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[WIP|BETA|SA] GTA: Underground - Mod Discussion


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If all the maps completed, Paths will be added and merged if Fastman uploaded his new limit adjuster?

We don't have to wait for his new LA. He sends us LA versions before the public will see it.

Like, we already have 1.6.

Also, I'm talking about a path merging tool. It can convert between Path formats, and move them. This way, I can place OpenVice's node.dat files.

 

Update:

Support banners and team changes

I have noticed X-Seti has returned, and I've got a holiday starting tommorow. Expect neat stuff.

Also, we've found LC issues:

-TXD Files are 8-bit, to use them in SA, we need 32 bit files

-IDE/IPL files must be re-converted from III. III generics must be removed.

-Trilogy and Underground team. X-Seti wants people to work on Trilogy too, it's basicly the continuation of Underground's clean map builds, I am planning to release mod bases, where we only use original map files.

 

Stories version breakthrough

I've been thinking about the Stories version, it needs:

-SA Generic mapping from VC

-LODs will not be re-added, for now. Later I could try to re-add them.

-I need some people to look after this version, anyone with 1 year+ GTA experience is welcome.

Edited by dkluin
  • Like 4

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Support banners

If you want, you can show everyone that you support the team.

Just make sure you toggle BB code (top left switch button when posting/editing signatures)
Includes topic link - people can click the image

 

No need to ask permission, you can use this.

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[img=http://i58.tinypic.com/30le4h3.jpg] 

Team members only,team banner.

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[img=http://i58.tinypic.com/30ivuww.jpg]
Edited by dkluin

Jingles did that, he is testing the mod.

If you take a look at the video author, and compare it to the team members, you'll be able to confirm.

Edited by dkluin

. After seeing this video I se just how hard it is to make a mod like this

Luckily we have fastman92's LA doing the limits.

So we can import VC/III maps easily.

 

Update:

The LC conversion

 

LC always was a pain, it's kinda a modders hell. I have spoken with Mex, SOL's tool programmer, about a proper TXD conversion, as shown in the video, LC didn't turn out that well with other tools. Some are buggy, and some are lacking features to properly convert TXD archives. I'm not saying they are bad, but some need some tweaking.

 

Anyways, now to the real part. Mex, is doing tools, private ones, and these will not be shared around the community, as far as I know.

But, does this mean other modders have to do everything by themselves?

I think so, yes. But, X-Seti has recently put me in charge of SA Trilogy, and I think we should replace the LC with Underground's one. We will try to use SA generics where needed, proper COL archives, and mipmaps.

We also have some tool builders for Underground aswell, you might have seen this already. They work on IDE/IPL ID Shifter, IDE/IPL converter, and aswell, these tools will not be shared with the community.

Also, LC's water.dat has to be converted manually, shifted to it's location, and the water map has to be finished up nicely. Nothing much besides VC collisions/III conversion has changed since the snapshot video, but things will change. III rooftops could be finished, VC ones aswell, vehicles could be included, as well as weapons.

 

Anyways, that's a little update on LC, it's really a modders hell. Been working on it for a month now.

Edited by dkluin
  • Like 3

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GTA:SOL Underground Stories


Adding the Stories (LCS/VCS) maps to SA in one game!


This version is managed by:


 


Daniel


Redreaper666


dkluin


 


Content:


1) Progress


2) Screenshots


3) Mod Updates


4) The team


5) Special thanks


6) Downloads


7) Support banners


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SA: 0%


LC: 0%


VC: 0%



Welcome to SOL:Underground Stories!


We are looking for interested modellers/mappers/scripters that can help us with adding stuff to the game.





Map Q&A:


Q: The map has collision right? A: Yes. I have added collision.


Q: Are these maps yours? Did you steal them? A: Nope, I have used the Stories Map Converter tool to convert them.


Q: Will there be more then just the LCS and VCS maps? A: Yes. I will fix the conversion bugs and add in some extension of what we have now.


Q: How about the limits? A: With the help fastman92 has gave me with the limit adjuster, there's plenty of room for experimentation.



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28-3-15


Stories version is born.


6-4-15


New developers - Daniel and Red are taking hold of this section!


Enjoy!


 


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[table]

[/td][td]

MAIN TEAM


dkluin: Managing, Modelling, Converting, Scripting, Designing


Redreaper666: Managing, Modelling, Converting


Daniel: Managing, Modelling, Converting


//XP//: Modelling, Mapping


Empty


Empty


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LCS TEAM


dkluin


Redreaper666


Daniel


Empty


Empty


Empty


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VCS TEAM


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Empty


Empty


Empty


Empty


[/table]


I am looking for interested members in this project that can help me out with modding, mapping, modelling, or scripting. If you are interested in helping me out, contact me on skype.


(Skype: dkluin). I am always looking for people that can help.



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Fastman92 for his limit adjuster and his kind help


X-Seti for his kind help and tutorials



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Welcome to the Downloads section:


GTA SOL Underground Stories Beta 1.0:


Coming soon!


Edited by dkluin

Looks awesome! couldn't you make all 3 states closer to eachother? It'd be a pain in the ass to travel for so long, especially in a jet. a 5 minute flight with nothing to look at besides water is kinda dull...

  • Like 1

Looks awesome! couldn't you make all 3 states closer to eachother? It'd be a pain in the ass to travel for so long, especially in a jet. a 5 minute flight with nothing to look at besides water is kinda dull...

Theres a setting to fly faster within the LA. It should be enabled by default.

It disables plane speed limit.

 

III rooftops could be finished, VC ones aswell,

can´t you just use the stories ones, because they should have rooftops?

Edited by cj2000

DAT RESERVES!

It's easy.

You never know when you need them.

 

Also:

Stories version update (By dkluin)

I have given the new developers a "base" to make it easier to mod the files.

 

 

  • SOL Layout ported. Everything is loaded from the SOL folder, and original files are completely unmodded. You can even uninstall the mod.
  • IMG archives sort against IDE order to increase FPS for everyone.
  • LODs added back in so the new developers can fix them.
  • LCS Converted as a start, and ported to the SOL layout, we'll use this format instead of my "ripoff" being very un-organized.
  • VCS is coming later.

 

 

The new developers, Redreaper666 and Daniel will keep this topic updated with progress. Daniel however doesn't have a GTAF account, as Red is mainly the one showing screens/other progress.

Edited by dkluin

 

 

III rooftops could be finished, VC ones aswell,

can´t you just use the stories ones, because they should have rooftops?

 

Ofcourse we could. Infact, Stories maps are being converted by Red and Daniel.. I could ask them for rooftop fixes once they're done with LODs/Draw Distance.

 

 

 

III rooftops could be finished, VC ones aswell,

can´t you just use the stories ones, because they should have rooftops?

 

Ofcourse we could. Infact, Stories maps are being converted by Red and Daniel.. I could ask them for rooftop fixes once they're done with LODs/Draw Distance.

 

There is no need in rooftop fixes, as the buildings in stories have rooftops, at least they should have. And collisions from stories can be read with my tool.

 

 

 

 

III rooftops could be finished, VC ones aswell,

can´t you just use the stories ones, because they should have rooftops?

 

Ofcourse we could. Infact, Stories maps are being converted by Red and Daniel.. I could ask them for rooftop fixes once they're done with LODs/Draw Distance.

 

There is no need in rooftop fixes, as the buildings in stories have rooftops, at least they should have. And collisions from stories can be read with my tool.

 

Unfortunately, they don't. Well, in LCS some of the buildings close to the arena have no rooftops. But, our Stories team will work on that.

 

Update:

Main topic updated. I will clean it up once I get home. Stuff will look organized then.

For some screenshots, they're coming.

Edited by dkluin
  • Like 1

could release a version of the map only for now to test

I cannot release anything yet. Testing comes later, we're not done with converting III yet, there's a ton of stuff that has to be done if we want to release Beta 1.0.

We can use some help on several things to get things done faster. I have to fix some major issues in VC, as a small update, OpenVice isn't working very well with our SOL layout and SA added to it.

 

Collision models will fail to load after time, I have no idea why. I could try to use binairy IPLs for all map objects, and put LODs in normal IPLs, so preformance would increase as IPL objects are only loaded when you enter a specific region around the model.

Generics have no collision in SA, will be fixed probably when I add VC object.dat entries, or there's a missing COLFILE entry somewhere.

I could do a release when I've fixed these issues, but people would have to wait for LC. I would like to start off with vehicles added in, peds added in, and weapons. Just 1 month of development has passed.

Beckerbrasil
I understand, I believe you are the team will be able to do this great work.,

is getting very good with this idea you had to put people guns and cars, in the matter of adding pedestrians and cars and weapons think it's cool that each city has its own characters and weapons and exclusive cars. ,

The distance of these very good maps, :D

  • Like 1

 

I understand, I believe you are the team will be able to do this great work.,
is getting very good with this idea you had to put people guns and cars, in the matter of adding pedestrians and cars and weapons think it's cool that each city has its own characters and weapons and exclusive cars. ,
The distance of these very good maps, :D

 

Distance between VC/LC is about 14.000 units.

SA is 3000 x 3000 units.

SA is at it's original coords, while LC will be at X/Y 8000 and VC at X 8000, Y -8000.

Distance is very large, as you can see.

Edited by dkluin
  • Like 1

is very good the distance of the feeling that we are really traveling

I have to agree. But, the map has its limits.

  • Like 1

:)

 

edit:

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Mod update #1!

Porting LC and MLL (SOL InFusions) to Underground | Adding some kind of landscape between LC and MLL

I have been talking about SOL InFusions and Underground and I thought, why shouldn't we put InFusions and Underground on the same era? I'd call it the SOL era.

It's like the V era/IV era in the HD era. The SOL era is the continuation of the 3D era storyline. We'd start off at SOL InFusions, in the year 2002. After this, we'll jump to the year 2010 into the storyline of Underground.

But, the SOL era stuff won't affect anything besides the existance of InFusions maps in Underground, some of them are just like Carcer city in the 3d era, they're there but they're just not added to the game.

 

However, it's just a fancy name to be able to use MLL from InFusions you guys might say, so I'm telling you, don't start anything about it and think, this would be a SA version of SOL. Ofcourse we're adding our own shape to the Underground map, but the InFusions maps would be present. The custom islands Midway and MLL would be added into the mod. I would like to drop the idea of base releases that would only contain III/VC/SA maps, mainly because SA Trilogy will have original maps. This will be a nice and better replacement for the base releases.

 

My personal words to everyone:

I want something new and unique into the mod ofcourse, InFusions is one of the best modding projects I have ever seen. It's quite a challenge to remodel all R* maps and start from scratch like X-Seti did 11 years ago. Just think of it, and he has to do it almost all by himself. Ofcourse we have a good team here, but please, if anyone is interested in modelling stuff for Underground, maybe consider modelling stuff for X-Seti aswell. X-Seti will appriceate this, and you're giving us motivation to continue this awesome project. I have so many good ideas for the SOL project, and we're always welcoming new people.

 

We have a "planned features" list to give everyone an overview of the things that I would like to add. If you would like to contribute somehow, just remember, contact me on Skype.

Edited by dkluin
  • Like 3
Redreaper666

Stories version update (By Redreaper666)

Update on LCS MAP:

- Water.dat was added for LCS

- Collision was added

- text ipl files were converted to binary ipl files for better performance

- generic objects placed (lamposts for now)

- doubleobjects removed from the map for better performance

- LOD is WIP.

 

Here are some of the latest screenshots and a video which is showing the whole map:

Screens:

74jopg2gsnj.jpg15dkd9ludd7m.jpgj3cdf69y6lo.jpgk27j71y5io9f.jpgek47tej4pfpy.jpgy7mycmxh5r9x.jpgizav1ygxn8h3.jpggi5xd633iee.jpgna7iduii1bk.jpg

 

Video:

Edited by Redreaper666

Stories version update (By Redreaper666)

Update on LCS MAP:

- Water.dat was added for LCS

- Collision was added

- text ipl files were converted to binary ipl files for better performance

- generic objects placed (lamposts for now)

- doubleobjects removed from the map for better performance

- LOD is WIP.

 

Here are some of the latest screenshots and a video which is showing the whole map:

Screens:

74jopg2gsnj.jpg15dkd9ludd7m.jpgj3cdf69y6lo.jpgk27j71y5io9f.jpgek47tej4pfpy.jpgy7mycmxh5r9x.jpgizav1ygxn8h3.jpggi5xd633iee.jpgna7iduii1bk.jpg

 

Video:

 

Sadly video is private. Maybe we should wait a bit more. Or you have put a copyrighted music?

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