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GTA East Coast Stories


The Rocker
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Paths and spawn area hack really looks pain in the ass. Look here for the post of Maxorator:-

http://www.gtaforums.com/index.php?act=ST&...entry1060664020

 

Ok guys I myself made a IPL mover that can move ipls files via reading from the gta_vc.dat file. I moved the x coordinates by 2000 units and y coordinate by -4000 coordinate. Then vice city was moved to the south-east of Liberty City.

 

There are no crashes till now even when quitting the game(some TCs used to crash after quitting). But the Lods are sometimes just not working right. I dont know if this is a random bug. When lods failed to dissappear while the player has approach a certain map objects outside the original boundaries.I think its not a LOD obejcts defining limit because the lods model worked perfectly yesterday while they were in their original position(unmoved).

 

I also thought of moving vice city up by some z units. But by doing this there seems to be problem that cant just be solved. Its the radar map and menu map and the map zones( the names shown when you enter a zone which will be the same for liberty city and vice city). Let me know if you guys have the idea other way around. The water also does not render outside the bounds. It seems water.dat has nothing to do with this. I can upload my work within 2-3 days!I have no internet connection right now Do any of you guys know free uploading site with resume support like the downloads have???

 

Things needed to hack: -water rendering outside bounds, larger radar and menu map, LARGER bounds for paths and LOD objects and script objects, make the loading bar look properly!!!

 

Things left to do:

-Make the VB6 IPL mover program to move zone,cull,occu and path files too.

-Test my work intensively. For the loading bar combining the IPLs will be in the last phase in this mod when the whole map is modelled properly but we do definately need a skilled hacker!

 

BTW here are the screenshots:

Liberty City view from Vice city stadium area

user posted image

 

Lod problem after moving vice city beyond the original bounds

user posted image

 

Lods behaves as normal model outside bounds.

user posted image

 

Lod problem no 2

user posted image

 

No water textures rendering outside bounds

user posted image

 

Vice city View

user posted image

 

Map view

user posted image

 

 

@SilentPL

Is it possible to add to custom soundtrack to your asi so that the music will play in the loading screen of Vice city

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Been Preparing the site for final things to get added, which include adding a small roof section to the building, and then just putting rubble and possibly some other stuff to fill the rest of the site.

 

user posted image

 

user posted image

 

- March 6, 2013 - Image Links Updated to A610 Ucoz

Edited by ALMOST610
XDBuildTopicSig6.png

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Vice City must preferably be moved more west, seeing as it's in Florida, which is south-west of the State of New York (State of Liberty).

 

Other than that, before we do VC paths, we need to move Vice City further from Liberty City, the two mustn't even be close to each other. The bounds for GTAIII and GTAVC should be the hint as to where the cities should be in relation to each other. I was thinking that the distance in SOL was realistic, but can we do it like that? I'm sure it's possible, with a lot of work, but I believe that after we have the whole map done without bugs, everything else will be smooth sailing. I've already begun working on ideas for a new clothing system (easily scriptable), and the missions themselves will be easy. As for re-texturing the whole of both cities, leave that up to me for now (if we can get helpers, then great, they can make SA textures HD for the final). VC needs to be extensively re-modeled, as does LC, only minor things with many buildings, but I'll get a full list of these after the pre-beta has been examined.

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So do you mean that vice city must not be visible from Liberty city?Its no big deal man!!!I can do it easily with this IPL mover program I made! Did you had a look at SOL version 46?I do not remember about other versions but it had SA road textures in the game. SA road textures are so black that it just does fit in the game!But I am ok with the building,objects textures man!

 

@Almost610

Awesome man!!Way to go buddy

So LC in 1993 does have any type of bridge or tunnels? So why not give it too a miami, florida feel? That will explain the "TAKE A VACATION IN LIBERTY CITY" billboard in Vice city!!!

Edited by Swoorup
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Will some of the LOD's have to be removed or is it possible to fix the LOD distance bug?

 

@Almost, will that area have vertex coloring when it's finished? If not then i'll add it/show you how to.

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I'll quickly show you how LC looks with SA textures, I know how to do it correctly (I love using SA textures, they are beautiful! The best, IMHO!). Wait a few minutes. And yeah, LC and VC shouldn't be anywhere near each other. Also, LC can't have a miami feel, it's a dark city, but it can be more friendly (it is more friendly and sunny than in GTALCS and GTAIII) in GTAECS though.

 

EDIT: With the correct building textures, LC can look pretty good (going for a San Fierro look):

 

user posted image

 

EDIT 2: Rendered it in GTA3 coz my GTALC aint working guys smile.gif

Edited by The Rocker
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@frank.s

I am not sure about removing the LODs!!!Due to the similar bug in SOL, X-seti removed all LODs and then increased the draw distance of every normal objects but it caused a huge lag in the PC and many of the fans complained about that!!!But I dont know the current state of LODs in SOL-O. I have to ask X-seti! I am sure they have corrected this issue. So must not be a big deal.

 

@Rocker

Yup a sunnier, brighter feel. Then cruising around Liberty City will be totally a new and awesome feeling!!

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ManDog sent me the LCS Toni Cipriani player models so i'm gonna rig the casual+leone outfits for ECS. icon14.gif

Include him in the credits please. smile.gif

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Will do! icon14.gif

 

EDIT: @ALMOST610: Howabout putting a construction fence in front of the site? Then we could put a crane and a portable in to make it look like something is planned to be built there? It will make it look less random, and the crane and extras could fill up the extra space?

Edited by The Rocker
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They were actually my ideas of what to put in the site, the fence is what I going to add after I finish another area that I have not shown or started yet, here is a pic it will probably just be grass land.

 

@ frank.s, what is Vertex Colouring?

 

user posted image

XDBuildTopicSig6.png

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Yeah ALMOST610, plain grass would be good there, as well as removing those things on the planter in the middle icon14.gif good thinking on the construction site! smile.gif

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Guys uploading the files!!Must be online within a hour!!!

EDIT: I am gonna msg you team the link!!!

I am gonna edit my IPL mover so @rocker you can easily move vice city according to your choice

Edited by Swoorup
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thanks, i will then upload the pics so you guys can say if u agree with my choice or not smile.gif

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@Almost610

I looked at your site and signed up but didnot know how to upload!Anyway thanks man!!!

@Rocker

What do you think about the vast water the project will have if we put vice city far away?

EDIT: just 38% upload completed cryani.gif

Edited by Swoorup
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It's all for the good of the image. Remember, we only get one shot to make it good, or it's a lot of work afterwords. Also, it has to be realistic, not just another map mod, but something people will look at and think, "Wow, there was a lot of thought put into this!"

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Then more maps have to be included in the later versions of this mod.

 

@Frank.s and almost610

can you guys post a list of changes you have made!

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Update:

 

Map: I've modeled another piece of the land by the italian restaurant, more building in between the land and the restaurant and more building next to the opera house.

Other: I've fully rigged the Casual Toni outfit and tweaked the idle stance animation so he stands like toni does, i'll rig the leone outfit today/tomorrow.

 

user posted image

 

user posted image

 

user posted image

 

user posted image

 

Comments/Criticism/Ideas/Rating encouraged. smile.gif

 

 

They were actually my ideas of what to put in the site, the fence is what I going to add after I finish another area that I have not shown or started yet, here is a pic it will probably just be grass land.
I didn't mention before but, it's starting to really take shape in LC. icon14.gif

 

It's all for the good of the image. Remember, we only get one shot to make it good, or it's a lot of work afterwords. Also, it has to be realistic, not just another map mod, but something people will look at and think, "Wow, there was a lot of thought put into this!"
+1

 

Can you guys post a list of changes you have made?!
Sure, i'll edit this post while i do that.

 

Edit:

Map Changes:Removed the item placements of the portland side of the callahan bridge + its junction lampposts + tree shadow on bridge : industSW.ipl trackshad08.dffFixed some collision holes in portland caused by the bridges removal : industSW.colAdded the new road corner and grassy areas to fix the massive hole (with LODs). : PatchRoad01.dff PatchArea01.dff LODchArea01.dff PatchArea02.dff LODchArea02.dff PatchArea03.dff LODchArea03.dff PatchArea01.txdRemoved the item placements of the construction site objects : comNtop.iplAdded 4 new buildings at the north area of fort staunton/little italy (no lods yet, il make em when the whole place is done) : comhospital.txd addedstuff.ipl/ide/col PatchArea04.dff PatchArea04.txd PatchArea05.dff PatchArea06.dffOther Changes:Ps2 LCS Toni Cipriani Causal rigged : player.dff/bmpPlayer idle stance made into Tonis style : ped.ifpI think thats everything. 

 

 

@ frank.s, what is Vertex Colouring?
In-game at night you may notice the map meshes have shading, bright areas around lights and dark areas everywhere else so that nightime is actually dark.

(also vc has tonnes of colored vertex coloring on ocean drive at night combined with omni lights and timed neons)

III/VC's vertex coloring is used in daytime and nightime, at nightime it is at full intensity but in daytime all the dark areas get brightend; the vertex coloring is still visible but much less.

SA has two vertex colorings, the first is for daytime (same panel as iii+vc's single vertex coloring)

and SA's nightime is in the panel under it (NVC is only exported on SA using deniskas SA scripts 'cos kams scripts can't export it and only vertex color 1 is used in III/VC anyway).

the two color boxes pic

 

(for iii/vc) In 3ds the button to set vertex coloring visible or not is on the "VertexPaint" modifier, apply one of those to your object and here are the buttons. (this window appears when you click the edit button after the modifier has been applied to the object)

vertex paint modifier boxes pic

Edited by Frank.s
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@frank.s: your work looks very cool man!!

@Team:I am re-uploading the files due to corrupt archive. Not to worry guys!!!Now we will be working it to meet the requirements of the checklist. Porting all of your individual works!!!

@Rocker: The game map is stable. I cant figure out any bugs

 

Ok then GTA ECS's first release will be on its way soon!!You guys finalize your work to be put in the beta 1.0. ok man i will be back soon

Edited by Swoorup
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If you are having trouble uploading the files in one large chunk use WinRAR or Similar software to split it into several smaller files.

 

Edit: I also had the same problem, not sure that it is relevant since Frank & The Rocker already said.

Edited by ALMOST610
XDBuildTopicSig6.png

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Here is the new park area, it may look like just one model, but I have had to modify the Museum next to it, It was just Gaps and Extra grass that needed Moving/Removing.

 

user posted image

 

 

EDIT: Also removed the boxes from the Median Strip, I am thinking about removing the Chunk with the Stunt Jump and Billboards, any opinions?

 

user posted image

 

- March 6, 2013 - Image Links Updated to A610 Ucoz

Edited by ALMOST610
XDBuildTopicSig6.png

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The Median Strip is the Grass Bit, those boxes/pylons that stuck out were removed (In the top picture you can see part of it in the right corner) and in the picture you see that chunk that sticks up with the Billboards I am asking if that should be removed.

XDBuildTopicSig6.png

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Ok I understand but dont leave it empty!!!You can just place small plants or vegetation or else you like

 

@TEAM

LODS are now working properly. The lod bug pictures I posted at the top were due to LODs model name with no LOD as prefix. R* didnot rename it cause it has a different purpose than others!

The Lods in as island are loaded using a splash screen when you move from one island to the other.

Thank you almost610 for figuring out the problem!!

 

 

Note for anyone doing the textures: GTA stories img tool has an update

http://www.gtaforums.com/index.php?showtopic=408669&st=300

Edited by Swoorup
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Wow! So the map is coming along beautifully, then! Now it looks like the only challenge left is the paths and the radar hack... smile.gif I'm currently downloading the file, but my internet is slow on this low-end pc, so it's going to take a while, but i'll get to testing it right after it downloads!

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Ok man!!To correct the LOD problem mentioned in my 2nd last post, Replace all lines in islandsf.ipl with the following lines(by Almost610)

I am not sure whether to include the original LODs by making new splash screen in the new position of vice city.

To move vice city edit the gta_vc.dat files and comment all the ipl files except the ones of vice city and then use import from dat file in IPL mover.

BTW I am gonna study man. EXAMSSS cry.gif

 

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treeshadowgolf02, 0, 2026.9, -3711.25, 18.649, 1, 1, 1, 0, 0, 0, 17456, treeshadowgolf03, 0, 1837.7, -3528.54, 6.63417, 1, 1, 1, 0, 0, 0, 17457, treeshadowgolf01, 0, 2147.52, -3482.32, 9.34192, 1, 1, 1, 0, 0, 0, 17458, treeshadowgolf07, 0, 2044.8, -3902.18, 19.442, 1, 1, 1, 0, 0, 0, 17459, treeshadowgolf04, 0, 2092.45, -4103.82, 10.5442, 1, 1, 1, 0, 0, 0, 17460, treeshadowgolf05, 0, 2153.11, -3795.82, 14.8584, 1, 1, 1, 0, 0, 0, 17461, treeshadowgolf08, 0, 2028.17, -4226.24, 4.47299, 1, 1, 1, 0, 0, 0, 15358, submarine, 0, 2362.74, -2369.06, -7.75995, 1, 1, 1, 0, 0, -0.632705, 0.7743937462, treeshadnbt01, 0, 2208.19, -3286.72, 9.97846, 1, 1, 1, 0, 0, 0, 17463, treeshadnbt02, 0, 2525.5, -3722.57, 9.82049, 1, 1, 1, 0, 0, 0, 17464, treeshadnbt03, 0, 2462.01, -3434.5, 11.2459, 1, 1, 1, 0, 0, 0, 17465, treeshadnbt04, 0, 2436.53, -3647.08, 10.4111, 1, 1, 1, 0, 0, 0, 17466, treeshadnbt05, 0, 2423.68, -3902.94, 10.7341, 1, 1, 1, 0, 0, 0, 17467, treeshadnbt06, 0, 2562.12, -3566.48, 10.4002, 1, 1, 1, 0, 0, 0, 17468, treeshadnbt07, 0, 2289.53, -3790.67, 10.9847, 1, 1, 1, 0, 0, 0, 17469, treeshadwn05, 0, 2263.67, -4603.83, 9.14142, 1, 1, 1, 0, 0, 0, 17470, treeshadwn01, 0, 2129.63, -5029.93, 10.1638, 1, 1, 1, 0, 0, 0, 17471, treeshadwn02, 0, 2173.28, -4750.04, 9.39649, 1, 1, 1, 0, 0, 0, 17472, treeshadwn03, 0, 2023.33, -4862.13, 9.38006, 1, 1, 1, 0, 0, 0, 17473, treeshadwn04, 0, 1884.56, -5071.62, 11.1276, 1, 1, 1, 0, 0, 0, 17474, treeshadws01, 0, 1919.39, -5519.62, 9.85781, 1, 1, 1, 0, 0, 0, 17475, treeshadws02, 0, 1856.64, -5239.91, 9.90807, 1, 1, 1, 0, 0, 0, 17476, treeshadws03, 0, 1864.38, -5370.52, 10.0075, 1, 1, 1, 0, 0, 0, 17477, treeshadws04, 0, 1990.79, -5435.62, 9.66899, 1, 1, 1, 0, 0, 0, 17478, treeshadws05, 0, 2004.1, -5299.29, 10.008, 1, 1, 1, 0, 0, 0, 17479, treeshadws06, 0, 2044.65, -5608.7, 1.58642, 1, 1, 1, 0, 0, 0, 17480, treeshadairha01, 0, 1031.79, -3890.05, 9.63355, 1, 1, 1, 0, 0, 0, 17481, treeshadairha02, 0, 1003.39, -4152.22, 9.87731, 1, 1, 1, 0, 0, 0, 17482, treeshadairha04, 0, 303.751, -4341.22, 13.0597, 1, 1, 1, 0, 0, 0, 17483, treeshadairha03, 0, 531.863, -4331.64, 10.9819, 1, 1, 1, 0, 0, 0, 17484, treeshadairha06, 0, 468.738, -4638.46, 14.3112, 1, 1, 1, 0, 0, 0, 17485, treeshadairha08, 0, 598.124, -4781.93, 19.7267, 1, 1, 1, 0, 0, 0, 17486, treeshadairha05, 0, 476.398, -4750.73, 13.7768, 1, 1, 1, 0, 0, 0, 17487, treeshadairha07, 0, 332.053, -4658.53, 14.3113, 1, 1, 1, 0, 0, 0, 17488, seabedsh*t1, 0, 1466.6, -5846.01, -23.3142, 1, 1, 1, 0, 0, 0, 17489, seabedcars, 0, 2012.53, -5655.47, -1.47384, 1, 1, 1, 0, 0, -0.5, 0.8660257490, seacorpse, 0, 1980.7, -4643.86, 4.21636, 1, 1, 0.925926, 0, 0, 0, 17491, seabedsh*t02, 0, 2651.73, -2445.87, -22.9709, 1, 1, 1, 0, 0, 0.422618, 0.9063087492, seabedcars04, 0, 1291.88, -3995.63, 4.14537, 1, 1, 1, 0, 0, -0.5, 0.8660257493, seacorpse01, 0, 1658.42, -3353.19, 4.21636, 1, 1, 0.925926, 0, 0, 0, 17494, treeshadstr03, 0, 1597.73, -4554.78, 6.64314, 1, 1, 1, 0, 0, 0, 17495, treeshadstr01, 0, 1527.41, -4321.85, 10.598, 1, 1, 1, 0, 0, 0, 17496, treeshadstr02, 0, 1770.68, -4392.52, 10.2996, 1, 1, 1, 0, 0, 0, 17497, treeshaddtn01, 0, 1082.64, -3450.93, 11.5047, 1, 1, 1, 0, 0, 0, 17498, treeshaddtn02, 0, 1048.95, -3167.73, 14.3629, 1, 1, 1, 0, 0, 0, 17499, treeshaddtn03, 0, 1383.77, -3447.15, 11.9846, 1, 1, 1, 0, 0, 0, 17500, treeshaddtn04, 0, 1389.88, -3020.82, 11.885, 1, 1, 1, 0, 0, 0, 17501, treeshaddtn05, 0, 1554.67, -3049.68, 13.5652, 1, 1, 1, 0, 0, 0, 17502, treeshaddtn06, 0, 1526.71, -2786.89, 11.0972, 1, 1, 1, 0, 0, 0, 17503, treeshaddtn07, 0, 1538.3, -2572.7, 11.2932, 1, 1, 1, 0, 0, 0, 17504, treeshaddtn08, 0, 1092.62, -2954.88, 12.7357, 1, 1, 1, 0, 0, 0, 17505, treeshaddtn09, 0, 1050.14, -2598.38, 11.3281, 1, 1, 1, 0, 0, 0, 17506, treeshaddtn10, 0, 1322.08, -2471.19, 9.46805, 1, 1, 1, 0, 0, 0, 17507, treeshadci01, 0, 2067.17, -2856.9, 8.05935, 1, 1, 1, 0, 0, 0, 17508, treeshadci02, 0, 1949.28, -2904.11, 13.453, 1, 1, 1, 0, 0, 0, 17509, treeshadci03, 0, 2061.92, -2976.88, 12.9522, 1, 1, 1, 0, 0, 0, 17510, treeshadci04, 0, 2009.79, -3109.98, 7.91099, 1, 1, 1, 0, 0, 0, 1endcullendpathend

 

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Don't know what I did wrong, I don't see what I could have done wrong, but the game exits when it gets to loading haiti.ide...

 

And I advise against doing what State of Liberty did with including more maps, sure it adds to the fun, but it removes from the authenticity of a GTA game. We could possibly put Carcer City in, I'd love to see it (seeing as both are set on the East Coast of GTAmerica), along with Bullworths, but it seems impossible.

Edited by The Rocker
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