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Grand Theft Auto Vice City Mobile


_CP_
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Looks good CP. Do you think you might convert the road models so we can drive from the airport to downtown? I can fly the Dodo, but its hard to land with a touch screen joystick. One little turn and the plane glitches mostly when descending.

 

Edit: Does anyone know how to make another short cut for III on the IOS? I would like to not have to rename the app files.

Edited by nkjellman
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Hm, in this case I need to convert few road objects from 4 districts: haitiN, haiti, littleha and docks. Or maybe not. I can use converted road models to make temporary movement between airport and south downtown.

HHnErXC.png


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Hm, in this case I need to convert few road objects from 4 districts: haitiN, haiti, littleha and docks. Or maybe not. I can use converted road models to make temporary movement between airport and south downtown.

It might be easier to convert them as you will have to convert them later.

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No problem, but maybe tomorrow. Always you can edit SCM code and change position of player spawn. But remember - remove the line, which spawn player in a car.

HHnErXC.png


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No problem, but maybe tomorrow. Always you can edit SCM code and change position of player spawn. But remember - remove the line, which spawn player in a car.

Ok. I know about the cords though.

 

But yes, I'm wondering about how things are in places where the buildings are converted but not the ground. Mostly in Hati, and downtown there are a lot of unaccesable areas because there is no ground to walk on (besides the Dodo as its hard to land the Dodo directly on a building). I understand your still working though. I may look into converting something my self. I'm sure its much easier than converting to IV.

 

Edit: I attempted to convert the airportN files from GTA VC to III (not GTA VC, the mod that puts VC in III) and it crashed in the loading screen. Wonder why that doesn't work on mobile.

 

Anyways after downtownS, what area will you do next? I'd like to see Starfish Island or Ocean Drive. However, it might be better to have one of the areas thats next to an already done area.

Edited by nkjellman
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Temporary road added.

 

I don't know, what to convet next. Starfish Island isn't big, so converting process should be fast.

HHnErXC.png


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_Tommy_Vercetti
Temporary road added.

 

I don't know, what to convet next. Starfish Island isn't big, so converting process should be fast.

So all of Viceport has been converted?

 

I would suggest Vice City Mainland's southmost bridge that brings to Ocean Drive

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I would suggest Vice City Mainland's southmost bridge

For now it's a bit useless, because left and right side of land isn't converted. Maybe docks? What do you think?

HHnErXC.png


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I would suggest Vice City Mainland's southmost bridge

For now it's a bit useless, because left and right side of land isn't converted. Maybe docks? What do you think?

The military base next to the airport?

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_Tommy_Vercetti
I would suggest Vice City Mainland's southmost bridge

For now it's a bit useless, because left and right side of land isn't converted. Maybe docks? What do you think?

Oh, you're right. Well, I think docks is a good idea. Or maybe Hyman Stadium?

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I think about docks. It will be good choice wink.gif

HHnErXC.png


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_Tommy_Vercetti
I think about docks. It will be good choice wink.gif

Or actually, I think Bayshore Avenue is the best since it's just a long straight road.

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CP: Although I am not good at scripting ,I would like to join your team and help you test with your game in my samsung model too. colgate.gif

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CP: Although I am not good at scripting ,I would like to join your team and help you test with your game in my samsung model too. colgate.gif

I don't need now any person to test my mod, I've got testers with necessary devices. New updates coming later today.

HHnErXC.png


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_Tommy_Vercetti

I've done some research about handling, and I found that VC and III handling is the same, they've only got two differences:

 

-GTA 3 hasn't got any suspension anti-dive parameter to artificially limit the pitching of the vehicle when accelerating and breaking

 

-GTA 3 uses only four bytes for ModelFlags data, while GTA Vice City has seven. The smallest four bytes (the ones on the right end) are the same for both, though.

 

So, all we need to do is find the ad column for the suspension anti dive and make sure there is still at least one space or tab between the remaining values, and make sure ModelFlags valute is no longer than 4 characters by deleting 3 of them from the left (example: if we have 5802013, we'll have to write 2013).

 

So, as you can happily see, we can have vice city handling biggrin.gif

 

 

 

 

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user posted image

HHnErXC.png


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I would help in something like replacing Claude with Tommy, but I'm not sure if the model of Claude will work with Kam's DFF Scripts.

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_Tommy_Vercetti
I would help in something like replacing Claude with Tommy, but I'm not sure if the model of Claude will work with Kam's DFF Scripts.

Like Frank said, currently it isn't possible to edit mobile peds D:

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Aren't the mobile peds like the Xbox peds?

 

@CP: Could you send me a link to the tools your using to convert the models?

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GrandTheftAutoGawler

you guys are awesome! no joke! there are so many projects that rockstar should have done like San Andreas stories! I wish rockstar would do this but I salute your guys awesome work I'll be sure to tell everyone about this smile.gif

 

KEEP UP THE GOOD WORK AND DONT DIE tounge.gif

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_Tommy_Vercetti

 

Aren't the mobile peds like the Xbox peds?

 

@CP: Could you send me a link to the tools your using to convert the models?

 

No, they aren't. They have 4 parts for each model

Edited by _Tommy_Vercetti
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Aren't the mobile peds like the Xbox peds?

If that's the case then the peds could be ripped from Vice City XBOX and dropped directly in mobile. Someone should export a ped and try to use AK-73's converter on it to see if it uses the same format as XBOX.

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Yeah that was one of the first things i tried, no dice.

 

First i tried using a pc player.dff. - Didn't work because of different skeleton and rotated limbs.

Next i tried importing the original IIITA player.dff. - Didn't work because the dff importer expects a single geometry node in the ped model when IIITA has separate hands and head meaning it has 4 pieces of geometry. (thanks to Seggaeman for the info)

Then i tried using xbox player.dff converted with Alex's (AK-73's) dffxbox2pc v0.2. - Didn't work because his dffxbox2pc uses a VC skeleton and overwrites the original III skeleton so that's not useable.

Now i've found a breakthrough, i asked Seggaeman and he has been kind enough to adapt his dff scripts/plugins for IIITA peds. Currently i'm waiting for a 2nd reply, i hope he doesn't mind me posting his p.m message. ph34r.gif

 

 

Update: GTAIII Tenth Anniversary Player + Ped mods coming in future.

 

user posted image

Edited by Frank.s
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It isn't possible to make driveable bikes, convert peds and missions. So I have big problem.

HHnErXC.png


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