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


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GTA: Underground is an ambitious total conversion mod for Grand Theft Auto: San Andreas that aims to unite the entire Rockstar 3D Era Universe into a single mod. This means maps from GTA: Vice City, G

Latest and previous versions are available here: https://gtaundergroundmod.com/pages/releases GOOGLE DRIVE: https://drive.google.com/file/d/1jArkVZPOC-pSjM0plTSQN22oEeC03DAq/view?usp=s

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Carcer city would be implemented later on. I'm focussing on LC and MLL conversion right now, I would like to get all textures fixed up and then I would try to fix prelightning on DFF models. It looks awful.

Afterwards, MLL IPLs would be fixed. MLL will use SA generics, and LC, VC, SA objects. It's mainly how X-Seti put the map together, thats all.

 

After successfully porting MLL and LC (straight conversion) we would fix the LC map up, and polish it. Then, MLL would be polished if needed. I already have the LC game.ide file + IMG archive, same goes for MLL. MLL IPLs are converted by hand, and we have 7000 free IDs to add stuff in.

 

Later we would use the 2000 additional free ID spaces (42.000 total DFF models) and we could implement vehicles, peds, weapons, and so on there.

 

After successfully porting the maps, it may be time to write that new SCM I am planning to add. Expect a base SCM with no storyline, but with a SA map filled up.

 

Then I would add in a lot more, and I could add LC shops, VC shops, VC/LC peds, and such.

Edited by dkluin
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Once I rode (LC) gta 3 at Andreas (LC SAN) just the first island

I just used the Map Editor v.032

img and the Alci

extracts of the files one by one gta 3 dff and txd coll

I added by coordinates


I used the adjuster limit but closed the game


I wish i could help you, I can not move in 3D Studio Max

because I do not understand Inglês To use talk to you I use translator

so I can not help it

Edited by Beckerbrasil
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Carcer city would be implemented later on. I'm focussing on LC and MLL conversion right now, I would like to get all textures fixed up and then I would try to fix prelightning on DFF models. It looks awful.

Afterwards, MLL IPLs would be fixed. MLL will use SA generics, and LC, VC, SA objects. It's mainly how X-Seti put the map together, thats all.

 

After successfully porting MLL and LC (straight conversion) we would fix the LC map up, and polish it. Then, MLL would be polished if needed. I already have the LC game.ide file + IMG archive, same goes for MLL. MLL IPLs are converted by hand, and we have 7000 free IDs to add stuff in.

 

Later we would use the 2000 additional free ID spaces (42.000 total DFF models) and we could implement vehicles, peds, weapons, and so on there.

 

After successfully porting the maps, it may be time to write that new SCM I am planning to add. Expect a base SCM with no storyline, but with a SA map filled up.

 

Then I would add in a lot more, and I could add LC shops, VC shops, VC/LC peds, and such.

We may see the maps of virtually unlimited size coming soon.

No more problem with lack of IDs.

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Once I rode (LC) gta 3 at Andreas (LC SAN) just the first island
I just used the Map Editor v.032
img and the Alci
extracts of the files one by one gta 3 dff and txd coll
I added by coordinates
I used the adjuster limit but closed the game
I wish i could help you, I can not move in 3D Studio Max
because I do not understand Inglês To use talk to you I use translator
so I can not help it

 

You can improve your english by typing.

I learnt my english by playing online games.

We don't have to extract everything like you did. We have proper tools to export all DFFs/TXDs/COLs from an img file by ide.

We could also easily convert DFFs with the same tool, and convert TXDs with bit depth with QuickTXDExtract and Magic TXD builder. Me and IgorX spent hours on finding the fastest way, and simply testing out a better way of doing things. We never accually worked on a conversion, we are able to convert LC/VC within an hour.

 

When IDs are streamed, we will have the ability to add virtually infinite maps.

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Thats not all, I'm waiting for X-Seti to finish up his PC issues, then he can send me his latest toolkit so I can fix all generics within a click of a button!

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but it is a wonder :D

Okay, no need to repeat the same thing again and again. You told us 3 times that you like this mod already.

 

Discovered this mod by accident....best accident of my life! :D

Love this mod, but not as much as Beckerbrasil does...

I wish you the best of luck.

P.S.: I am Romanian and I learned English from video games and movies too! :)

Edited by Dijgheocatoru
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Me too

and i want to say cause is so great this mod. I am searching a mod like this for long mounths and finaly i find something. Keep up, man.

Edited by Gangster4Life
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but it is a wonder :D

Okay, no need to repeat the same thing again and again. You told us 3 times that you like this mod already.

 

Discovered this mod by accident....best accident of my life! :D

Love this mod, but not as much as Beckerbrasil does...

I wish you the best of luck.

P.S.: I am Romanian and I learned English from video games and movies too! :)

 

:)

Just a note: I have recieved my copy of GTAV:PC yesterday. It's going to slow down progress, but since there's no set release date, and I expect something to be released in August. Just a guess, don't expect me to release it by then.

It's a wild guess. A guess that would show how much time it might take me to release something.

Edited by dkluin
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Making more or less playable beta version takes a lot of time so be patient.

As for ocean, yeah its sad that so much space is left unused. Hope that in future releases we'll see 1-2 Vice City sized cities, like Carcer City or Upstate Liberty and some more countryside.

Edited by eagle152
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In this mod you will add another main character or 3 characters like Claude, Tommy and CJ with a CLEO mod?

And you can put to LC the Statue of Liberty like in Real GTA 3 map version. Cause will be like a minimap of GTA 4 with this.

Edited by Gangster4Life
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If everyone would've read..

We are already filling in the map; we're fixing all textures in LC, the map would look like it should. However, MLL from InFusions uses different model IDs/names, and that will take time.

If X-Seti added prelightning, then there's a huge pile of work to do.

MLL will be a new city converted from SOL InFusions, and will be optimized for the SA engine. We might add traffic (made from scratch) if we have proper tools.

The city everyone knows from SOL as a new big city, would be added. Later we could add in MH and MH2 levels, to fill more spaces. We could then improve the maps and modify them to look like a normal 3d era city. The mod updates reveal big updates every so often guys.

I explained my plans about adding MLL before.

About Midway, also from SOL InFusions, we would need X-Seti's latest work in order to add it in. He hasn't exported anything yet, he's just modelling in an endless loop, while we're working on the LC conversion that we all know about. As MLL uses InFusions' file names, like "LODLC", we would have to fix them by hand so that they correspond to the right Underground models. Then, after we added everything in and we are done with converting, we can optimize everything, tie up some loose ends (like missing rooftops, LOD misplacement, object names, duplicates, glitched models, prelightning, and so on), and then it's just waiting for fastman92 to finish his path merger/converter tool. Then we'll have LC and VC paths in the game.

 

After all this has been added in, and maps are looking cool, we could release a beta version. Adding stores, vehicles, and peds, and even weapons, would then be a main priority. At the end, we'll have some kind of SOL and United combination.

 

LC has prelightning, it looks like this:

d84252404528827.jpg

Just to think, fixing that for two cities, that's over 6000 models to fix.

We don't have tools to do this for us, if we had them, we'd be able to release a beta version much faster. Fixing 6000 models one by one would consume months, so that explains why I choose August for a possible release month.

The prelightning in III didn't look so bad, but on SA engine, where we have different lightning systems being done by the engine itself, there's no need to add shadows, darker areas, and such to models.

Edited by dkluin
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If everyone would've read..

We are already filling in the map; we're fixing all textures in LC, the map would look like it should. However, MLL from InFusions uses different model IDs/names, and that will take time.

If X-Seti added prelightning, then there's a huge pile of work to do.

MLL will be a new city converted from SOL InFusions, and will be optimized for the SA engine. We might add traffic (made from scratch) if we have proper tools.

The city everyone knows from SOL as a new big city, would be added. Later we could add in MH and MH2 levels, to fill more spaces. We could then improve the maps and modify them to look like a normal 3d era city. The mod updates reveal big updates every so often guys.

I explained my plans about adding MLL before.

About Midway, also from SOL InFusions, we would need X-Seti's latest work in order to add it in. He hasn't exported anything yet, he's just modelling in an endless loop, while we're working on the LC conversion that we all know about. As MLL uses InFusions' file names, like "LODLC", we would have to fix them by hand so that they correspond to the right Underground models. Then, after we added everything in and we are done with converting, we can optimize everything, tie up some loose ends (like missing rooftops, LOD misplacement, object names, duplicates, glitched models, prelightning, and so on), and then it's just waiting for fastman92 to finish his path merger/converter tool. Then we'll have LC and VC paths in the game.

 

After all this has been added in, and maps are looking cool, we could release a beta version. Adding stores, vehicles, and peds, and even weapons, would then be a main priority. At the end, we'll have some kind of SOL and United combination.

 

LC has prelightning, it looks like this:

d84252404528827.jpg

Just to think, fixing that for two cities, that's over 6000 models to fix.

We don't have tools to do this for us, if we had them, we'd be able to release a beta version much faster. Fixing 6000 models one by one would consume months, so that explains why I choose August for a possible release month.

The prelightning in III didn't look so bad, but on SA engine, where we have different lightning systems being done by the engine itself, there's no need to add shadows, darker areas, and such to models.

So what about the main characters? Will be 3 like Tommy, CJ and Claude?
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I remember they were adding tommy's son, CJ and Claude as main characters

Really?! Will be 3 main characters in this mod?! And who is son of Tommy?

 

//XP// is writing a storyline for us.

I currently have no time to write out the code, we're going to need some coders on the team to be able to do that.

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I remember they were adding tommy's son, CJ and Claude as main characters

Really?! Will be 3 main characters in this mod?! And who is son of Tommy?

 

//XP// is writing a storyline for us.

I currently have no time to write out the code, we're going to need some coders on the team to be able to do that.

Ok, I understand. Keep up and good luck to convert the all cities. Edited by Gangster4Life
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I have good news, Mex has written a prelightning remover tool. We can remove these ugly black spots and change LC and possibly MLL into a good looking map. All I have to do is convert IPLs with SA generics and III ones not in SA, and I will try to use binairy ipls more often. If this all is finished, expect some screens.

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Instead of removing prelightning altogether, would it be possible to adjust it (make dark areas brighter)? Without prelighting the map will look plain.

Edited by goodidea82
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Instead of removing prelightning altogether, would it be possible to adjust it (make dark areas brighter)? Without prelighting the map will look plain.

Prelightning is very annoying. I don't want it to be brighter, it's just a black mass attached to DFFs. I don't think you can make them brighter, but we'll see.

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So what about the main characters? Will be 3 like Tommy, CJ and Claude?

There will be three protags indeed. But you won't be able to control all of them simultaniously till the end of the game. Each protagonist will have his own part of the story (you will control protagonist A in the first X missions, and then, you'll play as B on the next Y missions, you get the point) and they won't be connected till' later in the game.

Still, None of those three will be protags again. Reusing the old protags again, with the same role as in he games they had featured in is not a good idea at all.

Recycling III/VC/SA/LCS/VCS characters won't help the story at all.

With that being said, you can expect a few older characters to return as main/minor characters(not as protagonists).

Edited by //XP//
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Some info for people who want to test the mod:

 

Dont ask me to become a tester when you didnt read the stuff below:

 

 

So, as a start, there's a Tester section on the first post.

Anyone who wants to become a tester, should be able to report any bugs with models, textures, or misplaced objects. I won't give away my work so easily though.

 

Anyone who wants to become a tester, should contact me on Skype (dkluin)

You should have experience with GTA modding if you want to test the mod. Also, you should be able to fix any bugs that may occur. This also includes possible crashes. No need to know alot about the reason of any crash the user might come accross. So, a starting modder that could fix up rooftops, misplaced objects, specific crashes, lightning errors, or anything else, would be enough.

 

I wanted to share this info, because I totally forgot about this and it might cause confusions.

And also, asking for a release, or early mod version before I finish it basicly won't get you a reply.

 

If I can't finish it, my unfinished work would be published for anyone to finish and release, without the need of permission. Stuff I recieved permission from would be removed so I won't run into issues. So only the team's work would be added.

However, I'm pretty sure that things will go faster when we have some bug hunters/testers on the team.

 

 

Edited by dkluin
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Some info for people who want to test the mod:

 

So, as a start, there's a Tester section on the first post.

Anyone who wants to become a tester, should be able to report any bugs with models, textures, or misplaced objects. I won't give away my work so easily though.

 

Anyone who wants to become a tester, should contact me on Skype (dkluin)

You should have experience with GTA modding if you want to test the mod. Also, you should be able to fix any bugs that may occur. This also includes possible crashes. No need to know alot about the reason of any crash the user might come accross. So, a starting modder that could fix up rooftops, misplaced objects, specific crashes, lightning errors, or anything else, would be enough.

 

I wanted to share this info, because I totally forgot about this and it might cause confusions.

And also, asking for a release, or early mod version before I finish it basicly won't get you a reply.

 

If I can't finish it, my unfinished work would be published for anyone to finish and release, without the need of permission. Stuff I recieved permission from would be removed so I won't run into issues. So only the team's work would be added.

However, I'm pretty sure that things will go faster when we have some bug hunters/testers on the team.

Why you don't release a version for testing? Post a download link and anyone of us can report any bug and some ideas. Is more simple to do this. My opinion. Edited by Gangster4Life
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Why you don't release a version for testing? Post a download link and anyone of us can report any bug and some ideas. Is more simple to do this. My opinion.

 

We only want to release the finished version, not some half-assed glitched-up testing version.

The test version is only for the team or/and the testers. It's not meant to be released online.

Edited by //XP//
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