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Grand Theft Auto 3D


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  • Sergiu

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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

Updates:     The Dyablo has been added to the game, painstakingly remade by Son of Big Boss! This ride comes in a variety of colors thanks to Serg's carcols overhaul, but I think w

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12 minutes ago, xxnooblyxx(temp ban) said:

I'm confused. What else needs to be changed for Portland, Is Portland getting a complete overhaul?

Yeah, we plan on doing the entirety of Portland (with some light improvisation here and there).

 

EDIT: How is mod stability wise, everyone? I've gotten some crash reports relating to changing resolution and getting the mod to start but so far nothing has come up for in-game crashes.

Edited by Mr. Jago
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GTABetaVersionModDev

Congrats on the release of the mod, GTA3D team! 4 years in the making was worth the wait for this beautiful masterpiece. Keep up the amazing work! 

 

 

Edited by GTABetaVersionModDev
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4 minutes ago, Sergiu said:

Not our plan to add things that weren't in screens but you can always add the radar map from GTA 3 if you feel like it. :)

But, I remember in older GTA3D screenshots, it had it's own radar map. Can it be an optional thing?

Edited by xxnooblyxx(temp ban)
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2 minutes ago, xxnooblyxx(temp ban) said:

But, I remember in older GTA3D screenshots, it had it's own radar map. Can it be an optional thing?

Possibly in the future, that radar was in a different version of the HUD that recolored the vanilla radar textures through code. We still have some big map changes to do, so redrawing the radar isn't planned right now.

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2 minutes ago, saibot_20194 said:

there's a way that I can bring back grey roads ?😥 I don't like the blue roads

You can just replace the road textures with MagicTXD. but it may cause issues as the Industrial Area's been 60% edited.

Edited by xxnooblyxx(temp ban)
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BeyondTheVeilOfDeath

I like how things are going smooth after this mod's released. I hope things are smoother if there's a GTA3E mod, which restores Beta/E3 content in GTA III.

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Developers, you made a brilliant work, the mod looks great! However, why you don't want to create other islands? There are enough materials in enternet that can help you to make it. Here is early map

Spoiler

image.jpg

Here is her coloured version

Spoiler

gta_ii10.png

This is a house from early version of the game,

Spoiler

gta3-image-02.jpg

doesn't fit to Portland and Staunton as you can see, so it's obviously from Shoreside Vale.

That picture with house taken from this theme https://gtaforums.com/topic/745716-grand-theft-auto-iii-pre-release-discussion/?page=6.

Also, a lot of useful materials you can see here https://gtaforums.com/topic/527221-unseenimproved-beta-renders-pics/.

Look at this picture, here we have tunnel, also this picture was among earliest pics of gta 3 on gouranga.com, before many alpha screens, chronologically. It means that the map had islands and communications between them.

Spoiler

user posted image

Despite on gouranga.com is closed and lack of possibility to see this picture and her place among other screens here are two real proves

Spoiler

gta3_city3-209406.jpg?fit=bounds&dpr=1&quality=75&width=603&format=pjpg&auto=webp

tunnel-212651.jpg?fit=bounds&dpr=1&quality=75&width=603&format=pjpg&auto=webp

Both of these screens are taken from IGN.com, where all pictures are placed in right chronological order. You can see them about bottom among alpha pics closer to the bottom of this page https://www.ign.com/games/grand-theft-auto-iii.

So, dudes, think better about adding other islands to the mod. It's a dream of most gta 3 alpha/beta fans to see full early map!))

 

Edited by Mr. Myriad
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Staunton was indeed in progress but not ingame until about the time the game went BETA. And even then, there are only about two renders which show a few buildings, but with no textures. Rest would have to be figured out or taken from BETA screens. Shoreside wasn't even a thing. Not even its map was completed.

 

Honestly, if I knew mapping and had enough time, I would've done it, but as a separate thing and not part of the mod itself.

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so, i created a account on the forum just to comment how happy i am to see this mod finally released! i mean, i literally was always looking the topic to see dev updates, a release date, or, in the best scenario, the release itself. and the last scenario finally happened! congrats on the first release of this beautiful project that literally took years to see the light of day, you guys should be proud of yourselves! hope we get more updates and releases, happy new year!

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It's possible that Staunton and Shoreside were not in real alpha but nevertheless, we have tunnel and that house's screens that tell about developer's thoughts to make the map bigger than one island and as someone from developers once have said that gta 3d is not the exact copy of alpha build, therefore you, I mean your team, may improvise and experiment, why not. You have map, telling what developers wanted to make from the start, therefore you don't need to think up the map, only creating according to the sketch, may be even not in cartoonish style like in alpha but like in beta version. It would be at least good addition to the main mod, when you finish it completely.

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9 hours ago, Sergiu said:

Not our plan to add things that weren't in screens but you can always add the radar map from GTA 3 if you feel like it. :)

Will Change radar icon ? 

Are there new fixes?

It's very good GTA you need attention ❤️

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Staunton could be done. There are 2 renders showing a part of the map from 2 different parts. They are wireframes so they could be remade. Then there are a few more renders on flickr uploaded by someone, that has a few buildings like the Stadium, a bank which was in a planning list on a newer version of the map, a church which is also in the final game with a few touches, and some more. Then there is the E3 trailer which shows a few places like the one from the renders I mentioned at the start, which could be used as reference. Then there is the planning list I mentioned earlier, which specifies what was planned for the map, and adapting it to the earlier map would probably make the list smaller by a little (it specifies the casino but in the early map there is no casino but a road). Then there is the map from the manual which shows a few more stuff like the landmass at the bottom of the map and buildings like the campus. Finally, there is the airport which uses the same buildings as the one in final, just arranged differently. I have a sketch for it, in case, but I think I might remake it. On a side note, there might be a HQer version of that early map. Vadim showed the docks and a little part of the area near it in the first preview video. He said it's from the german strategy guide. So yeah, even more references for it.

 

Shoreside, on the other hand, is not even completed, if you take a close look. And the colored map doesn't count. There are missing roads and hills which were probably added by the time the final version of the map was made. There might've been those house renders but that's pretty much it. Nothing else that shows how it was supossed to look apart from the final map, which was butchered.

Edited by Jinx.
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Whoa, I didn't notice the release it was already out. Where I have been? LMAO.

 

Congratulations guys, four years of work it is here, for everyone and worth it indeed. The accuracy this mod has is insane. Looking to other users pictures posted here, it really feels and gives that vibe that's an early development stage build of GTA III. It is unbelievable, I can't wait to see future updates and what else will be done and/or added. I'm really proud of this. I've been following this since the beginning, even when I wasn't even registered yet on this forum, so I'm really happy to see it released after ages, and not dead as other total conversion mods out there. Thumbs up to you guys!

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About Shoreside, I see that it's not completed but the coloured map is not a bad idea how it could look! I don't try to press on you but it would be really interesting to see your vision of possible earlier locations. Your Portland as I see is a jewelry work with old screenshots and comparing of tons of materials to each other to make the mod look like alpha as much as possible and you could even recreate atmosphere from screenshots, therefore I know that if you will undertake Shoreside Vale it will turn out very cool!

Edited by Mr. Myriad
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Just because it would be cool to have (even a glimpse) of the rest of the map that’s not in the screenshots, at least there will be a LOD version of Staunton. That’s a decision that takes into consideration both accuracy and gameplay. Accuracy, since we don’t know much of the design, and gameplay, since looking at an empty map is weird.

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As I have already said above, not to spoil accuracy and gameplay it could be a separate mod or addition to the main one that includes other map parts in your own style. If you don't want to do it in any case don't do it.

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3 hours ago, Mr. Myriad said:

As I have already said above, not to spoil accuracy and gameplay it could be a separate mod or addition to the main one that includes other map parts in your own style. If you don't want to do it in any case don't do it.

It took years to perfect Portland and release it. Working on the others would just be extra hassle, which they don't have time for.

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38 minutes ago, xxnooblyxx(temp ban) said:

When would missions be implemented?

We're still discussing how missions would work. Our main concern is how cutscenes should be handled, and we came to two paths:

 

1. LCS/DYOM style cutscenes - An unused version of Luigi's Girl's left in the source code on the iOS version indicates that motion-captured cutscenes weren't implemented, at least for this mission. If we went this way, every mission would have the cutscene audio cut up to be just dialogue and played over canned animations.

2. Full cutscenes, the more fun option - Modify cutscene animation where necessary to make them compatible with the map edits. One big example of this is Salvatore's Called a Meeting, where the player walks up stairs that have been removed (not to mention the garage being gone too). Because the .anm format (the one used for the cutscene heads) doesn't account for bones being in different places, this would require rigging heads of our remade characters that have been chopped from the neck-up, instead of including the full neck like on 8ball's old model. A small price to pay accuracy-wise, but it would look more visually interesting and probably require less work.

 

r2meTHE.png

 

Pictured: Luigi's cutscene head when I moved the bones

 

 

Edited by Mr. Jago
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5 minutes ago, Mr. Jago said:
Spoiler

 

We're still discussing how missions would work. Our main concern is how cutscenes should be handled, and we came to two paths:

 

1. LCS/DYOM style cutscenes - An unused version of Luigi's Girl's left in the source code on the iOS version indicates that motion-captured cutscenes weren't implemented, at least for this mission. If we went this way, every mission would have the cutscene audio cut up to be just dialogue and played over canned animations.

2. Full cutscenes, the more fun option - Modify cutscene animation where necessary to make them compatible with the map edits. One big example of this is Salvatore's Called a Meeting, where the player walks up stairs that have been removed (not to mention the garage being gone too). Because the .anm format (the one used for the cutscene heads) doesn't account for bones being in different places, this would require rigging heads of our remade characters that have been chopped from the neck-up, instead of including the full neck like on 8ball's old model. A small price to pay accuracy-wise, but it would look more visually interesting and probably require less work.

 

 

r2meTHE.png

 

Pictured: Luigi's cutscene head when I moved the bones

GTA 3D: Nightmare Edition.

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