Jimmy Posted January 2, 2017 Share Posted January 2, 2017 I apologize about the delay, but ForeverL sent me a link to his models a couple of moons ago and I have not had a chance to look at them. So I thought I'd share the link here. I'm curious what others think about these. Do they look better than what we already have? I believe these are the same textures as the ones used by Rockstar on GTA III Android. I recently installed the Droid version and it looks really nice as compared to the PC Edition. I'll take some screenshots when I get on my PC. In fact, the models and textures are XBOX, so I do not think there is a difference in texture quality and model with the Movil version, since they are the same. Maybe a bit in the animations, since the model tries to recreate the same skeleton that the version of XBOX. Other than that, I do not think there is any relevant change. Here has a preview, thanks to Polivin Emil: https://www.youtube.com/watch?v=AdOwJ2InCnE I noticed a lot of animation improvement in Xbox models, both in your video and Android. The textures are more detailed, so is the lighting and shadows on vehicles, streets and roads. Joey's head no longer feels weird during the cutscene movements. Also, the Chrome lines around the vehicles are really nice. Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069323956 Share on other sites More sharing options...
ForeverL Posted January 5, 2017 Share Posted January 5, 2017 By itself, there is no improvisation in the animations, they are those that come originally converted. Where improvisations can be noticed more, it is in the animations of the ped.ifp. I guess it looks good in the Polivin video, since it uses the SkyGFX, but hey, my computer is very basic, and I can not record a good video. In itself, you still notice that the heads are somewhat out of place, as they are loaded directly, and do not separate, as it should be. EenCole 1 Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069329229 Share on other sites More sharing options...
ForeverL Posted January 6, 2017 Share Posted January 6, 2017 By itself, there is no improvisation in the animations, they are those that come originally converted. Where improvisations can be noticed more, it is in the animations of the ped.ifp. I guess it looks good in the Polivin video, since it uses the SkyGFX, but hey, my computer is very basic, and I can not record a good video. In itself, you still notice that the heads are somewhat out of place, as they are loaded directly, and do not separate, as it should be. EenCole 1 Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069332723 Share on other sites More sharing options...
Craig Kostelecky Posted January 7, 2017 Author Share Posted January 7, 2017 (edited) Woah, am I hallucinating, or did you get the heads to animate as well? Edit, I see from your YouTube comments that you used 3.2 for the head animations. Edited January 7, 2017 by Craig Kostelecky ForeverL 1 Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069333607 Share on other sites More sharing options...
Jimmy Posted January 8, 2017 Share Posted January 8, 2017 (edited) Can someone please upload the missing Blank Audio Files package for LC separately? It's not included in the latest Beta. It'd be a time saver for people who don't have a GTA III Disk or the Audio Files. Edited January 15, 2017 by Arrow Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069335469 Share on other sites More sharing options...
Butcher696 Posted February 5, 2017 Share Posted February 5, 2017 U no need any files - GTA VC then mod+update+sfx and play Tested this mod years ago in meny betas and full again completed game in 2016 agian on 3.3 beta. I like from GTA 3D series GTA 3 the best - and secend GTA SA (Most becouse is best GTA in series) ,VC not liked much becouse Miami style - souch i dont like that style . But 3 on VC engine is like have updated GTA 3 much becouse - the one what i hate in 3 orginal is that when u have a shout is so fast and if u rush i will kill in 2s - but on VC engine u can normal shoout and have normal feel of fight . Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069387482 Share on other sites More sharing options...
Ingramsl Posted February 28, 2017 Share Posted February 28, 2017 Thank you a Craig, But Sorry for this mod the Beta 3.4 pre-release is out now of GTA:LC Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069428978 Share on other sites More sharing options...
Claude_Lib Posted February 28, 2017 Share Posted February 28, 2017 You aren't being serious now, are you? Ruvix 1 Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069429024 Share on other sites More sharing options...
Jimmy Posted March 1, 2017 Share Posted March 1, 2017 Thank you a Craig, But Sorry for this mod the Beta 3.4 pre-release is out now of GTA:LCPretty sure that he's aware of it, as he leads the whole team. Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069430396 Share on other sites More sharing options...
DuckMan128 Posted March 1, 2017 Share Posted March 1, 2017 (edited) it might be helpful for long distance objects which has not assigned any short distance object, so now it can disappear like LODroadx should. Just set the 0x0056F516 to 299.0 so LOD problems can be fixed. Edited March 1, 2017 by HM128 Craig Kostelecky 1 Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069430793 Share on other sites More sharing options...
spaceeinstein Posted March 1, 2017 Share Posted March 1, 2017 Thanks for the find. Should it be 100.0 since III uses that value? Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069431803 Share on other sites More sharing options...
Evil empire Posted March 12, 2017 Share Posted March 12, 2017 (edited) I installed the 3.3 update and noticed I can't load my savegames when I use the updated main.scm. Do I have this problem because I didn't use the updated main.scm when I started my game? Edited March 12, 2017 by Evil-Empire Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069451301 Share on other sites More sharing options...
Jimmy Posted March 13, 2017 Share Posted March 13, 2017 I installed the 3.3 update and noticed I can't load my savegames when I use the updated main.scm. Do I have this problem because I didn't use the updated main.scm when I started my game? When you use the updates package, make sure that you replace all the files, including the updated SCM. I believe there are some other changes apart from script that crash your game. Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069453024 Share on other sites More sharing options...
Evil empire Posted March 13, 2017 Share Posted March 13, 2017 Is there anything I can do to change the order of King Courtney's missions? Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069453356 Share on other sites More sharing options...
Claude_Lib Posted March 13, 2017 Share Posted March 13, 2017 Yes, you can decompile main.scm and make a few changes, then compile it back. Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069453360 Share on other sites More sharing options...
Evil empire Posted March 13, 2017 Share Posted March 13, 2017 But I'll have to start a new game? Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069453475 Share on other sites More sharing options...
Jimmy Posted March 13, 2017 Share Posted March 13, 2017 But I'll have to start a new game?Every change you make to the script regardless of how minor it is, requires you to start a new game. Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069453487 Share on other sites More sharing options...
DubHaMlg777 Posted March 13, 2017 Share Posted March 13, 2017 What is the point of porting a game that is already on the PC and in the same engine? Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069453765 Share on other sites More sharing options...
spaceeinstein Posted March 13, 2017 Share Posted March 13, 2017 It's not the same engine. Blackbird88 1 Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069454211 Share on other sites More sharing options...
Jimmy Posted March 13, 2017 Share Posted March 13, 2017 What is the point of porting a game that is already on the PC and in the same engine?Not the same engine. GTA III is being ported to Vice City engine, so yeah that makes it a different engine. Blackbird88 1 Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069454299 Share on other sites More sharing options...
Craig Kostelecky Posted March 14, 2017 Author Share Posted March 14, 2017 But I'll have to start a new game? Every change you make to the script regardless of how minor it is, requires you to start a new game. That's not true. Minor changes that don't change any of the variables around (changing just the parameters is okay) can allow you to use the same save file. And there's some really fancy coding that can be done to make more complicated changes compatible with old saves. Silent knows way more about that than I ever will. We've never tried to make previous saves compatible. With the debug option, you can unlock everything that 100% gets you from the start, so it's not that big of a deal. Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069455141 Share on other sites More sharing options...
DubHaMlg777 Posted March 14, 2017 Share Posted March 14, 2017 Aren't they are both Renderware ? Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069458061 Share on other sites More sharing options...
Silent Posted March 14, 2017 Share Posted March 14, 2017 They are, but it's irrelevant. DubHaMlg777 1 Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069458102 Share on other sites More sharing options...
Evil empire Posted March 17, 2017 Share Posted March 17, 2017 Please tell me all Silent. By the way everytime I enter the Toyz n'the hood vehicle in the Toyminator mission the game crashes. Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1069464000 Share on other sites More sharing options...
Lady S Posted March 8, 2020 Share Posted March 8, 2020 On 1/12/2005 at 10:49 AM, Craig Kostelecky said: Download Beta 3.3 - thanks samutz for the hosting Beta 3.3 Update - Last updated August 23 SFX Add-on: Download After about 2 years and 4 months, we are releasing a new public beta, version 3.3. But hey, what happened to 3.2? Well, 3.2 exists, it just never saw the light of day because there were many bugs in it and the primary contributor's computer crashed so things could not be fixed easily at all. If anybody is curious, they can try out the 3.2 files here. The only cool feature that made it into 3.2 that's not in 3.3 is the cutscene heads were converted and working. We are trying to find a way to redo that for the next relaese. Okay, enough about beta 3.2, what's new with 3.3? Thanks largely to SilentPL, this mod has had a great revival. Most of the changes were behind the scenes in cleaning up the exe modifying files. A few missions have been updated with proper GTA3 opcode functions. He has also helped make the scm code a lot cleaner and bug free. Speaking of the scm, with the exception of the insane stunts thread (which was largely taken from VC) every variable has the proper name that Rockstar gave them. A few missions have been redone into high level coding. There are a few rewards given out if the player can complete the game to 100%. Please give it a try as that's the best way to completely bug test it. And I don't know if I will have the time to complete everything to 100%. It's been a while since I gave Gripped! a try. I'm forgetting a lot of new features, and some I'll let the users find themselves. Please help us test these missions out so we can have the next version be as bug free as possible. Speaking of the next version, we are getting closer and closer to releasing GTA: Liberty City Final v1.0. The next big thing we are going to work on is to try and import the peds and actor models from the XBOX version. Not only will they look better, but they will likely be easier to port functionality for cutscenes. I'd also like to thank Ash_735 and rmws. for their help as well. It is greatly appreciated. What's the parameters for beta 3.3?. Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1071099917 Share on other sites More sharing options...
2018Windows10 Posted December 19, 2021 Share Posted December 19, 2021 (edited) I have posted on Liberty City Beta 3.1, so I've linked it and download. Beta 3.1: http://lc.gtasnp.com/Beta3.1.rar 3.1 Update: http://lc.gtasnp.com/31update.rar Edited December 20, 2021 by 2018Windows10 Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1071756649 Share on other sites More sharing options...
_Rob_ Posted September 14, 2022 Share Posted September 14, 2022 Did you ever figure out getting the Dodo's handling from III ported over? I've been trying to do that very thing myself, but with little luck so far. Link to comment https://gtaforums.com/topic/743526-beta-33-files-released/page/7/#findComment-1071947189 Share on other sites More sharing options...
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