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[WIP] IV:SA³ 'World Enhancement'


Rage Team
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SonofUgly

It says my photo bucket bandwidth is exceeded. Will this reset later or do I have to buy Pro?

No, its his account that's exceeded.

You get 10GB of bandwidth that gets reset after every month with photobucket.

 

@Tomix - If you upload big images often you might want to go with jpgs, slightly lower quality, but also lower file size.

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Sebianoti
Use imgur.com

it's most simple to use with a lovely interface, it's free and unlimited bandwidth... it's ridiculous and annoying as **** when people ignore your advice and never use it and continue to use their crap upload sites

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EncryptedReality

 

Tram replaces the cablecar. It is configured a lot to act as a normal tram.

 

However, for Chiliad there will be an update sometime during or after the release of Beta Three as we treat it as an addon along with the cable car map

 

Stream ended for today.

Ok. Yes, I think the SA paths come first then extra ones. But I really liked the idea of the lift up Mt Chillad. Might of given Rockstar an idea for GTA V. Ive seen them use ideas from mods. (Ironic how MP on IV looks kinda like SA MP).

 

But I think that we can design a script like the trailer mod to have multiple train car models. We can use it to make trains of different lengths and cars. Perhaps one that reads a list of models. The list will spawn each model in that order. So we can make different trains.

It's not going anywhere, it will just be optional to install, or an add-on in other words because that's what it is after all, it wasn't in original SA.

 

As for trams making any progress into train implementation, quite frankly i don't think it helped it. Tram was one model and stayed one model , only i modified it a lot so it doesn't hover over the tracks and ofcourse i given it the material setup - status quo when doing any vehicle conversion.

 

Trains , however is the same model but specified somewhere in the game to multiply and dynamically turn in tracks turn points , all this if you ask me , i believe is specified in the GTAIV.exe or as usually said, hardcoded

 

The real issue with trains is that the front car and the wagons are one and the same, as the train is meant for underground railroad, not an overground one so making any changes to any of the trains will just be all the same multiplied 2 times.

Edited by GTARandom
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EncryptedReality

New pics ahead!

 

user posted image

 

 

user posted image

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Mainline421

 

TRAM orly.gif

 

user posted image

 

user posted image

Good to see SF Cable Cars are in GTA IV SA now biggrin.gif but are they enterable like the LC Cable Cars they replace?

..and why are do they have different textures?

Edited by Mainline421
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EncryptedReality

Nope, not enterable because no matter how you change the collision there is always an invisible wall preventing you to get inside it sad.gif

 

Textures aren't changed, apart from the sign for stations which now says "San Fierro",as for others it's just the RAGE rendering making an impression of it being so

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Mainline421

 

Nope, not enterable because no matter how you change the collision there is always an invisible wall preventing you to get inside it sad.gif

 

Textures aren't changed, apart from the sign for stations which now says "San Fierro",as for others it's just the RAGE rendering making an impression of it being so

But when you enter a cable car in GTA IV it just fades to black then you are in the Cable Car so why does this not work for the SF cable Car.

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EncryptedReality

 

Nope, not enterable because no matter how you change the collision there is always an invisible wall preventing you to get inside it sad.gif

 

Textures aren't changed, apart from the sign for stations which now says "San Fierro",as for others it's just the RAGE rendering making an impression of it being so

But when you enter a cable car in GTA IV it just fades to black then you are in the Cable Car so why does this not work for the SF cable Car.

Because it's scripted and we've not made it for SF yet.

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ShakingASS
GTA IV - San Andreas Beta Gameplay with new texture 2

 

 

Don't you see how bad those roads look ?? confused.gif

It is bad i agree.

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futureAllrounder
GTA IV - San Andreas Beta Gameplay with new texture 2

 

 

Don't you see how bad those roads look ?? confused.gif

true, but they look stunning ´ wow.gif

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ShakingASS
GTA IV - San Andreas Beta Gameplay with new texture 2

 

 

Don't you see how bad those roads look ?? confused.gif

true, but they look stunning � wow.gif

Get your eye's checked.

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futureAllrounder
GTA IV - San Andreas Beta Gameplay with new texture 2

 

 

Don't you see how bad those roads look ?? confused.gif

true, but they look stunning � wow.gif

Get your eye's checked.

My eyes are amazing.

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futureAllrounder
GTA IV - San Andreas Beta Gameplay with new texture 2

 

 

Don't you see how bad those roads look ?? confused.gif

true, but they look stunning ´ wow.gif

You agree that I said they look bad, but at the same time they are stunning?

 

Wut. orly.gif

The roads don't ft with the gta sa world as you already noticed, but they are still looking good. This is no chat box!

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Sebianoti
user posted image

Only one problem it seems that's stopping it from being perfect. power lines, or telephone lines anyway they look awful

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Vintage88

You guys should change the light post and traffic light objects if you have time. They look pretty terrible. I'm not sure if that style is true to real-life California, but if it is at the very least I'd make them higher quality with a grungier texture. They look bland as hell by default. Also where they connect to the ground... looks pretty unrealistic.

 

Referencing the recent video posted about roads.

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nkjellman
You guys should change the light post and traffic light objects if you have time. They look pretty terrible. I'm not sure if that style is true to real-life California, but if it is at the very least I'd make them higher quality with a grungier texture. They look bland as hell by default.

They are already IV ones,

 

You can see them here for example:

http://www.gtaforums.com/index.php?showtop...st&p=1061274540

 

@Sebianoti , I agree, i'm not sure why it is this way, have to look into it somtimes.

 

 

Can't we use the IV model id's and same location? Basically re-enable the GTA IV traffic pole from the LC files with its ID (same file location and everything). We change the hash for the poles in IV SA to the hash for the original IV one. Then we may be able to have it break like in LC.

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EncryptedReality

 

You guys should change the light post and traffic light objects if you have time. They look pretty terrible. I'm not sure if that style is true to real-life California, but if it is at the very least I'd make them higher quality with a grungier texture. They look bland as hell by default.

They are already IV ones,

 

You can see them here for example:

http://www.gtaforums.com/index.php?showtop...st&p=1061274540

 

@Sebianoti , I agree, i'm not sure why it is this way, have to look into it somtimes.

 

 

Can't we use the IV model id's and same location? Basically re-enable the GTA IV traffic pole from the LC files with its ID (same file location and everything). We change the hash for the poles in IV SA to the hash for the original IV one. Then we may be able to have it break like in LC.

Pivot is the issue, we said that before. If we done it , the lamps would be in air or below the ground

 

There's no denial that we would love it to be like that though

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EncryptedReality

To explain the difference here they are:

 

 

SA lamp

 

user posted image

 

IV lamp

 

user posted image

 

 

 

As all WFT meshes are usually above the central pivot position, so are the lamps and thus this issue happens...

 

You can make up how it would be placed in IV:SA by using default placements and ID's by looking at the images above.

Edited by GTARandom
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nkjellman
SA: Rockstar placed the pivot of every model in the exact middle.

IV: Rockstar placed the pivot at the most logical place, mostly at the bottom.

 

Besides that, you can't edit wft, so we would stuck with IV light properties, SA has a bit more strong corona and more orange color to it.

If you can't edit WFT then how are car mods possible?

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As some of you know, it's possible to export breakable wft objects using zmodeler, but apparently they cause IV to crash sometimes (Random said that to me, i think).

However in the past i haven't had crashes yet when testing breakable wft map objects that i've exported, so i might do more testing with it to reach a more thorough answer.

Has anyone else had crashes when testing exported breakable wft map objects? I think Random is the only other person who has done that, so asking this question is like pissing into the wind.

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nkjellman
As some of you know, it's possible to export breakable wft objects using zmodeler, but apparently they cause IV to crash sometimes (Random said that to me, i think).

However in the past i haven't had crashes yet when testing breakable wft map objects that i've exported, so i might do more testing with it to reach a more thorough answer.

Has anyone else had crashes when testing exported breakable wft map objects? I think Random is the only other person who has done that, so asking this question is like pissing into the wind.

Zmod lacks properties for lights.

In any case, then just try to resave the original iv lamppost, not the sa ones. (with a moved pivot ofcource)

but I really like the lights we have now, they suit sa, lc ones don't

 

For anyone who asks, Yes, I care more about the light itself then that it breaks.

I think the breaking is more important. (unless you give up light all together)

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The__Phoenix

 

@garju67; icon14.gif I don´t have adjectives to describe your screenshots,just amazing. I can´t wait for the next one.

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