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GTA: Frosted Winter


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Some updates:

 

user posted image

user posted image

user posted image

 

The last picture shows the new Japanese character (Kenji with hair and lighter skin, but without the goatee). Later, I might make more signficant changes so that he doesn't resemble Kenji so closely; however, that depends on the free time I can spare.

 

Also, I'm editing the DFF files through Zmodeller. As the screenshots above show, the model and textures look fine. Unfortunately, in-game, I'm having this problem:

 

user posted image

 

The problem arose because I deleted and then created new faces—three vertices joined together in a triangular shape—which were placed onto a character's body parts/objects (like Storso, Shead, etc.). I remapped the faces from the default material to the correct material (like Joey256.tga). I also made sure that the materials IDs checked out with the DFF file.

 

I might be able to resolve the issue on my own, but that could take a lot of time to figure out. So, if someone's reading this and they are familiar with this problem, then please send me a PM explaining how it can be resolved.

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  • 2 weeks later...

It is possible to add new pickups, check out the video below:

 

 

 

DimZet13 created the mod, links below:

Snow City Mod (gtaforums)

Snow City Mod (gta.ru)

 

I think you should ask him for his permission so that you can incorporate some or all elements of his mod into yours.

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It would be cool to have specific pickups representic clothes or house like in VC. Since Im amazed with your work, could you make these? Also it would be awseme if you made one othe little model - Joey with Claude's clothes from GTA3 biggrin.gif

  • Best Bru 1
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It would be cool to have specific pickups representic clothes or house like in VC. Since Im amazed with your work, could you make these? Also it would be awseme if you made one othe little model - Joey with Claude's clothes from GTA3 biggrin.gif

I'll see what I can do.

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  • 2 weeks later...
Strength Beyond Strength

 

Ok, appearantly Im not able to deliver my promise and release this mod on Jannuary biggrin.gif a few things left to do so I hope it will be done this month.

Sure, just take your time man, btw your mod looks very promising so far, so kudos for the effort and contribution you made smile.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gif .

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Okay, first of, I'm f*cking surprised I haven't seen this before, second, this is just amazing. I love the style, man.

I'd just love to help with the mod, I guess I can do graphics stuff and uhm, maybe artworks? I have never tried making GTA III styled artworks, but gta SA one turned out pretty good, so I believe I could try making something. I hope I get some job smile.gif

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Dude, thats awsome. But could you make those pickups I mentioned before? You know... clothes and asset. They could look as any other round blue pickup but with house and T-shirt in the middle? tounge.gif

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I'm using Photoshop CS4 for creating new pics and TXD workshop to import/replace the original icons. You see, I want to make icons with alpha channel so for example this picture

user posted image

would appear only as diablo Icon without any white background. The same with Icons I make myself. But I don't know how to import img and alpha separately. On txd workshop there is a button to swithc view from img to alpha mask and then I thin you can import img or alpha, but when I import img (ex. radar_ray) it becomes alpha too and when I try to import alpha separately (ex. radar_raya) it becomes img too. So I dont know what to do. If I uncheck "use alpha" I get square icon with a background. If I still use alpha (which then is the same as img), I get the icon without the background, but you can barely see it. So what I want is to add VIVID icons without background and I dont know how to do that sad.gif

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That's a txdworkshop bug, you have to save alpha as .bmp, then open it in ms paint, then copy and paste and then save the same file. That should work.

That doesnt help at all sad.gif

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