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GTA East Coast Stories


The Rocker
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Yeah, didn't modify a single thing, and everything is readable... I'll try and see what the problem is... In the meanwhile, can someone try and figure this out? XP, btw...

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Got it working, accidentally replaced the ecs gta-vc.exe with the original when it crashed due to visual c++ runtime not being installed.

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some dll file i guess??? If so its just due to Maxorator's path limit hack. You can just delete it in mss directory!!!

 

@frank.s have You got the links??

Edited by Swoorup
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Yeah, but I downloaded it and all works fine. Going to try and do some IPL moving now, and then get down to the stripped .scm including car spawner (pressing use + crouch = sabre turbo) thereafter. smile.gif Looks good, Swoorup, really great! icon14.gif

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Use original map files located in the zip archive and to move Vice city maps, just comment out all IPLs except the one of VC!!!Then use IPL mover. After finishing again uncomment in the gta_vc.dat file!!!:D

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@Swoorup - Tried, but got a path/file access error, but I have the amount it has to be moved by, if you could rather do it, because looks like I'm no good at the technical parts. sad.gif

 

X = -5000. Y = -7000.

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Ok man!!!! I will send the updated ipls including the LOD fix by Almost610!!!

I hope everyone is up-to-date with this

@Rocker I will be back soon map. And btw try replacing the gta_vc.dat file with the copy in the same directory. Then the IPL mover will work man

Edited by Swoorup
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Okay man, also guys here is how the placement of the cities is going to look, roughly:

 

user posted image

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I didn't do the radar, I just edited the stock SOL map a little, seeing as the distance between the two cities in SOL is what I would love to have, it's realistic and the two don't interact at all in any way whatsoever. smile.gif

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Ok got the mover working now? After you are done replace the copy with the one I have put initially(gta_vc.dat)

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Sir I am 100% sure that vice city handles LOD perfectly outside bounds too.

Look here for the problems(at top) and solutions(posted down)

http://www.gtaforums.com/index.php?showtop...4265&st=140&hl=

 

The LOD objects needs to be prefixed with LOD. If you look at islandsf.ipl of vice city, you will see that there are two LODs that are not prefixed with LOD name. It is so because they are used for different purposes. They are used after a splash screen, after you go to another island and view the previous island. Hope to get your feedback soon from you sir!!!!

 

The engine does not care about LODs in the names what so ever.

 

It's all about cull defined zones. (Map, Cull) zone files.

 

The best way to get models working beyond the bounds and in the bounds region is to use the same object twice like I did in SOL and the Dunsfold mod.

 

Airporthanger12.dff with a draw distance of 299, then copy the same dff and name it LAirporthanger12.dff with a draw dist of 899.

 

The col prefix tool will add the L for the cols, make a backup of the cols you want to prefix then run them with the tool.

 

Airporthanger12.dff has the original col however clear the mash for LAirporthanger12.dff.

 

Batch rename the normal dff's with L, there any many tools on windows to do this, however Ubuntu linux can do this on the desktop, has many features windows doesnt have.

 

Both objects will be seen in game near and fair without flicker.

 

I have made some high detailed maps this way.. check out the Dunsfold mod smile.gif

.

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After removing those ID from IPLs there's no LOD bug outside bound from my experience.

There are no LOD issues with vice city outside bounds!!!Which city had that problem sir!

I guess SA?

Sir can you tell me how to add more radars to the game and display them..

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Great work on the map mods + plan + LOD fix. icon14.gif

 

 

@Swoorup, is it possible to make a paths mover anytime soon? I've been making "fake" water and to make it work the whole map needs to be moved -6 so the water height relative to the map matches the boat water level + ped death zone + splash effects are in the right place but when im testing it ingame the car+ped paths are now 6.0 too high up. That ipl mover works great btw, the only bad thing i noticed is that it writes multiple "#Converted by sorup. Dont remove this comment" messagess if the ipls are moved more than once. smile.gif

The fake water is just a massive flat surface with an empty collision placed numerous times at the (exact, i think) same height as the normal water on both VC + LC

user posted image

 

 

Currently the navig/info/occlu/culls/map.zon zone files are the VC ones placed where LC is and the map.zon stops most of LC's far-distance from being drawn.

(pic made before fake water)

user posted image

Edited by Frank.s
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Hey frank.s thanks for the Vertex Colour help earlier, right now I am combining both of our work and then I will send the IPL's & IDE's to Swoorup, you have done a fantastic job.

 

Edit: Cant we use the Water Tool to make it so none of the displaying water shows up so it wont intersect with your water.

XDBuildTopicSig6.png

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Thanks. smile.gif

 

Unfortunatly the intersecting water can't be removed.

This is how the fake water works; this might sound complicated.

 

The original water level of each city is 6.0, and when the waterpro.dat made into an empty one the water is totally gone, the water AND the intersecting waves get removed and every ped/car just falls into "blue hell" when they go into the water

When the waterpro.dat is deleted it moves the water + boat/death physics to 0.0 height and the water appears everywhere exept it is buggy+dissappears in places (the physics don't dissappear though afaik) and unfortunatly the water waves remain when the waterpro is deleted.

Also the boats water wake splashes still appear but they appear 6.0 above the boat lol, the wake texture can be alpha'd out though so the high wake is not a problem but everything else is. tounge.gif

 

I made the fake water at 0.0 height to match the height of the boat physics and moved the map ipls -6.0 to match the new water.

Edited by Frank.s
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For proper rendering, you can just unlink every zons from the gta_vc.dat file.

occu.ipl is for rendering the ipls. you can also unlink this from the dat file.

I think you do not need to adjust the ipls for the water level. Both LC and VC seems to be 6 units high from the sea level.

Just some work is level in waterpro.dat and water.dat.

 

To make the paths mover, I have to divide the coords by 16 and then move and again multiply by 16, am i right?

 

BTW I found this obejct does not have LOD. Can anyone make LOD model for it.

Its the building that will be demolished by tommy in demolition man i think

user posted image

 

@rocker does bully use the same renderware engine??

Edited by Swoorup
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Damn i was just being lazy playing. Ok I will look up for it!!!

@rocker how about -2700 in y and -2500???

I need to set this first!!!

 

@almost I dont wats the problem. It seems to show up fine in KED and all models and textures exist too

LODldingground40

 

@Frank.s If you use the SOL 51.9 exe all the water texturing rendering outside bounds work fine!!! The hack is in the exe itself!!

Edited by Swoorup
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@ Swoorup, you do know that the files you sent me from frank.s does not have the IPL/IDE/COL entries for the Construction buildings.

XDBuildTopicSig6.png

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no he gave me the work in staunton part only!!! but He has missed industsw.col to put in the archive

EDIT: oh its all there!!!

Edited by Swoorup
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Well the files you gave me in a PM had the models for Staunton and the Player + Bridge replacement, but there was only the IPL's/IDE's/COL's for the Bridge, and the one I got did contain the Industsw.Col, it was with the files to add to GTA3.IMG.

 

Edit: This time I have tried to use my own IMG but Ked wont recognize the models that I have in there.

XDBuildTopicSig6.png

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I have not tested frank.s files properly. I just asked files to be finalized and ready for beta 1.0!!

I think that part is still WIP!!!

Yup KED does not show that up because it has not been updated.

Edited by Swoorup
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I think you do not need to adjust the ipls for the water level. Both LC and VC seems to be 6 units high from the sea level.

Just some work is level in waterpro.dat and water.dat.

I accidentally the gtalc-mod water.dat when i was testing the fake water but when i replaced it and used the mod's 30000.0 water.dat and set the entire waterpro.dat to 6.0 using steves water editor (and of course removed the fake water) it only works fine within the normal boundaries.

 

To make the paths mover, I have to divide the coords by 16 and then move and again multiply by 16, am i right?
Not sure about that, i thought the path limit hack only uses paths that are divided by 16 so the multiplication to 16 after dividing it might not be needed.

 

Frank.s If you use the SOL 51.9 exe all the water texturing rendering outside bounds work fine!!! The hack is in the exe itself!!
Oh nice, i remeber seeing xseti saying something about hacking one giant plane of water to replace the old one outside of the boundaries, could you send me the 51.9 exe to try out?

 

but frank only sent the IPL's/IDE's/COL's for the Bridge
Damn sorry, i dont know how but i somehow sent an old version of the addedobjects.ide/ipl/col from the old bridge update so it doesn't have the newer fort staunton cols +ipl/ide lines. Archiving the real ones now and sending to all members. icon14.gif

 

Edit:

About the path limit hack you are sure right. But I am talking only about moving the vc paths.ipl to its new locations. Then after that the LA6 beta can automatically divide the paths.ipl by 16 so that we can have some working Vice city paths in the new area outside bounds. But to move the paths.ipl I need some sure knowledge, Ill test that soon. Ok man Ill be uploading the exe to you
Ah ok, and thanks. Edited by Frank.s
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About the path limit hack you are sure right. But I am talking only about moving the vc paths.ipl to its new locations. Then after that the LA6 beta can automatically divide the paths.ipl by 16 so that we can have some working Vice city paths in the new area outside bounds. But to move the paths.ipl I need some sure knowledge, Ill test that soon. Ok man Ill be uploading the exe to you

 

EDIT: No need to upload man. You can find the exe in this sol update

http://www.ukscifi.net/GTASOL_DLC/GTASOL51.9f_Update.exe

Edited by Swoorup
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The exe fixes the water bug well, you gonna p.m xseti and ask for permission to include it in the mod?

There is a problem with it though, all the paths wont work anymore, is it possible to get an exe with good water but everything else untouched?

 

 

Edit: Ah wait lol, the lc paths probably aren't divided by 16 yet that's most likely why it's not working.

 

Swoorup, could you put every ECS photo on the first post? It might the increase interest of people.

Edited by Frank.s
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I have finally got all the models combined ingame without a Crash (Cheers from the background), now here is the fun part for me, I now have to go and collect all the things that need adding/replacing in GTA3.IMG and to collect the IPL's modified, and record the Lines in GTAVC.DAT that need changing.

 

Edit: Just remembered that there was a model that I needed to modify, it had some grass that had to be deleted.

XDBuildTopicSig6.png

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I have several PMs already to X-seti and only a few were replied. I try this one to!!

and for pics You mean every pics on this topic??

 

EDIT: PM-ed

Changing the layout first post

@Almost610 Cheers !!! Send them to me right away after completion

@frank.s which ipl lines to delete in Staunton?

Edited by Swoorup
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