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Grand Theft Auto 3D


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GTA3D Mod. Bringing it back to the way it used to be, step by step.   Grand Theft Auto 3D is a team effort to bring GTA 3 back to its earliest stages. The mod has been built from the gr

Hey everybody! It's been a long time, hasn't it? The mod has evolved a lot over the years, and GTA III certainly feels like a different game now...        

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11 minutes ago, Jimmy said:
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I'll be honest here. The lighting here is far beta than the final version. Not sure why tweaked those but these are way better. What's your screen resolution BTW?

A lot of it has to do with vertex lighting, in final III most of the buildings are washed in blacks and grays which makes things look pretty flat whereas in the mod we use much brighter shades and contrast to make the lighting pop more. Most of our screens are taken at 640x480 to make it feel like you're looking at the game running on a PS2. 😛

 

Spoiler

GcgV0PE.jpg

 

Here's the mod running at my native resolution for comparison.

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3 minutes ago, Mr. Jago said:

A lot of it has to do with vertex lighting, in final III most of the buildings are washed in blacks and grays which makes things look pretty flat whereas in the mod we use much brighter shades and contrast to make the lighting pop more. Most of our screens are taken at 640x480 to make it feel like you're looking at the game running on a PS2. 😛

 

  Hide contents

GcgV0PE.jpg

 

Here's the mod running at my native resolution for comparison.

Makes sense why the use of vertex lighting is making it easier to make the environment look more bright and colorful even in the lowest possible resolution.

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Just wanted to give a little update on the mod: Fire_Head is working tirelessly to get the code side of things up to shape. Not only is he tackling particles, but he has already enabled sprinting with two-handed weapons, got the headlights working on the tank, and created a whole system for changing the engine, horn, and alarm sounds for every vehicle in the game! Thanks to his work, the mod feels better than ever to play. :) 

 

Meanwhile I have cleared many of the bugs in the mod, including updating numerous collision models for the map and vehicles and adding LODs where needed, as well as fixing prop placement issues and of course adding new models to the map. We're looking to release a little trailer soon, I hope you guys will find the changes exciting.

Edited by Mr. Jago
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deadasfuqboi
1 hour ago, Mr. Jago said:

<update>

i have a question.

have you guys figure out a way to fix limb flailing when blending between animations?

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17 minutes ago, xxnooblyxx said:

i have a question.

have you guys figure out a way to fix limb flailing when blending between animations?

Yes, I think Hero took some code from Skin and Bones to fix the interpolation so now custom animations work perfectly in GTA 3. :D 

Edited by Mr. Jago
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deadasfuqboi
3 minutes ago, Mr. Jago said:

Yes, I think Hero took some code from Skin and Bones to fix the interpolation so now custom animations work perfectly in GTA 3. :D 

cool, i hope someday making custom animations for GTA 3 will be just as easy as it is for VC and SA.

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12 minutes ago, xxnooblyxx said:

When the mod releases, what can we do in it?

Just explore, it isn't compatible with the final mission script. Maybe when the map is finished it can be expanded upon, but for now it's just meant to be a hypothetical demo for a version of GTA3 that doesn't exist.

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deadasfuqboi
Just now, Mr. Jago said:

Just explore, it isn't compatible with the final mission script. Maybe when the map is finished it can be expanded upon, but for now it's just meant to be a hypothetical demo for a version of GTA3 that doesn't exist.

will we be able to do the side-missions?

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BeyondTheVeilOfDeath
7 hours ago, Mr. Jago said:

Just wanted to give a little update on the mod: Fire_Head is working tirelessly to get the code side of things up to shape. Not only is he tackling particles, but he has already enabled sprinting with two-handed weapons, got the headlights working on the tank, and created a whole system for changing the engine, horn, and alarm sounds for every vehicle in the game! Thanks to his work, the mod feels better than ever to play. :) 

 

Meanwhile I have cleared many of the bugs in the mod, including updating numerous collision models for the map and vehicles and adding LODs where needed, as well as fixing prop placement issues and of course adding new models to the map. We're looking to release a little trailer soon, I hope you guys will find the changes exciting.

f*ck yeah!

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Gamerjman19
21 hours ago, Mr. Jago said:

Just wanted to give a little update on the mod: Fire_Head is working tirelessly to get the code side of things up to shape. Not only is he tackling particles, but he has already enabled sprinting with two-handed weapons, got the headlights working on the tank, and created a whole system for changing the engine, horn, and alarm sounds for every vehicle in the game! Thanks to his work, the mod feels better than ever to play. :) 

 

Meanwhile I have cleared many of the bugs in the mod, including updating numerous collision models for the map and vehicles and adding LODs where needed, as well as fixing prop placement issues and of course adding new models to the map. We're looking to release a little trailer soon, I hope you guys will find the changes exciting.

 

https://loopvideos.com/fkcIH6DeBUM?from=861&amp;to=864

Edited by Gamerjman19
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  • 2 weeks later...
19 minutes ago, xxnooblyxx said:

is their any progress on peds?

Yes! All the leftover peds that were discovered (besides Misty) have been fully textured and will be seen in the latest trailer.

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deadasfuqboi
2 minutes ago, Mr. Jago said:

Yes! All the leftover peds that were discovered (besides Misty) have been fully textured and will be seen in the latest trailer.

Sweet! btw, what animation file did you used to replace Claude's sprinting animation? I've been trying to change his sprinting animation to the Panic animation, but I somehow keep getting the files wrong?

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6 hours ago, xxnooblyxx said:

when can we see the trailer?

We're still putting clips together and deciding on what action we should show, the very recent ped updates we put together slowed things down a bit because we had to throw some outdated footage out

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deadasfuqboi
12 hours ago, Mr. Jago said:

We're still putting clips together and deciding on what action we should show, the very recent ped updates we put together slowed things down a bit because we had to throw some outdated footage out

can you show us some renders of the new peds?

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I'll show them in closer detail when the trailer's released, some of the textures aren't totally polished yet.

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deadasfuqboi

how much done is the map?

whats gonna change regarding the map? i err, kinda forgot.

Edited by xxnooblyxx
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It's only going to be Portland, Chinatown is done, the docks are basically done, and parts of Redlight, Trenton, and St. Marks are done (including the landmass to the north).

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