why the models look so strange. I didn't want people to think that it's a problem with all Blender exported models. Autorigging simply doesn't produce desirable results. The advice I give in my tutorial is still the best method I know: Assign the verts by hand with weight 1.0, then go into weight paint with a lower number and work on the joints.

 

Also we currently force all models to fit Tommy's proportions. That's the reason, as someone said, that Fido looks too tall and skinny. Someday we'll be able to import/export skeletons without patching, and then we'll have a lot more freedom.

 

If I can find the time I can probably convert a few models. I've made some attempts but none were satisfactory to release (personally I wouldn't have released autorigged models). I'll try an "unimportant" ped, like male02 - 'My mother's my sister!' dontgetit.gif

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I updated radar, pause menu map and map.zon definitions for LC -350X. I used GPS2 radar instead of default GTA3 map (and instead of GPS1.1 which is currently used).

 

Those who are interested can grab it here.

 

Also, I'm working on converting all offroad missions (which i think are the easiest to convert). I'm already done with Gripped and Patriot Playground and am now moving on "Multistorey Manheim" and "Ride in the Park". For now there is an issue with MB0.22 compatibility as I'm working with MB1.3. I can convert it rather easily to VC0.22 I think (by simply decompiling my scm with MB0.22 and renaming the labels). So if you are interested, Demarest, as soon as I finish with these last two offroad missions, I can send it to you.

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I was going to do the maps/radar. If yours are lined up properly, then I'll have a template to go off of.

 

As for the code, I don't mind the help, but I do have some requisites to the actual notation of it all for uniformity's sake. For example, instead of the decompiled code you're speaking of, I would need it as it appears from originally decompiled code. That way all converted addressing and DMA variables are similar and therefore easier to understand and reverse engineer for anybody interested in it all later on. For this reason (along with the fact that the finished code will have converted code from both games), all labels should be prefixed with either LC or VC depending on their origin. The same with DMA variables from 2960?? to $VC2960 for example. Finally, a documentation of what GXT entries need to be added or modified to fit the GTA3 theme should also be documented. Anybody willing to follow these guidelines is more than welcome to convert the code. For anybody willing to do so and not wanting to go through the process of renaming every DMA variable name, can send me the code without it. I have a pair of softwares that work together to autoconvert this for me already set up and waiting for code to feed it, so that's not an issue.

 

Regardless of what comes, I thank you Hammer for your interest and your efforts. If you are willing, any and all code help is appreciated. Likewise, anybody willing to come up with modules for things like simulating the crusher and things of that sort are welcome to do so pending final approval by myself prior to official adaptation. My only request with things of that sort is that the label and variable scheme at least resemble the pattern already employed. And as Hammer stated, it must all be in MB 0.22 syntax. Sorry for any inconvenience this may cause.

 

I am going to copy/paste this post into the SCM thread. Any additional info on the coding aspect should take place there for research's sake smile.gif

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Found this now I no longer use the modded weather. biggrin.gif

user posted image

Also killer.ip the windows bug is back I just changed the gtaii.txd to the xbox textures, when I re-install the textures in that file they should no longer be grey, they are smashable but when you add some textures they seem to go grey.

 

No biggy, can easily be fixed. smile.gif

 

GT-1

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Thanks for the video there Hammer, with it's help I knew the exact spot with which to attack that corner. smile.gif

 

I'm still not getting that crash though, but I am using an updated version of the game files that will be coming with the release so it's a good bet that bug won't be present in the upcoming beta. Although I can't offer a cast iron guarantee right now, hopefully during the pre-release testing process anything untoward should become apparent.

 

GT-1, the window at 8balls has been taken care of, and it's no longer transparent. wink.gif

 

Strange that Portland smashable windows should turn opaque again after installing the updated gtaiii.txd, I know Outback included the texture they use in that TXD so it should still be cool. Just tried it myself and they turn up fine. Only advice I can give is to reinsert the X-Box gtaiii.txd into your gta3.img with a rebuild to finish, then add the latest Mapfix to make sure everything in industNE.ide is up to scratch.

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Just wondering if your new map.zon managed to fix your lag problem Hammer? The reason I'm thinking it might is because it split's the city back into two, although I'm not sure whether having the city undivided like we've had is it's original cause. Unfortunately it also brings back the problem of the ultra LOD's in the distance.

 

If it doesn't cure it then it might be an idea taking the new version with the updated coords and returning it to the state we've been using the last couple of months:

zoneZone01, 3, -2502.45, -1162.06, -133.012, -702.454, 1000.94, 466.988, 1Zone02, 3, -2502.45, -1952.06, -133.012, -882.454, -1162.06, 466.988, 1Zone03, 3, -884.443, -2136.97, -133.012, 345.557, -1156.97, 466.988, 1Zone04, 3, -714.007, -1156.97, -133.012, 295.993, -866.971, 466.988, 1Zone05, 3, -711.448, -866.711, -133.012, 338.552, 13.2891, 466.988, 1Zone06, 3, -619.862, 13.2891, -133.012, 330.138, 43.2891, 466.988, 1Zone07, 3, -584.246, 43.8175, -133.012, 335.754, 73.8175, 466.988, 1Zone08, 3, -558.805, 74.3461, -133.012, 331.195, 104.346, 466.988, 1Zone09, 3, -523.189, 104.875, -133.012, 286.811, 144.875, 466.988, 1Zone10, 3, -487.572, 145.579, -133.012, 282.428, 205.579, 466.988, 1Zone11, 3, -399.8334, 205.518, -133.012, 280.167, 335.518, 466.988, 1Zone12, 3, 290.905, 104.875, -133.012, 1550.91, 784.875, 466.988, 1Zone13, 3, 341.786, -1875.13, -133.012, 1551.79, 104.875, 466.988, 1Zone14, 3, 301.081, -1156.95, -133.012, 361.081, -866.95, 466.988, 1Zone15, 3, -710.31, 358.038, -133.012, -189.69, 1000.04, 466.988, 1Zone17, 3, -709.7, 13.1446, -133.012, -619.7, 203.145, 466.988, 1Zone18, 3, -619.7, 43.8175, -133.012, -584.246, 203.145, 466.988, 1Zone19, 3, -584.246, 74.3461, -95.5116, -558.805, 203.145, 429.488, 1Zone20, 3, -558.805, 104.875, -133.012, -523.189, 203.145, 466.988, 1Zone21, 3, -523.189, 145.579, -133.012, -487.572, 203.145, 466.988, 1Zone22, 3, -710.168, 203.439, -133.012, -400.1679, 358.439, 466.988, 1end

 

Good work on the new map as it does line up perfectly, although I am finding the new colour scheme a little garish. confused.gif

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