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[REL|FINAL] High Quality/HD GTA Cars


unopescio
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Thats cool guys, Ive got the method down pretty well right now and I can convert and test 1 in about 15 minutes. Problem is theres something like 45 of them. I'm over half done now though.

WbZaxRP.png

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Time for an update I think. This one took a little longer because of all the converting I was doing. After this there are 5 vehicles to go.

 

There are a bunch of extras on the rhino, that shovel and ammo box and those side plates for a more original rhino look.

 

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Overall it turned out better than I expected icon14.gif

WbZaxRP.png

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aman_bungay

awesome work OP!

but the exhaust should be upside it will look much better.

I guess..

Edited by aman_bungay
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nice looking rhino looks great in-game ... do you think youll have time to maybe make a swat skin for it or police skin ??

just a thought

 

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Great job, It's hq and looks realistic but in the same time it keeps GTA's funny shape of the Rhino

 

 

PS. Remove the fuel canister hanging on the outside mercie_blink.gif or at least put a target on it lol.gif

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Niiiiiiiiiiiiice Tank OP !!!

Can you show us how claude enter the Tank ??

I think maybe there's a way to entre a Tank more realistic (San Andreas'a animation)

is there a way to make SA animation works in III ????

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Yeah , It's impossible cause the animation In SA using Player's Bone to move .

But In III the player has no bone to work with SA's animations .

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leik oh em jeez!
Thats cool guys, Ive got the method down pretty well right now and I can convert and test 1 in about 15 minutes. Problem is theres something like 45 of them. I'm over half done now though.

That's a pretty fast conversion. Reusing SA collisions and using the vlo's as the shadows I'm assuming?

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Im using SA files for cols and shadow maps where the body is the same shape, if the car wasnt in SA I use the GTA3 col file.

 

30 done, 25 to go.

WbZaxRP.png

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Ok I converted the rhino to SA today and as you can see there is a problem I cant fix

 

user posted image

 

the game places 4 sets of wheels inbetween the front and the rear dummys, there doesnt seem to be anything I can do about it.

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If it is the Game engine that is causing the error, I'm sure other people have found ways around it, as most custom tanks do have different wheels.

 

Seems that the game makes having six wheels default for the tank.

Edited by ALMOST610
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I have a feeling I wont be able to fix it, I think the code for it is in the exe. oh well, it doesnt look too bad with the side walls on.

WbZaxRP.png

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There have been people who have changed such settings with ASI hooks, DLL Hooks and even some with CLEO scripts, what a shame I dont know someone who could help.

XDBuildTopicSig6.png

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Ask in the coding section, I used to run several CLEO scripts which made impressive stuff e.g. Burner and Mindf*ck's Nova SS Pro Street with flames that would change color and size depending on power, also it had nitrous and could do wheelies. I'm sure someone over there will know how to place those wheels at different positions.

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It's the first time I post here, so I want to give best thanks to OnePiece for his effort on making these unbelievable high quality vehicles. As I'm interested in OnePiece's work, I've partially found a solution for the #RHINO 6 wheels problem. Ofcourse, it is an hardcoding modification.

 

Basically, 0x6A2B10 (CAutomobile__render) checks for vehicle ID before rendering it. You should try noping that check with this code:

 

0A8C: write_memory 0x6A2C29 size 4 value 0x90909090 virtual_protect 1 0A8C: write_memory 0x6A2C2D size 2 value 0x9090 virtual_protect 1 

 

012          345
678   9A   BCD
EFG HIJK LMN
OPQR  STUV
WX    YZ

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I think I have an Idea that could work.

Well we know that SA models have one wheel placed under wheel_rf_dummy and gets copied to all wheel dummies on the car.

So if we dont put the wheel there, the car wont have any wheels. And if we place a wheel under any other wheel dummy, it wont be copied to the other ones.

So what if you placed middle wheel dummies in the same position as Right Front and Left Front dummy, And placed no wheel under the Right Front dummy, but then placed a wheel under RM, LM, RB, LB -dummy then the tank should have 4 wheels ingame.. This is what i did when i was making a flintstones car, because middle wheels wont turn. the tank's wont turn anyways so its all good. If this works, people wont need extra scripts to make the cars work.

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leik oh em jeez!

^That, or you could use the same method people use for duallies, creating an extra dummy to be copied to each wheel, so that a separate wheel can then be used under each dummy.

 

OR, you could just make the wheels smaller, move them down some and spread them out a little more.

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I think I have an Idea that could work.

Well we know that SA models have one wheel placed under wheel_rf_dummy and gets copied to all wheel dummies on the car.

So if we dont put the wheel there, the car wont have any wheels. And if we place a wheel under any other wheel dummy, it wont be copied to the other ones.

So what if you placed middle wheel dummies in the same position as Right Front and Left Front dummy, And placed no wheel under the Right Front dummy, but then placed a wheel under RM, LM, RB, LB -dummy then the tank should have 4 wheels ingame.. This is what i did when i was making a flintstones car, because middle wheels wont turn. the tank's wont turn anyways so its all good. If this works, people wont need extra scripts to make the cars work.

I was going to suggest the same thing, except for a little warning...

From my experience, the game (well, model actually) doesn't work without the "wheel" under Wheel_rf, therefore you need to have "wheel" listed within the hierarchy

 

Now, try this... Create extra dummy and rename it to "wheel" Then place it on the same position you would normally place wheel model (under Wheel_rf dummy). Then place all the wheels for your model, don't forget to rename them into wheel_rf, wheel_lf, wheel_lb, etc... And there you have it, the model will copy "wheel", dummy to all the wheel locations, but they're going to be invisible. Only the actual wheel models, the ones you assigned to each wheel_dummy will be used, therefore visible. Hope it helps smile.gif

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Claude Speed.
It's been asked before and I don't know if it was answered, but does the Rhino have moving\animated threads?
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No it does not.

WbZaxRP.png

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MaryseDynasty

 

Hi, great work. Can you tell me how much cars from GTA III left?

OnePiece has 5 more cars to go; which are the Reefer, RC car, Coach, Moonbeam, and Perenniel.

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MaryseDynasty
WOW, can you say when will be available all cars? What will be doing after that?

He will probably be done with them in about 4-6 weeks, and he might take a break after it, or do Vice City cars.

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