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GTASOL - The Topic That Started It All


X-Seti
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How much detail would you like to see in game - The more we do the better things will look on Rage /SA engines. Just before you vote also consider posting why replying below, Thankyou.  

229 members have voted

  1. 1. How much detail would you like to see in game - The more we do the better things will look on Rage /SA engines. Just before you vote also consider posting why replying below, Thankyou.

    • Keep the maps original - no bridges.
      56
    • Keep the maps original - with bridges.
      57
    • Have the Airport with VCS changes.
      3
    • Have the Airport with VCS / Beta map changes.
      44
    • Vice City map with all the VCS changes
      33
    • Vice City map with all the VCS / Beta map changes.
      34
    • VC, LC with Stories changes.
      24
    • VC, LC with Stories and Beta Map changes.
      57
    • I am in the process of remodeling LC and VC. How far should I go.
      130
    • Ditto with the question above with some nice add ons for SA too.
      1
    • Remodel everything in the SA style and feel.
      143
    • You want to see something new and improved VC, LC and SA
      139
    • Go wild with 3dsmax and see what happens!.
      209


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Gantons Most Wanted

I've installed the beta on VC and so far its pretty good. My only question is there any dev console or tools so we can spawn vehicles, change clothes etc.?

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#GTASOL BETA68.6.x 16/05/12 REL. (X-Seti)

 

#Load IDEs, then the COLs, Last goes the IPLs Img archive files, We hope to give each

#city its own file, This will tidy up the install process.

 

#All paths need to be lower case, this is so we have no issues on unix machines.

IDE DATA\VEHICLES.IDE

 

#Generics

IDE models\gta3.ide

 

#Game data

IDE SOL\Cdimages\game.ide

 

#IFX (2DFX) Lighting files (neon effects)

IDE sol\maps\IFX\Generic.IFX

IDE sol\maps\IFX\VCLighting.IFX

IDE sol\maps\IFX\LCLighting.IFX

IDE sol\maps\IFX\SALighting.IFX

IDE sol\maps\IFX\ISLighting.IFX

COLFILE 1 sol\maps\IFX\Lightingeffects.ifx

 

#Collision data for generics

COLFILE 0 models\gta3.col

COLFILE 0 models\coll\Tobj.COL

 

#Game map data

COLFILE 0 SOL\Cdimages\game.col

 

#Zones and Colls need to be sorted, this is on the todo list.

#IPL DATA\Zones\MAP.ZON

#IPL DATA\Zones\INFO.ZON

IPL DATA\Zones\NAVIG.ZON

#IPL DATA\Zones\NAVIGLC.ZON

IPL sol\maps\IFX\Lighting.ipl

 

#Interiors for VC, SA and LC, MLL etc.

IPL sol\maps\Int\bank.ipl

IPL sol\maps\Int\club.ipl

IPL sol\maps\Int\mall.ipl

IPL sol\maps\Int\hotel.ipl

IPL sol\maps\Int\lawyers.ipl

#IPL sol\maps\Int\concerth.ipl

IPL sol\maps\Int\mansion.ipl

IPL sol\maps\Int\stripclb.ipl

IPL sol\maps\Int\bistro.ipl

IPL sol\maps\Int\stadint.ipl

IPL sol\maps\Int\beachcafe.ipl

 

#LA Zones and Generics.

IPL sol\maps\SA\LAE.ipl

IPL sol\maps\SA\LAE_Generics.ipl

IPL sol\maps\SA\LAHills.ipl

IPL sol\maps\SA\LAHills_Generics.ipl

IPL sol\maps\SA\LAN.ipl

IPL sol\maps\SA\LAN_Generics.ipl

IPL sol\maps\SA\LAS.ipl

IPL sol\maps\SA\LAS_Generics.ipl

IPL sol\maps\SA\LAW.ipl

IPL sol\maps\SA\LAW_Generics.ipl

IPL sol\maps\SA\LAWn.ipl

IPL sol\maps\SA\LAWn_Generics.ipl

IPL sol\maps\SA\SFE.ipl

IPL sol\maps\SA\SFE_Generics.ipl

IPL sol\maps\SA\SFN.ipl

IPL sol\maps\SA\SFN_Generics.ipl

IPL sol\maps\SA\Sfw.ipl

IPL sol\maps\SA\Sfw_Generics.ipl

IPL sol\maps\SA\Sfs.ipl

IPL sol\maps\SA\Sfs_Generics.ipl

IPL sol\maps\SA\SfsS.ipl

IPL sol\maps\SA\Sfse_Generics.ipl

IPL sol\maps\SA\Countrye.ipl

IPL sol\maps\SA\Countrye_Generics.ipl

IPL sol\maps\SA\Countryn.ipl

IPL sol\maps\SA\Countryn_Generics.ipl

IPL sol\maps\SA\Countrys.ipl

IPL sol\maps\SA\Countrys_Generics.ipl

IPL sol\maps\SA\Countryw.ipl

IPL sol\maps\SA\Countryw_Generics.ipl

IPL sol\maps\SA\Vegase.ipl

IPL sol\maps\SA\Vegase_Generics.ipl

IPL sol\maps\SA\vegasn.ipl

IPL sol\maps\SA\vegasn_Generics.ipl

IPL sol\maps\SA\vegass.ipl

IPL sol\maps\SA\vegass_Generics.ipl

IPL sol\maps\SA\vegasw.ipl

IPL sol\maps\SA\vegasw_Generics.ipl

IPL sol\maps\SA\vegasx.ipl

IPL sol\maps\SA\vegax_Generics.ipl

 

#(SA) GTA3, Airport int, Army range.

#IPL sol\maps\SA\levelmap.ipl

IPL sol\maps\SA\seabed.ipl

 

#island mll - vc

IPL sol\maps\MLL\islandmllvc.ipl

 

#Army base

IPL sol\maps\MLL\airbase.ipl

IPL sol\maps\MLL\airbase1.ipl

IPL sol\maps\MLL\airbasetest.ipl

IPL sol\maps\MLL\airbase_Generics.ipl

IPL sol\maps\MLL\MainlandLib.ipl

IPL sol\maps\MLL\MainlandLib_Gen.ipl

IPL sol\maps\MLL\libmainland.ipl

IPL sol\maps\MLL\misslib.ipl

IPL sol\maps\MLL\seabridge.ipl

 

#VC

IPL sol\maps\VC\Airport.ipl

IPL sol\maps\VC\Docks.ipl

IPL sol\maps\VC\Downtown.ipl

IPL sol\maps\VC\Islands.ipl

IPL sol\maps\VC\NorthBeach.ipl

IPL sol\maps\VC\OceanDrive.ipl

IPL sol\maps\VC\VCTunNorth.ipl

IPL sol\maps\VC\Washington.ipl

IPL sol\maps\VC\VC_A_Generics.ipl

IPL sol\maps\VC\VC_B_Generics.ipl

 

#LC map data

IPL sol\maps\LC\indust.obj.ipl

IPL sol\maps\LC\indust.ipl

IPL sol\maps\LC\commer.obj.ipl

IPL sol\maps\LC\commer.ipl

IPL sol\maps\LC\suburb.ipl

IPL sol\maps\LC\suburb.obj.ipl

IPL sol\maps\LC\LC_A_Generics.ipl

IPL sol\maps\LC\LC_B_Generics.ipl

 

#Make sure these LOD are commented out for the

#Community team members version. #

#SA

IPL sol\maps\SA\LODs\countryLOD.ipl

IPL sol\maps\SA\LODs\laLOD.ipl

IPL sol\maps\SA\LODs\sfLOD.ipl

IPL sol\maps\SA\LODs\vegaLOD.ipl

IPL sol\maps\SA\LODs\SeabedLOD.ipl

#VC

IPL sol\maps\VC\LODs\WashingtonLOD.ipl

IPL sol\maps\VC\LODs\OceanDriveLOD.ipl

IPL sol\maps\VC\LODs\islandsLOD.ipl

IPL sol\maps\VC\LODs\haitinLOD.ipl

IPL sol\maps\VC\LODs\dowmtownLOD.ipl

IPL sol\maps\VC\LODs\docksLOD.ipl

IPL sol\maps\VC\LODs\AirportLOD.ipl

#LC

IPL sol\maps\LC\LODs\suburbLOD.ipl

IPL sol\maps\LC\LODs\industrialLOD.ipl

IPL sol\maps\LC\LODs\commerLOD.ipl

#MLL

IPL sol\maps\MLL\LODs\Midwaysourh.ipl

 

#Winter LC data.

#IPL sol\maps\LCW\CommerN.ipl

 

#The commented lines below are (LCS) Period changes.

#Please only use one set of files.

 

#Original Maps.

#IPL sol\maps\VC\OriginalVC.ipl

#IPL sol\maps\LC\OriginalGta3.ipl

 

#Future Maps.

IPL sol\maps\LC\Future_Gta3.ipl

IPL sol\maps\VC\VCS_Changes.ipl

 

 

#Marker Bug in EXE, paths are stuffed.

IPL data\paths\pathAI_LC.ipl

IPL data\paths\pathAI_LS.ipl

IPL data\paths\pathAI_LV.ipl

IPL data\paths\pathAI_SA.ipl

IPL data\paths\pathAI_VC.ipl

 

#Grass and UV effects

IPL sol\maps\GFX\oceandrv-grass.ipl

 

#Added/Custom mods. (optional)

IPL sol\maps\mods\railtrax.ipl

IPL sol\maps\mods\topgear.ipl

 

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One thing we have planned is for there to either be an IV or V based game, initially the plans were for IV but now that it seems V is starting to showcase and advertise it might be released when we are ready for a Next Gen Port.

 

No Public releases have working paths yet, it has only been tested on out Dev Builds, and we plan to develop the SA and VC versions alongside each other in the future, that is when we make a change to the VC map it is immediately also made for SA, but as I said earlier ports to anything but SA are still just ideas, nothing has been looked into completely.

Sounds great.

 

In my oppinion, if you can get all the hacks you have done with Vice City on San Andreas, it would be the best game for a mod like this. (That is having all the III era cities, with the original III era style graphics, and game play.)

 

Reason's why San Andreas would work best:

-Proper effects with under water swimming.

-Climbing

-Zones for police vehicles. (So each city has the proper police vehicle. Feature may be able to be expanded to other things like Ambulances, Firetrucks, Taxi's, Garbage Trucks, ect)

-Multiple License plates for cars. (Each city can have the right plate.)

-Slightly better driving physics.

-Multiple timecyc zones.

-Trains

-Tow Trucks (If I remember correctly, you said your main protag was supposed to be a tow truck driver.)

-Parachutes (Try to keep one on the buildings in MLL. All those tall buildings will allow me to go from roof top to roof top. Speaking of, you might be able to make some good roof top action in MLL.)

-Planes (Most important one of all. You can have it so we can buy plane tickets, and get to and from Liberty City, Vice City, Los Santos, San Feiro, Las Vanterus, and Main Land Liberty more quickly.)

-Stay original (I'm all for a Rage version of the mod, but SA would still keep the original III era feeling as in game play, and graphics. The Rage versions would be good for a improved version, both are good in their own way.)

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Sorry for the late reply. I did not have the proper tools in my laptop. I have never encountered that problem.

Can you also post your sol_log.txt. It should be in the root folder.

 

Those likely seem to be errors due to duplicate use of whole paths somewhere though. If you have other gta_sol.dat, then please post that too.

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Congrats mate. Was there any other changes you made yourself? I am quite sure that there wasn't supposed to be difference between those two files

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Previously, there was no sol_log.txt in the root folder, now, thanks to your files it has appeared. Also now the game is displayed in fulscreen. In gta_vc.dat I had to add this:

IPL data\paths\pathAI_SF.ipl

to have traffic in San Fierro.

 

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Here are some detailed descriptions of some ideas I have to make each city more unique, and so it can fit in the GTA III cannon better.

IDEA 1: MOVING THE MAPS FURTHER APART FROM EACH OTHER.
If its not too hard, I'm thinking that it would be a good idea to move the maps further apart for a little more accuracy to the III era cannon. I remember a member of the SOL team saying that they were planing on centering the map. As this has been brought up, I'm thinking that each location should be moved further away. Here is what I'm thinking about this.

-Each map is moved far enough so you can get a good distance away from it and not see any of the other maps. For example, when you drive a boat away from Vice City, you drive a little past where the original game had the map borders around the city. Then you start to see Liberty City. Same thing with LC. You drive a boat a little further than the map borders were around it in GTA III. Then you start to see Vice City.
-The maps are just about far away from each other where you can't see them at the same time. As you guys are working with the Vice City engine with the current hacks, you should be able to pull it off. It would also allow for more realistic transition between each island, including the fact that MLL and LC appear to be islands that get snow, however SA and Vice City are not.
-The maps are still connected with bridges and tunnels like they are now. However, thinking chronologically, you guys seem to be making each of the maps be set in the present time that the beta is released. So we can add a little story in to support how they were in the III era games. In GTA America, all the areas are on islands. However, after GTA III's time, they decided to connect the islands with bridges and tunnels. After looking in the gta_vc.dat I noticed we have the option to remove the changes you guys made to the maps and revert them to original. Well, the bridges and tunnels would end up in their own IPL. So we can simply disable them. I know their nice to have, but some people would also like to try to keep it original.
-I wouldn't place new land forms in areas you could reach in III, VC, and SA. The area the tunnels come out of is reasonable and look more man made. Of course there is the exception of behind Shore Side Vale.
Basically the islands between VC and SA are not visible from ether of the two maps. So a good idea to describe it is, LC has its own area, VC has its own area, SA has its own area, and new islands created by you guys have their own area. (still connected by bridges and tunnels though)

I hope you guys will support the idea of moving the maps further from each other. I feel that their too close to each other to fit with the III cannon.


IDEA 2: SEPARATE TIMECYC.DAT'S FOR EACH AREA
I see that you guys have multiple timecyc's but basically the idea is there is a script that loads different timecyc's for each area. LC, VC, MLL, LS, SF, LV, SA Country Side, SA Desert, and Ocean. I can see that you guys are already planning on it based on the fact that multiple timecyc's are included with the mod.

IDEA 3: RADIO STATIONS
Basically a script that loads radio stations for each city. A new radio system, or VC's radio system modified. Basically a script detects what part of the map the player is in and allows the player to tune into the radio stations of that area. III and LCS radio in LC, VC and VCS radio in VC, and SA radio in SA. I know SA radio stations are multichannel, but for IV SA we put them in one file so they act like III, VC, LCS, and VCS radio stations. I don't know what radio stations you guys would put in MLL.


So I hope you guys like the ideas. I know the mod is still being worked on and I know you want it to be the best as possible. I hope the ideas are not too hard to do or are not too much work. Tell me what you think and if you might do them.

 

 

Edit; X-Seti - I have taken all into account and have started adding some to beta 69.9 map version 6.

Edited by X-Seti
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I am back after all the goings on around me to continue on with SOL. The first order of business is to continue on with the plan of remodelling everything again in SOL.

 

This means redoing everything from LC to SA. (new LODs with the naming system I pointed out in the other threads)

 

Weapons - I am going to add those to the to do list and I have some weapons of my own like the P90, Cowboy Shotgun. I need to research what weapons you can freely legally buy in the USA plus I live in the UK so finding this out is not going to be easy.

 

The mapping side of things, I need to finish Midway and get this in game. I also need to swap out buildings from Mainland Liberty for Chicago style buildings, and this is where I could do with the help.

 

Beta 69.5 and look at Mainland Liberty. Where GTAIII buildings still remain - these need to be changed and updated for newer models.

 

user posted image

 

I am doing all the modeling with software emulation - limited GPU.

 

So progress is painfully slow.

Edited by X-Seti

.

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  • 2 weeks later...

I am back and I've said this before but life as late has gotten in the way, now over the loss of my father and grandfather things have been hard for me for the last 9 months, plus other issues where I have had no time for the project.

 

@Team

 

I've always said that real life matters take priority over this project so I can understand when people have to take time away for studying for example, all I ask is you communicate with me or any other team member.

 

My point of view is I pretty much need to find new team members.

 

As far as the project goes, I am going to start the project from scratch as there's content I have been asked to remove that belongs to the time spent with GTA SOL Online, this includes Radar textures, Road Textures and any of the tools I was given.

 

Starting again with a new respective will fix a lot of the problems with 69.5 mostly bugs.

 

Having a new map will leave issues from the past in this project's history.

 

@Swoorup

 

There is no need to change the paths, as I will be using the old layout as a base for the new map, the only content that will be changed is the models, collisions and textures.

 

So with a cleaned Vice City game, I will add LC once again with SA soon after reimporting everything from scratch.

 

Edited by X-Seti

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Can't wait to see what you will come up with. However look at the topic I created about some ideas I got for the mod.

 

You should make SA, VC, and LC be further apart from each other and try not to have new land masses visible from ether LC, VC, or SA so it doesn't alter the story line.

 

However, as you can't use the hacks anymore that you had on the VC engine, why not switch to SA and try to redevelop them on SA? If you can get the hacks working on SA, it would be awsome, and this mod would be more suited on the SA version of Renderware.

Edited by nkjellman
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I have taken your ideas into account and I am pondering them, I was reading your topic last night.

 

I would like to keep to the current layout, but maybe as a tester I could try out some other layouts, it doesn't take long to move the islands around, but as we have paths pretty much in the bag, and I do not want to wreck the work Swoorup has put into the hacks.

 

I can use hacks with SOL, however nothing now from SOL-O as requested by Regex, I think I am doing this really as a fresh start as I do not want anymore comeback from the former SOL-0 team.

 

Redoing everything has put me back somewhat, but looking at the radar issues we have with beta 69.5. Coming up with something myself could mean we have the tools to edit the radar later on.

 

I am working on VC foremost as I have the tools to move objects around better then what can be done with SA.

 

Once I have a good map layout, I will port to SA and Rage.

 

 

.

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I have read this and taken things where possible into account.

 

Look at the beta 70.0 topic.

.

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Long story and it is not a topic I want to get into.

 

Read the GTA: SOL-O Topic 14 threads below.

.

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  • 3 weeks later...

News 10/10/2012

 

I have opened a site to show mod information and other news.

http://www.gtastateofliberty.com

 

This can be used as a post board just like how MTA did it 5 years back. Look on the Wayback Machine.

 

The site right now shows old SOL-O news and a link back to this forum (GTAF)

 

I want to put all the change logs, Status and when the next release is on this site.

 

Comments please in the topic below.

 

http://www.gtaforums.com/index.php?showtopic=500908

Edited by X-Seti

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I am trying to work out what have changed from python 2.X to whatever I installed on here today, none of my scripts are working. however once I sort this little issue I can continue on with beta 69.6..

 

If there is someone into python and wouldn't mind giving me some pointers, reply to this please.

 

 

.

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Update and changes 11 December 2012.

 

GTA:VC SOL beta 69x (Map version 5) and GTA:(VC, SA and Rage) beta70.x Roadmap.

 

1, I have decided to merge all the beta 70 content into beta 69.6.

 

So the next release will be GTASOL: Beta 69.9 (StrongAsBull). This will be the last release for map version 5 because I want to move onto building map version 6 for rage using beta 70.0 as a base, This is where Beta 69.9 would be heading towards the mobile version of Vice City once released by Rockstar.

 

So the plan is to have beta 69.9+ on mobile phones and VC, SA engines and folk off with Beta 70.0+ and beyond for the Rage engine or better.

 

Notes.

GTASOL will use its own folder called SOL/ in the root GTA Vice City folder.

This will contain all the SOL files independent from the Original Vice City files that will allow us in time to have 3 modes, Original Game, SOL Maps and maybe online.

 

I would like ideas posted on this thread about where you would like SOL to be heading and why.

 

 

2, IPL file arrangement.

 

I have seen on most mods some members are not too concerned about the order of the IPL files where this can lead to issues like double entries.

 

We can also gain a little FPS to but not by much. With big mods like SOL every little bit of gain on better FPS helps.

 

Example: It helps to have each entry in numeric order and have all your generic objects in their own filename_generic.ipl

 

Like this...

 

627, veg_palmkb3, 0, -2222.35, 3274.37, 17.6731, 0, 0, 0, 0, 0, 0, 1627, veg_palmkb3, 0, -2222.35, 3268.37, 17.6731, 0, 0, 0, 0, 0, 0, 1627, veg_palmkb3, 0, -2222.35, 3262.37, 17.6731, 0, 0, 0, 0, 0, 0, 1627, veg_palmkb3, 0, -2222.35, 3256.37, 17.6731, 0, 0, 0, 0, 0, 0, 11227, dump1, 0, -2246.17, 3284.55, 17.1, 0, 0, 0, 0, 0, 0, 11232, Streetlamp1, 0, -2218.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 11232, Streetlamp1, 0, -2238.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 11232, Streetlamp1, 0, -2258.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 11232, Streetlamp1, 0, -2280.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 11232, Streetlamp1, 0, -2306.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 11232, Streetlamp1, 0, -2340.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 11232, Streetlamp1, 0, -2198.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 11594, chairsntable, 0, -2254.03, 3302.54, 17.59, 0, 0, 0, 0, 0, 0.0697565, 0.9975641596, satdishsml, 0, -2297.49, 3295.41, 136.787, 0, 0, 0, 0, 0, 0.992966, -0.118404

 

 

What not to do and doesn't this look messy.

 

inst12328, xjetty01, 0, -2334.87, 2519.13, 6.88249, 1, 1, 1, 0, 0, 0, 112326, cw2_genstore, 0, -2595.37, 3043.51, 15.8, 1, 1, 1, 0, 0, 0.707107, 0.70710712325, cw2_garagecanopy, 0, -2589.4, 3075.57, 20.0825, 1, 1, 1, 0, 0, -0.707107, 0.70710712325, cw2_garagecanopy, 0, -2602.81, 3075.73, 20.0825, 1, 1, 1, 0, 0, -0.707107, 0.70710712324, cw2_garage, 0, -2596.63, 3100.33, 15.7, 1, 1, 1, 0, 0, 0, 111293, CE_wtownblok1, 0, -2691.64, 2787.72, 20.2671, 1, 1, 1, 0, 0, 0.708956, 0.70525311097, sw_shopflat02, 0, -2694.71, 2783.02, 20.4771, 1, 1, 1, 0, 0, 0, 117264, building132, 0, -2455.37, 3296.65, 105.979, 0, 0, 0, -5.24694E-027, 0, 1, 6.12303E-01717266, bld132inT, 0, -2432.1, 3284.21, 182.47, 0, 0, 0, 0, 0, 1, 6.12303E-01717267, bld132esc, 0, -2432.14, 3285.57, 188.752, 0, 0, 0, 0, 0, 1, 6.12303E-01717269, bld132inTBase, 0, -2430.37, 3300.91, 18.0923, 0, 0, 0, 0, 0, 1, 6627, veg_palmkb3, 0, -2222.35, 3280.37, 17.6731, 0, 0, 0, 0, 0, 0, 11227, dump1, 0, -2246.17, 3284.55, 17.1, 0, 0, 0, 0, 0, 0, 11232, Streetlamp1, 0, -2198.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 11594, chairsntable, 0, -2254.03, 3302.54, 17.59, 0, 0, 0, 0, 0, 0.0697565, 0.9975641596, satdishsml, 0, -2297.49, 3295.41, 136.787, 0, 0, 0, 0, 0, 0.992966, -0.11840417270, building14, 0, -2266.32, 3296.85, 75.177, 0, 0, 0, 0, 0, 0, 117271, building14base, 0, -2268.21, 3281.23, 17.8623, 0, 0, 0, 0, 0, 4.87197E-007, 117275, bld14INT, 0, -2265.33, 3297.34, 19.6, 0, 0, 0, 0, 0, 0, 117276, whotel, 0, -2297.89, 3284.39, 135.885, 0, 0, 0, 0, 0, 0, 117277, toletsMF, 0, -2284.67, 3299.38, 40.0033, 0, 0, 0, 1, 0, 0, -2.71051E-02017278, tMFstairs, 0, -2274.25, 3301.95, 32.3474, 0, 0, 0, 0, 0, 0, 117276, whotel, 0, -2304.01, 3302.09, 135.885, 0, 0, 0, 0, 0, 0.707107, 0.7071071232, Streetlamp1, 0, -2218.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 11232, Streetlamp1, 0, -2238.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 11232, Streetlamp1, 0, -2258.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 11232, Streetlamp1, 0, -2280.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 11232, Streetlamp1, 0, -2306.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 11232, Streetlamp1, 0, -2340.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1627, veg_palmkb3, 0, -2222.35, 3274.37, 17.6731, 0, 0, 0, 0, 0, 0, 1627, veg_palmkb3, 0, -2222.35, 3268.37, 17.6731, 0, 0, 0, 0, 0, 0, 1627, veg_palmkb3, 0, -2222.35, 3262.37, 17.6731, 0, 0, 0, 0, 0, 0, 1627, veg_palmkb3, 0, -2222.35, 3256.37, 17.6731, 0, 0, 0, 0, 0, 0, 1

 

 

 

3, Renaming objects. - Universal ID system.

 

The plan is to get every model in the game under 20000 object IDs with LODs remade for each new object. This also entails that I have to rename every model in the IMG archive and Collision achieves, IPL and IDE files so LODs can be seen by the engine.

 

Good example: - Rename the models like this,

 

NORVCTranbit01

LODVCTranbit01

 

The naming scheme format is the following:

 

Nor for Normal objects and VC for ViceCity each part of the map will have its own prefix that

will help us see what these objects are and where in each city these models belong, help the engine toggle between near and far objects faster thus better FPS.

 

I will be introducing a chain of smaller islands to solve the horizon and flickering / rending issues between the gaps between the islands, so from the Airport in VC your now see hills in the distance half way between LAE.

 

 

4, Rage! 10% completed

 

Some of the old existing objects will be combined to reduce IDs even more and once on Rage there are map limits to overcome but there are not many other limits to get in the way.

 

 

5, ID remapping - IDE Files. 60% completed

 

To get the best out of the SA engine I have started working on the IDE files where each engine will be using the same generic.ide and game.ide files.

 

Each object will be using the same ID no matter what engine this is on. Why you might ask?

 

Well if I use KED on VC and I want to add a bunch of new objects, the saved IPLs can then be converted to either SA or Rage where this will make mapping much easier.

 

 

6, Optimization of the IMG files. (Very important for big IMG archives)

 

We need a tool that will sort the img file against the IDE list order pretty much how Steve M's COL Editor 2 sorts the COL file against the IDE file.

 

Example picture:

user posted image

 

There are many reasons why it is best to sort your Img files in this way.

 

It helps to have clean IMG files that has matching IDE contents.

 

Speeding up loading time as with bigger mods like SOL it helps to have all the img files sorted in order and as a result speeds the engine up in game play. (The engine does not have to work so hard organizing the data files in memory as I result better FPS)

 

This method has been argued around GTAF for years and was originally pointed out by G-Force of Myriad Islands.

 

 

7, Why Game.Col and Game.IDE (Very important for big projects)

 

Why do we have a big IDE file, IMG and COL archives?

 

Example:

 

game.ide

game.img - dir

game.col

 

It does not really matter if you have lots of smaller COL files, we just use one big COL archive to match up the file entries that helps with consistency between the COL and IDE file.

 

We know there are 12310 files in the COL file so there has to be the same amount of DFF files in the IMG archive this also means there has to be 12310 dff model entries in the IDE file.

 

Steve's COL Editor2 tool helps me keep track of files with the Check for clones and Sort by IDE

 

COL ED2 has aided me more along side VC Dev Console in finding bugs and reduce crashing, Having the right amount of files in the IMG / COL archives.

 

user posted image

 

 

 

 

Not found in COL:- GenVCtrax_straigh9- GenVCtraxstraigh2j- GenVCtrax_straigh5Not found in IDE:- cdesN_baitshop- cbrownwater- sSFSETREEBIT- Bridgeunder01- Bridgeunder02- Bridgeunder03 

 

 

 

LOD-less version for fast computers?

 

There has been some talk when I was with VC-0 on LODs. I would like to offer both LOD and LODless versions.

 

I am still experimenting with the android version where memory on some phones could be an issue.

 

 

Update again soon on my finding.

 

-----

 

Editing

Edited by X-Seti

.

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This all looks great. I can't wait to see what you come up with.

 

By any chance, will it be possible to use your VC models in VC Mobile for GTA III Tenth Anniversary?

The original models won't fit in GTA III's ID limit, and as your lowering down VC's ID limit, it might just fit in III's ID limit. We can't hack the ID limit because we are on mobile devices, not PC.

 

Of coarse, we might have to move VC back to its original cords though. (Map all together is still in the same spot, but the cords are different because models are combined.)

You will receive credit.

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