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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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Shortly saying, GTA SOL is the entire USA in GTA Style, yes?

DhF4CUK7S5mrQmZkTLK8DA.png

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I've not played other take 2 related games but the maps do look interesting. I can not convert these maps directly because it's another games property not Rockstars and also go against GTAF's board rules.

Aren't Midnight Club a Rockstar Game? As I see MC3 Dub Remix is made by Rockstar San Diego

Also I saw a Mafia 1 conversion for IV here, so I think there won't be any problem with converting Midnight Club's cities :)

Edited by Ridd1cK
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Looking stuff up on wiki, I should have done this long ago.

 

I made it clear from the beginning of map version 6 that I will not be importing maps from other games. Never mind what company of Take Two created them.

 

I pretty much want this to be a made from scratch TC more then a convert them up TC. however I can make maps that resemble other games and map layouts.

 

That is what I did with Midway North (Mainland Liberty) that is going to be Chicago.

.

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Jeansowaty - They are in RW3.4 format so they are compatible with SA/VC & III


@Ss4gogeta0 - Trilogy will only have converted maps that are known in the GTA universe (no conversions from other publishers). Yes I'll look into converting models from Manhunt 2 & hopefully Bully (not a priority right now). Vice City & Liberty City already uses SA's generic objects, while working on this I always have to bear in mind about IDs.

 

@Avskygod0 - At the moment the Manhunt levels are being converted as they are in Manhunt as once finished they will be released by themselves for the public to use them as they please. Once I start fitting the Manhunt levels on to the map, I will try my best to make it fit in SA style.

 

@Sd4gogeta0 - Yeah decent but full of bugs, except for his maplimit.asi. Yeah very likely that will work, I just need to rig the peds first! pedcycle is not a priority until the map bounds can be fully hacked (and vehicle/ped paths can be loaded outside the bounds). I want to get the base map done before I go onto those.

 

I haven't really been working on this mod for a while, but made some progress. Map draw distances have been edited to be used with SALA's LOD Distance limit (gonna try get that to work using cleo hopefully) so objects have different draw distances. Map/buildings (maybe trees if there isn't much of a performance dip) uses 1500 as the draw distance (same as lods) while generic objects uses 299 done by IDE_DD_Tweaker. Also main.scm has been edited so that you spawn in grove street and not in a plane that is about to crash into a building! I want to try and add shops/taxi missions etc back into main.scm but I am as useless as a brick wall when it comes to cleo/scm etc

 

 

Edited by nWo51289
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Very cool ^^

DhF4CUK7S5mrQmZkTLK8DA.png

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I wasn't suggesting that you convert it seti, was gonna send you a zip of pics I took to give you an idea of building layouts and such... so dont worry... anyway u can't convert it seeing as how it wasn't released on pc

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this is what i dream since first time modding GTA San Andreas. I ever seen SOL (State Of Liberty) mod for VC. but as far as i remember, there's some screenshot that SOL are made for SA too. but until now X-Seti doesn't release that goods :panic:

 

BTW, can you please adds some race circuit maps too? it would be perfect.

 

PS. if you need some models, you can get it here: http://candykond-sergio.blogspot.com/

the owner/author still active until now. so you can asks him about permission :)

 

i love this mod! :inlove:

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Me too! Been waiting a long time for SOL for SA but kinda got sick of waiting, decided to have a crack at it! X-Seti hasn't released his SA version due to the map bounds, but at the moment there are two ways we could get the maps to spawn outside the bounds so gonna test those theories out and see what happens!

 

Yes I will! Hated the fact SA or any of the GTAs didn't have racetracks (well proper ones). I sadly can't take models from any games that haven't been done by Rockstar but I will model them as best as I can. Las Venturas is first on my list that needs a race track....will be based on the Spring Mountain Racetrack west of Las Vegas.

 

springmountain.jpg

Some screens showing GTA SA Trilogy Core (SA LODless) + Modloader (SRT3 & Mobile vegetation)

2c0a91313107858.jpg 5ac6db313107924.jpg 4c13e9313107947.jpg d89bb7313107982.jpg 930bda313108006.jpg

Edited by nWo51289
  • Like 2
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Will you be making a map based on Tokyo? It's an awesome city, Or maybe you could try making Times Square or The Triangle in LC, since nothing resembles it.

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And if you want, maybe you could add more customized city's? Like Liberty Upstate, which would be an own city close to LC and Carcer, something like between them :p If you want I can pm you for some ideaz :)

DhF4CUK7S5mrQmZkTLK8DA.png

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Bedford Point is the closest equivalent...

DhF4CUK7S5mrQmZkTLK8DA.png

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Radio Broker? It isn't a jazz station :p Anyways, I'm gonna do my Keytastrophe 99.5 station now, some chillout tunes from Mario's Keytastrophe will be perfect for the mix :) By the way, I don't really know how it is for someone to love you, I never had a girlfriend :/

nah I ment the dj on radio broker was that poetry chick... she's the kind of chick who be at jazz bars
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@nWo51289

 

Hello m8, i've been doing a lot of research over the weekend, I may have come up with a way to make things appear over the bounds but don't put anything into this yet until I start posting images to show this idea really does work, I seem to be able to crash the engine with ideas here and there. Thinking about how some generic objects are not effected over the bounds.

 

Are you able to upload all the latest hacks for GTA trilogy onto dropbox only if there is any progress :)

 

Secondly; I would like to change the topic title from?;

 

[WIP|SA] GTA Trilogy #Log

 

To

 

[WIP|SA] GTA SOL Trilogy

 

The reason for this is simple. your be working on the SA version that will take on the shape of map version 5 when we move the islands around and add the SOL bridges and stuff that will be ported to the VC engine when your done.

 

So we end up with the SA and VC versions using the same resources.

 

I will be porting the GTA SOL Fusion (Map version 6) later in the year to the SA Engine, with all the extra LCS, VCS, and beta islands the version I showed you last week.

 

This way we get to be working together VC and SA together with one goal in mind. I have also been looking at rage trying to understand everything about that engine too. but SA engine first, I tend to try and take on to much.

 

 

:)

Edited by X-Seti

.

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Marty McFly

Not sure if you had this idea already but concerning map bounds...if you reach them when putting additional area to north and east side of the map, how about shifting the whole map to south west until the standard SA map reaches the bounds? This way you get more place at north and east part of the map so you won't have to go too far away from coordinates center when adding new areas.

Edited by Marty McFly
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I had asked about moving the SA map west about 8000 units so I could center the map with the other 2 islands, LC north east and VC south east. We both in the end because of the Paths and SCM coords and other engine generated objects choose to keep things where they are. however when we are able to spawn paths beyond the bounds it wouldn’t matter where we could place stuff. but I am not really sure about the paths yet.

 

It's a very big ask to get things working like they are with the VC version of SOL.

.

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I am going to host another online chat on irc.gtanet.com soon in #gta-sol, I have not picked out a time /date.

 

The subject is about the project GTAVC/SA SOL Trilogy and GTAVC/SA SOL Fusion.and where it's heading, what you would like to see and ask me.

 

I would like your thoughts and ideas. I have covered both topics here on these hosted sections, Please look them up.

.

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Oh, you mean dat, all righto then :p Anyways, Keytastrophe 99.5 is hosted by Jack Sorrowsong, with a faint british accent, playing the best of Mario's Keytastrophe and some Jean Michel Jarre tunes too ;)

DhF4CUK7S5mrQmZkTLK8DA.png

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I had code a while back that could by using xml play radio streams from real internet radio, This could be a nice add on to the stations your working on.

 

Giving the end user some nice options, even host his own radio using shortcast or jetcast. something to look into maybe.

.

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Will you be making a map based on Tokyo? It's an awesome city, Or maybe you could try making Times Square or The Triangle in LC, since nothing resembles it.

 

Tokyo, No m8 we want to keep this USA based not GTA planet earth, but I did want to do a london umm UK version one day.

.

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I am going to convert the VC vehicles to MVL soon to free up those ID's for peds or weapons.

 

I do have a lot going on with GTA SA's map and modelling for GTASOL fusion. so any takers on who could convert the VC vehicles?

 

Almost610 was working on this, but I feel his pretty busy where I need to refer this on to someone else?

Edited by X-Seti

.

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I've merged this topic with Map version 6's topic since we are talking about the same improvements.

.

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Don't know if anybody would be able to do this but would you mind including Los Santos Rock Radio from GTA V into GTA: SOL? It's by far the best radio station (imo) in GTA V -- it's all I listen to. ;)

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Don't know if anybody would be able to do this but would you mind including Los Santos Rock Radio from GTA V into GTA: SOL? It's by far the best radio station (imo) in GTA V -- it's all I listen to. ;)

maybe, I have it in ogg format on my desktop...

 

Still, I need some people to voice thse stations... need some variety

Edited by Ss4gogeta0
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@X-Seti - Yeah sure change the topic name to that, it's fine. I've noticed that even on a default game generic objects can be spawned outside the bounds without Sacky's map bounds hack, was pretty shocked! It's gonna take a while to catch up with SOL at the moment with work & all but I will do my best to get up to speed! Also with spawning buildings as generic objects, right now their draw distance would be very small but will be a step in the right direction. SilentPL mentioned about sectors in SA, also remember Sacky & steve-m talking about it years ago. Don't know if we could look into that (sectors are 8*8 by 750 units!?), might be the reason why when we look away from SA, there are no sectors in the ocean for ipls/cols to load (actually cols do load outside the bounds...so sacky sorted that out I think), looking back to SA, the game will use whatever sectors that is in view from the player

 

@Marty Mcfly - That was one idea, but thought it was better to leave SA where it is. Moving it as X-Seti already mentioned would also mean redoing the paths (if we get to the point where we could get them to work outside the bounds), SCM cords and ultimately if users want to use Trilogy, they won't be able to install mods like vegetation etc. due to moving the maps.

 

@Ridd1ck - Aren't they done by a different publisher? If you can show me where I can find scripts to import them to 3ds Max I'll look into it. But honestly think it will be better just to model the cities from scratch.

 

@Jeanoswaty - Yup, Upstate Liberty is on my to do list once Liberty City is added and doesn't crash the game!

 

I've been playing around fiddling with values in SA (as I cant be arsed to do anything productive right now!)

 

GTA IV has the dreaded Taxi Bug......GTA SA has the Police Ranger Bug!!

7212b2313639602.jpg

 

Don't ask, forgotten what I did wrong!

216715313639646.jpg

 

a36301313639623.jpg 52bd76313639715.jpg

Edited by nWo51289
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Rockstar San Diego created Midnight Club 3 Dub Edition Remix.

I'm playing it now on my PS2 and the San Diego map is really nice.

I do not know about importing models from it. Maybe the file archives are similar to the PS2 VC, SA games. Ask MAJEST1C_R3 if you're interested.

If I remember correctly, MC2 has a PC port, I didn't played it, so I can't tell anything about the cities included in it.

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SonofYankton

any chance you could add something like this to the countryside in SA?

 

 

f6f62a07-cc6d-452c-97ad-6e8164d9ae92.jpg

 

 

IE The cave with water fall

Edited by mnmn1234
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What about the Airtrain? The model exists but it needs some work and a higher quality texture.

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OmeXr wanted to do it for his mod, but since he is banned, how about you convert Coney Island from The Warriors PSP game?

DhF4CUK7S5mrQmZkTLK8DA.png

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