Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Forum Support

    3. Suggestions

Shine o' Vice


BEGINit
 Share

Recommended Posts

Indeed, the truck on the right looks extraordinarily cool.

-Anti-, it's good to see another modeler and talent in the thread :)

What the trucks situation is currently looking like (correct me if I've forgotten anything):

Barracks OL - Baracks by Leonazix
Yankee - Bulldozer by Speccy
Mule - Steed by NFX
Boxville - planned/wip by NFX
Packer - planned by Daitojo97
Trashmaster - planned by Daitojo97
Benson - we can give this slot to -Anti-

*EDIT - new page. Thought it would be a good idea to repost BEGINit's question once again to avoid it being skipped.

 

I have a question, Since I am a noob at understanding how memories and other stuff works, I have a problem. When a missions has more than a few actors or cars or objects or stuff going on, the game does not load traffic or pedestians. It's ok when like 2 or 3 actors are created, but if there are 8... 10... or more (actors/cars/objects) VC becomes a ghost town. Is there a way to fix it?

Edited by Speccy
  • Like 3
Link to comment
Share on other sites

I have a question, Since I am a noob at understanding how memories and other stuff works, I have a problem. When a missions has more than a few actors or cars or objects or stuff going on, the game does not load traffic or pedestians. It's ok when like 2 or 3 actors are created, but if there are 8... 10... or more (actors/cars/objects) VC becomes a ghost town. Is there a way to fix it?

I don't really know much about modding - but in the past I stumbled across this:

http://www.gtagarage.com/mods/show.php?id=2160

You can customize pedestrian / car traffic density etc. Maybe it might be useful?

Edited by bloodninja93
  • Like 2
Link to comment
Share on other sites

I have a question, Since I am a noob at understanding how memories and other stuff works, I have a problem. When a missions has more than a few actors or cars or objects or stuff going on, the game does not load traffic or pedestians. It's ok when like 2 or 3 actors are created, but if there are 8... 10... or more (actors/cars/objects) VC becomes a ghost town. Is there a way to fix it?

Are you sure the problem isn't elsewhere? Unless you are using lots of models this shouldn't be an issue, and the game can handle far more peds/vehicles than 10 at once.

  • Like 3
Link to comment
Share on other sites

Yankee - Bulldozer by Speccy

Benson - we can give this slot to -Anti-

 

Since the Yankee get aut and you didn't said what Anti car will replace Benson could it be replace by that GMC 550 like truck that Anti created? It looks really good. Edited by Honker1944
Link to comment
Share on other sites

 

I have a question, Since I am a noob at understanding how memories and other stuff works, I have a problem. When a missions has more than a few actors or cars or objects or stuff going on, the game does not load traffic or pedestians. It's ok when like 2 or 3 actors are created, but if there are 8... 10... or more (actors/cars/objects) VC becomes a ghost town. Is there a way to fix it?

Are you sure the problem isn't elsewhere? Unless you are using lots of models this shouldn't be an issue, and the game can handle far more peds/vehicles than 10 at once.

I think that he somehow changed the interior. Once I created around 40 or less peds but I didn't faced any problem. I am also pretty much noob.

 

But a deadly virus in my pc deleted every file. Then hard disk power circuit gone RIP. Sorry for the bump I guess.

 

 

BTW, are we gonna get a beta release to see mod is still alive?

Link to comment
Share on other sites

 

 

I have a question, Since I am a noob at understanding how memories and other stuff works, I have a problem. When a missions has more than a few actors or cars or objects or stuff going on, the game does not load traffic or pedestians. It's ok when like 2 or 3 actors are created, but if there are 8... 10... or more (actors/cars/objects) VC becomes a ghost town. Is there a way to fix it?

Are you sure the problem isn't elsewhere? Unless you are using lots of models this shouldn't be an issue, and the game can handle far more peds/vehicles than 10 at once.

I think that he somehow changed the interior. Once I created around 40 or less peds but I didn't faced any problem. I am also pretty much noob.

 

But a deadly virus in my pc deleted every file. Then hard disk power circuit gone RIP. Sorry for the bump I guess.

 

 

BTW, are we gonna get a beta release to see mod is still alive?

 

As said multiple times, the mod is only going to be released when it´s done. ;)

  • Like 1
Link to comment
Share on other sites

Sounds like all ya' memory is being eaten up by something. Memory leak somewhere? Check your code for stuff that gets loaded but never unloaded. Also the texture resolution of everything needs to be blow 256x256, anything more and you'll end up with dissappearing crap sooner or later. :p

What copy of the mod are you using? The DB version (with no bloat) or is your copy the old version you sent me way back? If it's the old one then i'm not surprised.

Edited by Frank.s
Link to comment
Share on other sites

- fixed Turbo's bookstore prelight

- fixed Sal's Downtown safehouse prelight

- added doors to the safehouse exterior and interior (attached to the model)

 

Oz8xeIJ.jpg

 

MEdr1GJ.jpg

 

Something I noticed while editing Sal's model was that it's texture file is 4.6 MB. The Vanilla file for the same building without interior is 1.0 MB. From my experience, the typical texture file is around 1.0 MB and very rarely above 3.0 MB. If there are more instances of such large texture files being used, maybe that can lead to negative effects on memory. The sizes of all textures used for the map should be fine though, from what I've seen.

 

Frank made a good point. If BEGINit is not testing these missions in the DB version of the game, it's not surprising that he's ran into issues. Otherwise, there will have to be another solution...

Link to comment
Share on other sites

Last screenshot for today folks now I'm off to catch some rest.

Enjoy!

 

4iE80e5.jpg

Looks great! I'm sure this will be the Nightshade.

  • Like 2
Link to comment
Share on other sites

Nope It's the exact opposite I'm calling it Phoenix 500se the car that will leave the Nightshade in the dust designed to beat Vigero's And Coquette's. I'm heading off to work [real job] soon but I will have the car done by O' say maybe Saturday.

So hang on tight people the ultimate Muscle Race Car with it's elegant lines will be done soon!

Edited by Daitojo97
  • Like 1
Link to comment
Share on other sites

 

Frank made a good point. If BEGINit is not testing these missions in the DB version of the game, it's not surprising that he's ran into issues. Otherwise, there will have to be another solution...

 

I'm not testing it in DB because adding my main.scm in DB version makes it crash randomly a lot. So I had two choices - do a research on why it crashes that much or carry on scripting on my old version. I chose later.

 

On another note, I did try to search for the crashing reasons. At first I thought it might be duo to the fact that in DB version some model names in IMG changed and now differ from the ones I use in script. So I changed those, but I did not fix the problem. So I decided to check both IMG's (DB and my old one) to check for differences and when I saw how muc those two differ I decided to carry om with scripting in my old version and when I finish there, only then try and resolve this issue.

 

So I cannot test much of the script in DB version at the time because I cannot last 10min without random crash.

Link to comment
Share on other sites

 

Frank made a good point. If BEGINit is not testing these missions in the DB version of the game, it's not surprising that he's ran into issues. Otherwise, there will have to be another solution...

 

I'm not testing it in DB because adding my main.scm in DB version makes it crash randomly a lot. So I had two choices - do a research on why it crashes that much or carry on scripting on my old version. I chose later.

 

On another note, I did try to search for the crashing reasons. At first I thought it might be duo to the fact that in DB version some model names in IMG changed and now differ from the ones I use in script. So I changed those, but I did not fix the problem. So I decided to check both IMG's (DB and my old one) to check for differences and when I saw how muc those two differ I decided to carry om with scripting in my old version and when I finish there, only then try and resolve this issue.

 

So I cannot test much of the script in DB version at the time because I cannot last 10min without random crash.

I advise you to ignore the memory issue until you finish the entire script. Without traffic, of course, some missions will play out harder and others more difficult (free road - easier to compete a chase; exploded vehicle - cannot grab another one quick and continue driving) but you can address this with Frank's help when it comes to adapting your script to the DB version as this is an unavoidable step either way.

 

As last resort to mediate the problem, you could temporarily remove the misc_stuff ipl or whatever it's called (all that extra vegetation). I know there are ramps as well but it wouldn't hurt to check.

  • Like 2
Link to comment
Share on other sites

Or just properly assemble one unified build and let the entirety of the team check its stability and correctness :whistle:

  • Like 2
Link to comment
Share on other sites

Russell_Stone

Or just properly assemble one unified build and let the entirety of the team check its stability and correctness :whistle:

For some reason he's not considering this as an option. He never gave a script to his team members. Probably to avoid leaking out.

Edited by Russell_Stone
  • Like 4
Link to comment
Share on other sites

As much as it protects the script, it limits what other team members can do because we never get tot work alongside the script. Even changing small files like handling can affect pre-set vehicle paths etc...

Link to comment
Share on other sites

Here's some more progress I think I need more time to finish. So I might say Monday or Tuesday even though it looks like it's almost done there's still allot to do.

 

SgL4L10.jpg

Edited by Daitojo97
Link to comment
Share on other sites

 

Indeed, the truck on the right looks extraordinarily cool.

 

-Anti-, it's good to see another modeler and talent in the thread :)

 

What the trucks situation is currently looking like (correct me if I've forgotten anything):

 

[......................]

Benson - we can give this slot to -Anti-

Thank you very much. I will try to create a satisfactory truck but I can't promise anything since this is my first attempt at a car mod,

(I think I actually might have to pick up a tutorial to learn some modeling...)

Anyway which truck would you like to have? The benson-sized or the yankee+sized one?

Replacing the Besons the first would be more logical but I agree that the the latter is more interesting.

Link to comment
Share on other sites

Yo, Shine O Vice guys, will guys gonna release a progress video on your mod.

 

----------

 

In Avery's mission you blew up a construction site. Will guys make completed building of that construction building or make something different?

Link to comment
Share on other sites

The tedious Job of UV mapping.... however the Clean model is pretty much done!

 

s60iNZc.jpg

Link to comment
Share on other sites

Thanks! and yeah It's all coming together now!

 

And trust me folks this car will fit in like a glove.

Edited by Daitojo97
  • Like 2
Link to comment
Share on other sites

Progressing slow but It's looking a little more love able now.

 

3T3X3C4.jpg

Link to comment
Share on other sites

The Dominator is supposed to be a Foxbody Mustang, right? Sweet.

 

Also daitojo97, the Trans Am looks great, but please try not to double post, use edit button instead. :)

  • Like 2
Link to comment
Share on other sites

Thanks man glad you like it ! And thanks for the advice I'll try not to double post next time.

Link to comment
Share on other sites

it looks gorgeous! I can appreciate the detail being a modeler myself, but that hood/bonnet is waay too detailed for SoV imo...

Edited by Braindawg
Link to comment
Share on other sites

Glad you like it Braindawg! But trust me it will fit in VC once I'm done with the bodymap which could take a little while because UVmapping is well I think you know It's a long and tedious process but in the end I hope it's worth the trouble and the time. :)

 

Here wait maybe with some color it actually looks fitting the way it is. :)

 

And don't mind these normals I still have to cut the car in parts once I'm done Mapping the body.

 

jOXEcbO.jpg

Edited by Daitojo97
  • Like 6
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 4 Users Currently Viewing
    0 members, 0 Anonymous, 4 Guests

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.