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[STORIES/REL] Converted Maps


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MAJEST1C_R3

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).

 

1a5efdde86be.jpg

 

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.

I LOVE this! Great work my man. Great work indeed!

 

EDIT: Could you put up a temporary link? As its still awaiting approval.

Edited by Johnny_D
  • Like 3

Why do we need a converter if you released the maps? :p

MAJEST1C_R3

Why do we need a converter if you released the maps? :p

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 by MAJEST1C_R3
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MAJEST1C_R3

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:

 

9167fc0964fc.jpg

 

Each dot = world, which has its models placed relatively from its local coord system. Now count how much worlds the map contains at all :)

  • Like 3

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.

NTAuthority

 

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?

So much triangles, looks like LC is Illuminati's city.

Lz5smLH.png

  • Like 3
MAJEST1C_R3

 

 

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 by MAJEST1C_R3
NTAuthority

... 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 by NTAuthority
MAJEST1C_R3

... 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

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 by SaL_Leone
NTAuthority

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 ELF

Yet the models themselves are in the world IMGs, as I doubt they'd be in GTA3PS2?
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