MAJEST1C_R3 Posted April 14, 2014 Author Share Posted April 14, 2014 Did you convert collision for maps? It's good to have Stories map on VC/SA, but I'd like explore map using car or bike. Yes (look for them at first page), but collisions not linked with models and have different IDs Link to comment Share on other sites More sharing options...
goodidea82 Posted April 14, 2014 Share Posted April 14, 2014 I'm happy to read about this. Would be great if the collisions could be linked with objects. Generally, the more can be automated the better. Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted April 15, 2014 Author Share Posted April 15, 2014 I'm happy to read about this. Would be great if the collisions could be linked with objects. Generally, the more can be automated the better. Unfortunately after a lot of tries to find some links between models and collisions I have no result . Also I don't have found links between normal models and LODs. In Stories instead of single IPL files used hundreds of frequently switching worlds which have it local coord system. Here for examlpe one of those worlds (Red - near, other - LOD). As you see single world of the map contains only few highpoly models near center of local coord system and a lot of lowpoly models which we call LODs, Instead of checking for every model on the map distances of appearing from player position in Stories used checking only world local position from player, so if player located near necessary radius from world local position - game load whole world and all models in it no matter has player all those models on sight or not. Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted April 15, 2014 Author Share Posted April 15, 2014 Download from GTAGarage! TommyV., Ryadica926, gamerzworld and 8 others 11 Link to comment Share on other sites More sharing options...
Johnny_D Posted April 15, 2014 Share Posted April 15, 2014 (edited) Download from GTAGarage! I LOVE this! Great work my man. Great work indeed! EDIT: Could you put up a temporary link? As its still awaiting approval. Edited April 15, 2014 by Johnny_D Kesha_F1, pogo_01 and SaL_Leone 3 Link to comment Share on other sites More sharing options...
zmudziak32 Posted April 15, 2014 Share Posted April 15, 2014 Will be great, if you find a way matching Lods, cols and hi-poly models like in III/VC/SA. Still good work. SaL_Leone 1 Link to comment Share on other sites More sharing options...
TommyV. Posted April 15, 2014 Share Posted April 15, 2014 Perfect MAN!But can you upload it on another site?GTAG can take months SaL_Leone 1 Link to comment Share on other sites More sharing options...
pogo_01 Posted April 15, 2014 Share Posted April 15, 2014 5* on GTA GARAGE good work.!! SaL_Leone 1 Link to comment Share on other sites More sharing options...
goodidea82 Posted April 15, 2014 Share Posted April 15, 2014 Thanks for the tool! In Stories instead of single IPL files used hundreds of frequently switching worlds which have it local coord system. Strange Link to comment Share on other sites More sharing options...
theNGclan Posted April 15, 2014 Share Posted April 15, 2014 Why do we need a converter if you released the maps? Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted April 15, 2014 Author Share Posted April 15, 2014 (edited) Why do we need a converter if you released the maps? 1) Fixed bug with pixelated textures in VC 2) Added automated optimization procedure which discard a lot of unused stuff. 3) Included backface culling patcher for VC 4) Gives to users ability to customise converting process as they wish PS. Check my signature for mirror download link Edited April 15, 2014 by MAJEST1C_R3 871761 and SaL_Leone 2 Link to comment Share on other sites More sharing options...
Garju67 Posted April 15, 2014 Share Posted April 15, 2014 Thank you very much, nice job dude ! SaL_Leone 1 Link to comment Share on other sites More sharing options...
Ash_735 Posted April 15, 2014 Share Posted April 15, 2014 Download from GTAGarage! Jago, Kesha_F1, Rented and 14 others 17 Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted April 15, 2014 Author Share Posted April 15, 2014 (edited) AHAHAAHHAHAAHAAHA *evil laugh* Without good programmers and scm scripters this idea died before born so don't worry anyway maps were released a long time ago Edited April 15, 2014 by MAJEST1C_R3 Link to comment Share on other sites More sharing options...
Johnny_D Posted April 15, 2014 Share Posted April 15, 2014 Basically shat myself after seeing this. Link to comment Share on other sites More sharing options...
Wildstylo Posted April 15, 2014 Share Posted April 15, 2014 great work,majestic! Link to comment Share on other sites More sharing options...
GeneralSteve93 Posted April 15, 2014 Share Posted April 15, 2014 You did an excellent work my friend.At last,I'm enjoying GTA 3 vehicles(and other 6,converted from VC),with the LCS wheels I was looking for all the time.Keep up your good work,my friend!!! Link to comment Share on other sites More sharing options...
nkjellman Posted April 16, 2014 Share Posted April 16, 2014 Basically shat myself after seeing this. We just need LCS, and VCS to GTA III, LCS and VCS to GTA IV, and LCS and VCS to GTA V (when it is out). 871761 1 Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted April 16, 2014 Author Share Posted April 16, 2014 Thanks for the tool! In Stories instead of single IPL files used hundreds of frequently switching worlds which have it local coord system. Strange In Stories used very interesting map system. Here how it looks like: Each dot = world, which has its models placed relatively from its local coord system. Now count how much worlds the map contains at all alex8ball, TJGM and Sweet Bellic 3 Link to comment Share on other sites More sharing options...
sharpie_eastern Posted April 16, 2014 Share Posted April 16, 2014 There is nothing that labels models as lods anywhere? Link to comment Share on other sites More sharing options...
_CP_ Posted April 16, 2014 Share Posted April 16, 2014 So much triangles, looks like LC is Illuminati's city. 871761 1 Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted April 16, 2014 Author Share Posted April 16, 2014 (edited) There is nothing that labels models as lods anywhere? I can't find anything for both collisions and LODs. Edited April 16, 2014 by MAJEST1C_R3 Link to comment Share on other sites More sharing options...
Johnny_D Posted April 16, 2014 Share Posted April 16, 2014 I made a mass LOD exporter, which exports LOD's from models (let's say you have 6 dff's imported, it allows you to export all of the LOD's from those models) But having to sort the games real models, and LOD's would take quite a while. Link to comment Share on other sites More sharing options...
NTAuthority Posted April 16, 2014 Share Posted April 16, 2014 There is nothing that labels models as lods anywhere? I can't find anything for both collisions and LODs. Collisions don't even get a relative offset like IV? Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
theNGclan Posted April 16, 2014 Share Posted April 16, 2014 So much triangles, looks like LC is Illuminati's city. Lowi, TJGM and Tranquil_Suit 3 Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted April 16, 2014 Author Share Posted April 16, 2014 (edited) There is nothing that labels models as lods anywhere? I can't find anything for both collisions and LODs. Collisions don't even get a relative offset like IV? Collisions have it own IPL which uses standard coord system. Edited April 16, 2014 by MAJEST1C_R3 Link to comment Share on other sites More sharing options...
NTAuthority Posted April 16, 2014 Share Posted April 16, 2014 (edited) ... then just implement a bunch of fake CBuildings without/with fake model indices like IV and clone those which match a base building?Also where are the map object names which are referenced from the SCM header (like Callahan Bridge models) stored? (in addition, GTA could easily be changed to use 'world-local' streaming, this is what I don't like about people who provide just a tool without any format documentation to perform missing tasks such as finding object names, placing fake collisions and even reworking streaming) Edited April 16, 2014 by NTAuthority Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted April 16, 2014 Author Share Posted April 16, 2014 ... then just implement a bunch of fake CBuildings without/with fake model indices like IV and clone those which match a base building? Also where are the map object names which are referenced from the SCM header (like Callahan Bridge models) stored? 1) Collisions can be generated directly from models while converting them but they will contain so many faces and I don't sure - will that collision work or just cause crash the game while loading. // 2) I think this data should be in DTZ or ELF Link to comment Share on other sites More sharing options...
SaL_Leone Posted April 16, 2014 Share Posted April 16, 2014 (edited) Only around 10% of LCS map models have more polys than III/VC(don't know coll limit in SA)can support.So you can replace them with blank colls and then create lowpoly colls from stratch. BTW all(almost all) VCS colls are in VCS VC mod.They easily can be converted to SA/III Edited April 16, 2014 by SaL_Leone Link to comment Share on other sites More sharing options...
NTAuthority Posted April 16, 2014 Share Posted April 16, 2014 1) Collisions can be generated directly from models while converting them but they will contain so many faces and I don't sure - will that collision work or just cause crash the game while loading.If there's collision data that's specific for collisions, and placement data on those collisions, JUST PLACE THE f*ckING COLLISIONS AND BE DONE WITH IT. There's no need at all for collisions to be linked to a building if modifying the game. 2) I think this data should be in DTZ or ELFYet the models themselves are in the world IMGs, as I doubt they'd be in GTA3PS2? lpgunit and SaL_Leone 2 Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
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