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Cutscene Liberty City Xbox textures


Blackbird88

Recommended Posts

UAihs1k.png


As the title says this will upgrade the cutscene Liberty City you can see in the mission Saint Mark's Bistro with textures from Xbox version of GTAIII.
Even though you can only see it for a while I found it silly that R* didn't take advantage of these textures to bring up parity with default SA textures.

Additionaly any other places utilizing GTAIII textures such as TransFender garage are included as well.
As a side effect this also fixes some textures that were just black squares in their respective TXDs.

I recommend artginPL's Enterable Hidden Interiors mod if you actually want to take a trip to LODerty City.


Screenshots:
(click to see full image)

Liberty City
abLQZnkl.png4gaIL4Pl.png
eZfVgYpl.pngCJYa9jnl.png
1y34y0al.pngfsbRjsql.png
TransFender garage (reused Joey's garage from GTA III)
kUP4riSl.pngGIMnya3l.png


Q: THIS IS POINTLESS ARGHH!
A: I know it is, but it had to be done :p


Q: How many stuff was changed?
A: Currently 52 HD textures and 5 Fixed textures (some of them might be unused)

DOWNLOAD (GTAGarage)
DOWNLOAD (Mirror)

Installation:
Install Mod Loader and put the LCXbox folder in modloader folder.
OR
Put the TXD files in gta3.img except for genintintcarint3.txd which belongs in gta_int.img

If i find anything else I'll update the download. Edited by Blackbird88
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This is cool. :)

Now all we need is entire Portland. :p

I recall reading somewhere that you were supposed to chase the guy around Portland in a car, but I'm not sure if it isn't some BS rumor or something. Would be cool if the mission was like that :)

Edited by Blackbird88
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This is cool. :)

Now all we need is entire Portland. :p

I recall reading somewhere that you were supposed to chase the guy around Portland in a car, but I'm not sure if it isn't some BS rumor or something. Would be cool if the mission was like that :)

 

 

Yep,that's right.

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This is cool. :)

Now all we need is entire Portland. :p

I recall reading somewhere that you were supposed to chase the guy around Portland in a car, but I'm not sure if it isn't some BS rumor or something. Would be cool if the mission was like that :)

 

 

Yep,that's right.

 

 

I'd still like a source for it, even though it would be pretty cool.

 

 

Neat work thus far

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Found more of them and probably the last.

  • concrete texture
  • pavement texture
  • dark railway texture
  • grass texture (yep grass is hidden under the snow models)
  • cutscenebank road texture (used in ghost town, but hospital2.txd has it too for some reason. maybe it's only reused)

DOWNLOAD UPDATED!

Edited by Blackbird88
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It seems it'd be possible to make a little bit of a Portland as the placement of III parts fits sort of although they look out of place due to no snow.

It'd be nice to take advantage of all the available space and then cut it off with barriers kind of like the GTAIII shoreside tunnel then add the ramp from the III Bistro back, let the goon escape by car and cruise around the city until you kill him.

 

 

rRL43Ui.png?1

 

 

 

artginPL said he'll remake the chunk of Portland currently in the game so best to wait if he does :)

 

The ultimate solution though would be to add whole Liberty City from the SA:LC mod and then change the coordinates in main.scm so you land on International Airport in Shoreside Vale and then drive all the way to Saint Mark's Bistro. Then when the goon tries to escape by using the ramp you can chase him around city. After you kill him you'll return to the Airport. It sounds bit tedious and long, but really cool(to me at least). The problem would be that the city wouldn't fit and it'd be A LOT of work just for single mission so the reconscruction of Portland seems more likely :D

Edited by Blackbird88
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I hope it will feature LCS's changes too. They seem more logical in storyline.

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I hope it will feature LCS's changes too. They seem more logical in storyline.

Especially with replacing Sex Club 7 with Paulies bar.

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I hope it will feature LCS's changes too. They seem more logical in storyline.

Hmm I wonder if LCS used different textures for the buildings and such. They're going to be uglier tho.

Looks similar to vanilla III, but uses the Xbox trees and the bottom of the buildings are orange for some reason.

 

 

1njA5GF.png

B5mwJZz.png

 

 

Well sh*t I just realized they added lampposts in LCS :p

And added a ledge so the texture transition looks less sh*tty.

Isn't a bit later Sindaccos took over Red Light District? It seems, that RLD is still Leone Turf.

We don't know that though. There is no III era game set in 1992-1998 LC.

Edited by Blackbird88
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I don't know. All I know is that they are low res and different coloured.

Edited by darthvader20011
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Found some more stuff that was improved in Xbox version and I accidentally just found out where some of the textures are used. The Airport in the very first cutscene uses some GTAIII textures. The place where CJ gets into Taxi which is just outside that Airport uses them too.

 

I'll do final sweep through textures I couldn't find and then release last version (hopefully)

So far

  • dustyconcrete128 added
  • tarmac_64HV added
  • subplatyell added
  • subplat added
  • indust1.txd added (for some reason I overlooked this one completely)
  • firewall texture in indust1/indust2.txd is actually taxi_256128 with different name according to GTAIII map (looks like LOD version of proper texture)
  • inditaly.txd added new textures (I'm really blind)
  • fixed the LOD trees on the other side of city (lowres flipped texture and no transparency)
  • Chinabuildnew1c fixed (black texture)
  • BLOCKLOD replaced with BLOCK (GTAIII has no LOD version of this texture)

 

I have a problem with this SA texture. I can only find it in LOD TXDs. It's used for the Bistro "garden".

PCCjEHL.png

Edited by Blackbird88
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For that you'd have the remove everything but the road and bistro and remake it again, because R* merged a lot of the models into one and based them all on LOD versions thus not only they are ugly they also look different to final.

Then overlay mp_snow texture over the roads and grass. Some of the snow patches on buildings are models so they'll only fit on buildings with same positions.

 

Luckily SA may be able to load III DFFs natively. That road model I showed was a GTAIII DFF loading its texture from generic_gta3.txd (to avoid mismatch with SA generic.txd) and other III stuff was loaded from Portland.IMG

 

There is another problem too. Cars are invisible :D

Edited by Blackbird88
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Great work :)

In the second pic is the railing broken or the snow is going to up of it? Please fix it

The snow is a separate model so yes it's clipping through the railway, but without someone editing the model I don't think I can do much.

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Watched a Vadim's video again and found out that Joey's garage is used in SA as a TransFender garage.

You know what that means?

 

genintintcarint3.txd added

  • doornvent256128 added
  • Alumox64b added
  • Industdoor1128 added

indust2.txd

  • rustybolts_drk32 restored to original due to wrong texture (my mistake)

 

Also some overlooks by R* and them not using regular SA textures

 

librest.txd added

  • kb_ivy2_256 is 256x256 texture now as the name implies (lol R* lrn2read)

libertyhi.txd updated

  • forestfloor3 now uses 256x256 texture that was in SA already

 

DOWNLOAD WILL BE UPDATED SOON WHEN I AM SURE NOTHING IS MISSING!

Meanwhile some screens were added to OP.

 

DOWNLOAD UPDATED!

Hotfix - Added banding9_64HV

Edited by Blackbird88
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You should replace those ugly LOD models too.

Impossible to do easily. They merged lot of models into one big model. EHI author said he'll improve the city sometime so I'll wait a bit and if he doesn't I'll try it myself :)

 

Here's example of what I mean. It's not only one too.

 

UVsI9kK.png

 

Edited by Blackbird88
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