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[WIP | BETA ] GTA: Anywhere


NTAuthority
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Teaser version 1 released, look down for details!

 

Hi! I have been working on a new modification, which is intended to be the best Anywhere City experience to date.

 

What is this exactly?

 

This modification plans to bring all three districts of Anywhere City to the San Andreas engine, including bonus maps. Also, new missions and other concepts will be included.

 

The map will not be modeled the traditional way, which takes too much time. Actually, this modification will be almost fully automatically generated. I have been silently working on a GBH/GTA2 map conversion utility, which, when completely finished, should generate files almost directly suitable for usage in San Andreas -- a model script which is loaded in 3ds Max, a info.zon and water.dat file, car path nodes and tree locations. At the moment, the model exporting part is the only working part, and is finished for about 70%, with the remaining parts being non-0/63 slope types and correct texture rotation.

 

Doing the map this way will mean the mapping part can be finished more quickly, and the rest of the modification will make more chance of being finished. The final version will also (hopefully) be re-textured, though that is one of the last things I'd like to do.

 

TEASER VERSION 1

 

This first teaser contains all three Residential District 'race' bonus maps, plus a tiny script for teleporting between them. Known bugs are that level 2 (the SRS one) is quite glitchy. Also, _please_ read the readme smile.gif

 

Download teaser 1

 

Screenshots

 

user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image

 

Testing screenshots

 

http://i41.tinypic.com/k19v9j.jpg

 

The part from STE used for development of the map importer -- imported, actually.

 

http://i39.tinypic.com/23iv6kz.png

 

A bit of the source code from the map export utility.

Edited by NTAuthority

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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Hey,

 

Sounds good, do you think the same automatic generation can apply to the other top down GTA's as well or? Im trying to revamp the 1.5 idea...maybe just importing the GTA San Andreas map from GTA1 into the San Andreas engine and working from there..

 

All the best with your project, hope it goes to plan for you icon14.gif

 

Dec

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I hope something comes out of this, looks like i don't have to finish mine afterall smile.gif. I wonder how will you put the models ingame, cols are limited to 2000 polys, you have to scale the map, and fix the holes that the maps have.

 

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Hey,

 

Sounds good, do you think the same automatic generation can apply to the other top down GTA's as well or? Im trying to revamp the 1.5 idea...maybe just importing the GTA San Andreas map from GTA1 into the San Andreas engine and working from there..

 

The .cmp format seems pretty much like a less evolved version of the .gmp format, so that would probably be possible.

 

 

I hope something comes out of this, looks like i don't have to finish mine afterall smile.gif. I wonder how will you put the models ingame, cols are limited to 2000 polys, you have to scale the map, and fix the holes that the maps have.

 

 

A modified version of the tile splitter from NWmax helps with splitting, one top-down unit equals 4.5 3D units and AFAIK there are no holes smile.gif

 

Something about progress, I've been trying to get my export/import application to read slopes... ended up having to make rotated tile graphics using texture changes -- which gave me a nice little bug initially... my Max script would need to be rewritten to cache rotated materials too, as it takes 5 times longer to import the same piece now sad.gif

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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I have allready seen an modification which included Anywhere city from GTA II, the problem was that the models are very lowpoly, which is very ungly ingame.

 

Its sounds like a cool idea, but your still need to make details in the models.

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I have allready seen an modification which included Anywhere city from GTA II, the problem was that the models are very lowpoly, which is very ungly ingame.

 

Its sounds like a cool idea, but your still need to make details in the models.

It's not really possible to add details to a city which has always been represented by simple cubes. I expect that with just some new textures (the original ones are 64x64) it will look a lot better. smile.gif And still, graphics are not everything a game has. biggrin.gif

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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64x64 mercie_blink.gifmercie_blink.gif that is small textures

Indeed -- computers were not as powerful in 1999 as they are now, 10 years later. smile.gif

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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64x64 mercie_blink.gifmercie_blink.gif that is small textures

64x64 small for you? you can make a new textures(256x256 etc.), and everything is OK. colgate.gif

 

 

@NTAuthority: your mod is cool cookie.gifcookie.gifcookie.gifcookie.gifcookie.gif

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I have allready seen an modification which included Anywhere city from GTA II, the problem was that the models are very lowpoly, which is very ungly ingame.

 

Its sounds like a cool idea, but your still need to make details in the models.

It's not really possible to add details to a city which has always been represented by simple cubes. I expect that with just some new textures (the original ones are 64x64) it will look a lot better. smile.gif And still, graphics are not everything a game has. biggrin.gif

I don't think textures would be enough. Some buildings need to be remodelled.

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I have allready seen an modification which included Anywhere city from GTA II, the problem was that the models are very lowpoly, which is very ungly ingame.

 

Its sounds like a cool idea, but your still need to make details in the models.

It's not really possible to add details to a city which has always been represented by simple cubes. I expect that with just some new textures (the original ones are 64x64) it will look a lot better. smile.gif And still, graphics are not everything a game has. biggrin.gif

I don't think textures would be enough. Some buildings need to be remodelled.

It would enhance the look quite a bit, though indeed cubes are not perfect for buildings. Some progress too:

 

user posted image

 

Got 45 degree slopes and alpha transparency working partially... and fixed right/bottom smile.gif

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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Got a tiny bit in-game -- some parts are rotated incorrectly, that's already fixed in the export/import code, though the importer seems to take an hour importing 1/9th of the map -- something with meshop.attach and materials in MAXScript it seems -- working on it. smile.gif There are also some clearly visible holes, those are non-implemented slope types.

 

user posted image user posted image user posted image

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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Looks nice. I would advise using pinetree08(id:654) as replacement for trees. Also the map will have a few holes when you're finished with the exporter, becouse R* didn't model parts you can't see ingame.

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Nice!

 

Is that radar textures ''New Radar Textures''? That's my simple mod, but seems you have awful qual. ph34r.gificon14.gif

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I had an idea almost like this one, but it died because of legal reasons. Can you get the city in this mod?

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Looks nice. I would advise using pinetree08(id:654) as replacement for trees. Also the map will have a few holes when you're finished with the exporter, becouse R* didn't model parts you can't see ingame.

 

I tried that tree as first tree, but it looked a bit full -- but these I have now look empty, so I'll just use pinetree08. Also, yes, I know of those holes, but they're usually at places you couldn't even reach!

 

 

I had an idea almost like this one, but it died because of legal reasons. Can you get the city in this mod?

 

 

Look at my screenshots, and compare them to the north-west of level 2 in GTA2. See any similarities? biggrin.gif Or, if you mean 'are you allowed to use the city', I don't think R* actually cares -- they aren't even doing anything about the VC-in-SA modifications too!

 

Also made some progress, all 45 and 26 degree slopes are read completely correctly, including left/right/top/bottom cropping. Still being very slow, have asked on some other forum for a solution. Hope the rest works out... and I don't have to worry about coordinate systems anymore - those are annoying smile.gif

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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why are the pictures called enb2009??

Because I made them using the screenshot feature in ENBSeries wink.gif Not much progress to be seen, will try to optimize the import stuff a bit -- wish me luck!

 

EDIT: And it worked out quite well, I can now read in many objects with a lot less slowdown. smile.gif Stay tuned for some new screenshots!

Edited by NTAuthority

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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NTAuthority

Sorry for the double post... but I have some new pictures! smile.gif These are from the first bonus map of the Residential District, which will be one of the maps in the upcoming teaser release.

 

user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image

 

 

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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NTAuthority

Okay, it seems to be a triple post now... don't punish me biggrin.gif A first teaser has been released, look at the first post for the download link, or read my quote:

 

 

TEASER VERSION 1

 

This first teaser contains all three Residential District 'race' bonus maps, plus a tiny script for teleporting between them. Known bugs are that level 2 (the SRS one) is quite glitchy. Also, _please_ read the readme smile.gif

 

Download teaser 1

 

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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What happened to the textures? They didn't look that bad in my mod. Good job anyway, i put up a file that fixes some bugs HERE.

The only downside of your method of conversion is that it's impossible to mod the map itself, other than that, it rules.

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NTAuthority
What happened to the textures? They didn't look that bad in my mod. Good job anyway, i put up a file that fixes some bugs HERE.

The only downside of your method of conversion is that it's impossible to mod the map itself, other than that, it rules.

I think the textures may be so bad because I didn't create mipmaps... or because of my image post-processing for alpha transparency smile.gif By the way, I didn't know there was an IDE flag to disable the 'back-face culling'. smile.gif Also, what has been modified in the collision files?

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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  • 2 weeks later...

Impressive. Are you planning to make a radar for this mod? I have a 4000 x 4000 px top down image of the Residential District and am making more for the other districts. If you're interested, I'd be glad to share them for a classic conversion mod. smile.gif

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