NTAuthority Posted February 17, 2009 Share Posted February 17, 2009 (edited) 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 Download teaser 1 Screenshots 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 March 3, 2009 by NTAuthority Ss4gogeta0 1 Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
Decy Posted February 17, 2009 Share Posted February 17, 2009 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 Dec Link to comment Share on other sites More sharing options...
Bobesz Posted February 17, 2009 Share Posted February 17, 2009 I hope something comes out of this, looks like i don't have to finish mine afterall . 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. Link to comment Share on other sites More sharing options...
NTAuthority Posted February 18, 2009 Author Share Posted February 18, 2009 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 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 Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
shantam777 Posted February 18, 2009 Share Posted February 18, 2009 Good One Link to comment Share on other sites More sharing options...
TimB Posted February 18, 2009 Share Posted February 18, 2009 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. Link to comment Share on other sites More sharing options...
NTAuthority Posted February 18, 2009 Author Share Posted February 18, 2009 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. And still, graphics are not everything a game has. Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
abcadgfawghaeheheahaeh Posted February 18, 2009 Share Posted February 18, 2009 64x64 that is small textures Link to comment Share on other sites More sharing options...
NTAuthority Posted February 18, 2009 Author Share Posted February 18, 2009 64x64 that is small textures Indeed -- computers were not as powerful in 1999 as they are now, 10 years later. Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
place4ever Posted February 18, 2009 Share Posted February 18, 2009 64x64 that is small textures 64x64 small for you? you can make a new textures(256x256 etc.), and everything is OK. @NTAuthority: your mod is cool Link to comment Share on other sites More sharing options...
Bobesz Posted February 18, 2009 Share Posted February 18, 2009 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. And still, graphics are not everything a game has. I don't think textures would be enough. Some buildings need to be remodelled. Link to comment Share on other sites More sharing options...
NTAuthority Posted February 19, 2009 Author Share Posted February 19, 2009 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. And still, graphics are not everything a game has. 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: Got 45 degree slopes and alpha transparency working partially... and fixed right/bottom Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
_Rob_ Posted February 19, 2009 Share Posted February 19, 2009 impressive, lets hope this doesnt die Link to comment Share on other sites More sharing options...
Wonderbro Posted February 19, 2009 Share Posted February 19, 2009 Very nice, indeed! Link to comment Share on other sites More sharing options...
Decy Posted February 20, 2009 Share Posted February 20, 2009 Its Looking well Link to comment Share on other sites More sharing options...
NTAuthority Posted February 26, 2009 Author Share Posted February 26, 2009 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. There are also some clearly visible holes, those are non-implemented slope types. Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
Bobesz Posted February 26, 2009 Share Posted February 26, 2009 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. Link to comment Share on other sites More sharing options...
Kowaah Posted February 26, 2009 Share Posted February 26, 2009 Nice! Is that radar textures ''New Radar Textures''? That's my simple mod, but seems you have awful qual. Link to comment Share on other sites More sharing options...
thekiller901 Posted February 27, 2009 Share Posted February 27, 2009 I had an idea almost like this one, but it died because of legal reasons. Can you get the city in this mod? Link to comment Share on other sites More sharing options...
NTAuthority Posted February 27, 2009 Author Share Posted February 27, 2009 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? 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 Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
rap918 Posted February 28, 2009 Share Posted February 28, 2009 very nice , keep it up man Link to comment Share on other sites More sharing options...
abcadgfawghaeheheahaeh Posted February 28, 2009 Share Posted February 28, 2009 why are the pictures called enb2009?? Link to comment Share on other sites More sharing options...
Kowaah Posted February 28, 2009 Share Posted February 28, 2009 His game exe is called enb2009 Link to comment Share on other sites More sharing options...
NTAuthority Posted February 28, 2009 Author Share Posted February 28, 2009 (edited) why are the pictures called enb2009?? Because I made them using the screenshot feature in ENBSeries 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. Stay tuned for some new screenshots! Edited February 28, 2009 by NTAuthority Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
NTAuthority Posted March 2, 2009 Author Share Posted March 2, 2009 Sorry for the double post... but I have some new pictures! These are from the first bonus map of the Residential District, which will be one of the maps in the upcoming teaser release. Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
NTAuthority Posted March 3, 2009 Author Share Posted March 3, 2009 Okay, it seems to be a triple post now... don't punish me 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 Download teaser 1 Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
Bobesz Posted March 3, 2009 Share Posted March 3, 2009 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. Link to comment Share on other sites More sharing options...
NTAuthority Posted March 3, 2009 Author Share Posted March 3, 2009 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 By the way, I didn't know there was an IDE flag to disable the 'back-face culling'. Also, what has been modified in the collision files? Ss4gogeta0 1 Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
Bobesz Posted March 3, 2009 Share Posted March 3, 2009 I just "gave them light", so cars and peds won't be dark anymore. Link to comment Share on other sites More sharing options...
Lantyz Posted March 12, 2009 Share Posted March 12, 2009 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. Link to comment Share on other sites More sharing options...
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