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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

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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Sorry for the double post. I talked to Sergiu on Skype today and during that conversation I ended up discovering how to get SweetFX to work with Grand Theft Auto III. SweetFX is like ENB but not as messy and seems to do much more in comparison. I am taking up the job of making the colors like the alpha through that method and I felt like sharing what I have achieved so far fiddling around with the settings. This is very much a work in progress, but I at least can show that I got rid of the grey tone the game has and am achieving something close to the alpha color tone.

 

Screenshot1258.png

 

 

Screenshot2383.png

 

Would you mind sending me the files on PM.

 

I would love that too :3

 

Same here please. :)

Edited by Legomanarthur
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Got a set of updates from SOBB. He's been doing the tough job of modeling and I found every little detail, he applied them. The rear is done.

URDs0dX.png
Y6N7iEl.png
VrRnenn.png

Edited by CasualSergiu
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You're probably aware of this already, but the "NYC" plate can be found in LCS' .ISO file.

Yes, but this vehicle used the old LC plate as seen in screenshots. Thank you though. :)

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Yes, but this vehicle used the old LC plate as seen in screenshots. Thank you though. :)

OK. Super progress here over the last few days too.

BTW, I wasn't referring to that Taxi, I meant alpha cars in general. :)

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Yes, but this vehicle used the old LC plate as seen in screenshots. Thank you though. :)

OK. Super progress here over the last few days too.

BTW, I wasn't referring to that Taxi, I meant alpha cars in general. :)

 

We are doing our best to make it all, quality over quantity here.

We don't produce content on a large scale, instead, we just do it step by step. We feel like that's the right way. And everyone in the team has a role, pretty much. Things go rather smoothly. :santa:

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Just out of interest, Sergiu, what was the name of the NYC plate texture you found? There may be more in the .ISO file because I haven't looked at much but I found this texture called "platesa64" (the number plate on the right is the NYC one, even though it's just a 32x32 image):

4hkQPP3.png

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Just out of interest, Sergiu, what was the name of the NYC plate texture you found? There may be more in the .ISO file because I haven't looked at much but I found this texture called "platesa64" (the number plate on the right is the NYC one, even though it's just a 32x32 image):

4hkQPP3.png

dude, its the same name, only that the one that can be found in the trashed schoolbuses file is 64x64 i think

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Found some old screenies from late August with a building ingame, done by Igor. :3

2eq5MWNh.jpg

w8U4qQNh.jpg

I guess it's not done since I can see some parts unmapped.

Edited by darthvader20011
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Found some old screenies from late August with a building ingame, done by Igor. :3

 

I guess it's not done since I can see some parts unmapped.

This is old version of chinabuild21, so I have a newer version, but when I done ind_maindrag2, I'll put them ingame.

Edited by solom
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lfqJMdz.png
:lol: I was bored so I did this, just for fun :lol:

Edited by darthvader20011
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Hey, you know that gta3 had realistic shadows on cars and peds. Their visibility is weak from distance, they are generate from near far. Its remakable with new settings in particle.cfg and edit some textures. My looks likes moving around squares xd

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Hey, you know that gta3 had realistic shadows on cars and peds. Their visibility is weak from distance, they are generate from near far. Its remakable with new settings in particle.cfg and edit some textures. My looks likes moving around squares xd

Yes. It was just better quality shadows made in particles.txd. About the dynamic lights/shadows, I'm not sure if they're remakeable.

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I have some suggest to graphic, when you want better ambience colour maybe you should try to get darker texture in img, like in Stories or SA, then use powerful bright colours, look at PSP LCS for example. It texture are so dark or neighter visible in any Txd editor :)

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I have some suggest to graphic, when you want better ambience colour maybe you should try to get darker texture in img, like in Stories or SA, then use powerful bright colours, look at PSP LCS for example. It texture are so dark or neighter visible in any Txd editor :)

Shadow darkness/brightness is set in timecyc.dat. The maximum value is around 999.

 

EDIT:

Got these previews about 20 hours ago. Since then, the front, doors and license plate have been fixed.

4vh7QZ1.png

fdRuoml.png

2nd edit:

Found a screenshot I took after the front was fixed.

44v6QuK.png

 

 

Edited by CasualSergiu
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Got these while screensharing with SOBB. He was still testing the car but damn, isn't it amazing. Note, this is a vanilla version of the game.

 

LD3Y4WO.png

8Rf68Mf.png

Just need to make police and civilian versions.

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Got these while screensharing with SOBB. He was still testing the car but damn, isn't it amazing. Note, this is a vanilla version of the game.

 

LD3Y4WO.png

8Rf68Mf.png

It looks like it's ported directly from the alpha...

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