Jump to content

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


Recommended Posts

 

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.

 

And we release alot of private stuff around, so there's a working version already. However, it won't be as good as the final product. Patience is rewarding.

Anyways, I have some stuff to share:

 

31f23b405429345.jpg 50c006405429390.jpg 118451405429445.jpg

Edited by dkluin

Liberty city isnt finished yet. Im having issues with excel, it f*cks up ipl lines rotation. I could fix it by renaming the e to something else therefore preventing Excel from auto correcting III ipls, when I am done converting stuff I could replace the character to "e". The issue is: excel "corrects" the rotated objects so the decimal seperator will be changed and leaving 20k of errors in the IPL. So once we have fixed this small issue,

 

We can then manually fix the generics. And because we have all generics sorted correctly we can fix them even easier.

 

Once we did this, LC is ready for testing. I have a water.dat file ready to be imported, so we could even start fixing up these issues aswell.

  • Like 2

Liberty city isnt finished yet. Im having issues with excel, it f*cks up ipl lines rotation. I could fix it by renaming the e to something else therefore preventing Excel from auto correcting III ipls, when I am done converting stuff I could replace the character to "e". The issue is: excel "corrects" the rotated objects so the decimal seperator will be changed and leaving 20k of errors in the IPL. So once we have fixed this small issue,

 

We can then manually fix the generics. And because we have all generics sorted correctly we can fix them even easier.

 

Once we did this, LC is ready for testing. I have a water.dat file ready to be imported, so we could even start fixing up these issues aswell.

Why are you using Excel, it´s not really good for such purposes. Thought X-Seti, Fastman or someone else from tool developers have wrote a programm for such stuff. Writing such tool will take not more than a couple of houres.

Edited by cj2000

 

Liberty city isnt finished yet. Im having issues with excel, it f*cks up ipl lines rotation. I could fix it by renaming the e to something else therefore preventing Excel from auto correcting III ipls, when I am done converting stuff I could replace the character to "e". The issue is: excel "corrects" the rotated objects so the decimal seperator will be changed and leaving 20k of errors in the IPL. So once we have fixed this small issue,

 

We can then manually fix the generics. And because we have all generics sorted correctly we can fix them even easier.

 

Once we did this, LC is ready for testing. I have a water.dat file ready to be imported, so we could even start fixing up these issues aswell.

Why are you using Excel, it´s not really good for such purposes. Thought X-Seti, Fastman or someone else from tool developers have wrote a programm for such stuff. Writing such tool will take not more than a couple of houres.

 

There's no tool to convert IPL files from III to SA. I've seen some tools doing VC to SA IPL/IDE conversions, but they're simply too buggy and don't do exactly what I need.

We have a tool that can convert all DFFs/TXDs with a click of a button, we could extract the VC map and convert it to SA in one day. We don't have the tools to convert IDEs/IPLs properly. There are many things that must be done when converting them, like fixing generics. The IPL files are using SA model names, but III ids. Defining LODs in IPLs should be done automaticly aswell. Data factory in SOL InFusions has the ability to fix generics but the tool is unfinished and doesn't work with Underground.

 

If only I had a tool to do everything for me, and my programming skills aren't that good.

SCM coding is the language I know best. I don't have any issues with it.

 

We need a custom map editor, a custom IDE/IPL conversion tool, and some other tools.

MEd is incompatible with Underground, so we'll need a custom map editor.

Alot of tools are compatible, but the most needed ones aren't.

Edited by dkluin
  • Like 1

 

 

Liberty city isnt finished yet. Im having issues with excel, it f*cks up ipl lines rotation. I could fix it by renaming the e to something else therefore preventing Excel from auto correcting III ipls, when I am done converting stuff I could replace the character to "e". The issue is: excel "corrects" the rotated objects so the decimal seperator will be changed and leaving 20k of errors in the IPL. So once we have fixed this small issue,

 

We can then manually fix the generics. And because we have all generics sorted correctly we can fix them even easier.

 

Once we did this, LC is ready for testing. I have a water.dat file ready to be imported, so we could even start fixing up these issues aswell.

Why are you using Excel, it´s not really good for such purposes. Thought X-Seti, Fastman or someone else from tool developers have wrote a programm for such stuff. Writing such tool will take not more than a couple of houres.

 

There's no tool to convert IPL files from III to SA. I've seen some tools doing VC to SA IPL/IDE conversions, but they're simply too buggy and don't do exactly what I need.

We have a tool that can convert all DFFs/TXDs with a click of a button, we could extract the VC map and convert it to SA in one day. We don't have the tools to convert IDEs/IPLs properly. There are many things that must be done when converting them, like fixing generics. The IPL files are using SA model names, but III ids. Defining LODs in IPLs should be done automaticly aswell. Data factory in SOL InFusions has the ability to fix generics but the tool is unfinished and doesn't work with Underground.

 

If only I had a tool to do everything for me, and my programming skills aren't that good.

SCM coding is the language I know best. I don't have any issues with it.

 

I have programming skills, but no idea about SCM coding.

 

 

 

Liberty city isnt finished yet. Im having issues with excel, it f*cks up ipl lines rotation. I could fix it by renaming the e to something else therefore preventing Excel from auto correcting III ipls, when I am done converting stuff I could replace the character to "e". The issue is: excel "corrects" the rotated objects so the decimal seperator will be changed and leaving 20k of errors in the IPL. So once we have fixed this small issue,

 

We can then manually fix the generics. And because we have all generics sorted correctly we can fix them even easier.

 

Once we did this, LC is ready for testing. I have a water.dat file ready to be imported, so we could even start fixing up these issues aswell.

Why are you using Excel, it´s not really good for such purposes. Thought X-Seti, Fastman or someone else from tool developers have wrote a programm for such stuff. Writing such tool will take not more than a couple of houres.

 

There's no tool to convert IPL files from III to SA. I've seen some tools doing VC to SA IPL/IDE conversions, but they're simply too buggy and don't do exactly what I need.

We have a tool that can convert all DFFs/TXDs with a click of a button, we could extract the VC map and convert it to SA in one day. We don't have the tools to convert IDEs/IPLs properly. There are many things that must be done when converting them, like fixing generics. The IPL files are using SA model names, but III ids. Defining LODs in IPLs should be done automaticly aswell. Data factory in SOL InFusions has the ability to fix generics but the tool is unfinished and doesn't work with Underground.

 

If only I had a tool to do everything for me, and my programming skills aren't that good.

SCM coding is the language I know best. I don't have any issues with it.

 

I have programming skills, but no idea about SCM coding.

 

Okay.

Edited by dkluin

So if there some isues with programming, you can ask me and I see how I can help.

The main part is designing an IDE/IPL converter.

I am currently in the bug-fixing stage.

I have spotted some strange models below VC, and some water.dat issues.

These will be fixed, and btw,

LC conversion IDE/IMG file is already 100% converted, same goes for MLL.

IPL files are the issue here. Adding Midway would make me rename it to Midtown or something. I would place it below Mainland Liberty like InFusions. Maybe Midtown would get the highway connection to Carcer City and Liberty City.

 

Added cities/towns/places (mostly planned):

LC (not ready for testing)

MLL (not ready for testing)

VC (has some bugs, ready for testing)

SA (ready)

MT (midtown, not ready for testing)

CC (carcer city, not added yet)

CTM (cottonmouth, not added yet)

MW (midway, a name for the midwestern area, not added yet)

GT (ghosttown, a name for a small town close to LC next to the lake seperating MLL from LC and CC)

TGL (the great lake, unconfirmed name for the lake seperating LC and CC from MLL and other cities)

 

The cities/placed stated above aren't converted yet, or even modelled. The img files/ide files are there, but we can't launch the game and see them. Once LC is finished, then you guys can expect MLL and CC to be added and converted.

 

I want to focus on one thing at a time, for example, converting LC and then MLL. I could fix all issues before I start fixing something else. At the end, when everything is added (just the cities) we will optimize the maps, fix previous bugs we forgot about, and add in some SA-style to the LC/VC maps.

 

Optimizing the maps means:

Fixing all rooftops, missing ground, incorrect collision, crashes, generic misplacement, incorrect location, and simply adding animations to models.

Prelightning will be re-added and optimized for SA for all models, but this time it'll look amazing and not like before.

 

Current stage: Fixing IPLs and recovering errors and small mistakes

Done: Removed prelightning

Next stage: Sorting IPLs correctly as an attempt to fix rendering issues in VC and SA. We will optimize the current file layout so we'll reduce the models requested by the engine. Models are only loaded when the player is near them. LODs will be always loaded.

This allows us to add in car generators aswell, a different car will spawn every time the player visits the car generator location. The ID array for them will be different at every single position.

For example, at 1 place 200 car generators are loaded, and at another place only 5 are loaded. It will improve stability and fps.

 

Optimizing the file layout will result in even more fps boosts, and with the IMG files sorted against IDE, more people can run the mod with higher fps.

The SOL file layout in VC is simple.

One IDE/IMG file per city. This results in: game_sa.img, game_lc.img, game_ls.img, game_sa.ide, game_lc.ide, game_ls.ide and so on. The SA countryside and seabed is stored within game_sa.img/ide and generics are stored in one big IMG archive. It'll be sorted against the generic.ide file once we're done with LC.

Edited by dkluin

What about Bullworth (from Bully game). It has been mentioned in GTA games, so it's part of GTA universe.

And you probably forgot Upstate Liberty (which actually isn't a city, it's most likely another part of Liberty City, having size of Portland/Staunton Island)

  • Like 3

After you will release first version. You will make a new version with the LS from GTA 5 and LC from GTA 4? ( and yes. What about Bullworth from Bully?)

No.

The topic title shows why.

But, X-Seti might do that, he has plans to do this already.

Sorry for the late reply about upstate liberty, if you mean the area above lc, we might model a town called ghosttown near LC. Bullworth would need a retexture and possibly a remodel so it would fit in if we were adding it. Upstate liberty and bullworth, I will think about it.

Also, if Bullworth is only mentioned in the hd era then maybe it doesnt exist in the 3d era because when making the 3d era GTAs R* probably didnt know that they were creating the city before.

 

If we want to convert Bullworth, we need proper tools to import its files into 3ds max and we could then fix and export meshes one by one to RW format.

Edited by dkluin
  • Like 2

Here's a simple map concept made by me showing State Of Liberty (not the mod, but the GTA-era state)

I'm thinking to add Bullworth. Well, as GTA SA is mentioned in IV, while they're in a different era, maybe it makes it possible to convert Bullworth. It would be relatively simple as I already downloaded some modding tools. All I have to do is extract the IMG files and build the IDE files from scratch and build some IPL files.

Maps would need some work, though,

Just as a note, I never said that I would include it.

I'm only thinking about it.

343kebb.png

Edited by dkluin
  • Like 3

I can help with that story of yours, XP

Sure. If you have ideas, PM me or add me on skype and I might consider some of your ideas, if I like them. ;)

 

 

 

343kebb.png

 

 

I'll have to draw a better road layout so we could use mine as an example for further map models. Yours is not that GTA styled.

Edited by //XP//

 

I can help with that story of yours, XP

Sure. If you have ideas, PM me or add me on skype and I might consider some of your ideas, if I like them. ;)

 

 

 

343kebb.png

 

 

I'll have to draw a better road layout so we could use mine as an example for further map models. Yours is not that GTA styled.

 

I know it is. It was just a simple map on how the maps would look.

The actual map would look way different. The original SOL InFusions was quite good, but we're going to add something more.

How mainland liberty would look on SA engine:

I never said anything about where this screenshot is from or if this is my conversion. Infact this is not Underground but SOL. (Picture)

1z19q34.jpg

Edited by dkluin

Here's a simple map concept made by me showing State Of Liberty (not the mod, but the GTA-era state)

I'm thinking to add Bullworth. Well, as GTA SA is mentioned in IV, while they're in a different era, maybe it makes it possible to convert Bullworth. It would be relatively simple as I already downloaded some modding tools. All I have to do is extract the IMG files and build the IDE files from scratch and build some IPL files.

Maps would need some work, though,

Just as a note, I never said that I would include it.

I'm only thinking about it.

343kebb.png

I really like that map, except for the island to the right of LC. I see that you are trying to create Staten Island with it. I would move it further east so you can't see it from LC, and remove the bridges. That way it will really feel like the III era, but now we are able to go beyond LC, VC, and SA. Do you get what I mean?

 

Also, out of curiosity, are there any plans to make an HD era version of SOL for GTA V once tools become more prominent. My guess is it could look something like this.

-San Aandreas : It would be a mix of the GTA V version and the GTA Online version. It has the extra props that SP has and Online is missing, all interiors enabled, and the updated high end apartments from the heist update. Progress made on construction sites if it is set at a later year.

-Liberty City. It would be the GTA EFLC version with my PC quality texture pack (as many textures in TBOGT have the console versions of those textures loading on top of them. I really want to see Grand Eastern Terminal modeled after Grand Central Station. That and Amir Towers built up resembling the new World Trade Center. That is if we are updating the map to be set during the current 2010's decade)

-North Yankton. The areas in which you cannot go are modeled in.

-MILL/Midway: A continuation of the eastern side of North Yankton. Once you get past the mountains to the east, there is a river which represents the Mississippi. Past that, there are some more rural farm areas. Then at the far east, there is MILL/Midway, which would be based off of Chicago. But it is designed to represent Chicago a bit more accurately as the HD era versions of cities represent a scaled down version of their real life counterparts.

-Vice City/San Fierro/Las Venturas would be done how ever Rockstar makes them in the next GTA.

-Season: The time of year for Liberty City, North Yankton and MILL/Midway would have to be the same. Personally, I think that it would be best to make the time of year be summer as the GTA V peds could be used, it would be interesting to see North Yankton in the summer, and we can easily make it winter by simply activating the Christmas snow that is in GTA Online at Christmas time, and swap the IPL's for the vegetation (This is how we could make it be fall at the flip of a switch too).

-Map placement. The maps would be in their relative positions relative to where their real life locations are. They would be far enough apart where you can't see them from each other. It would be nice if there was an add on country side map which represented the generic U.S. geography to connect the maps.

This isnt the place for other SOL versions. Just Underground here.

And no, why does everyone have a reading issue?

  • Like 2

This isnt the place for other SOL versions. Just Underground here.

And no, why does everyone have a reading issue?

I wouldn't say that it is a reading issue. It is more like a confusion issue as there are many versions of SOL, it sometimes gets difficult to keep them straight.

 

By the way, I forgot to mention that I like the idea of having Bullworth. Is it the entire map, or just the academy?

 

This isnt the place for other SOL versions. Just Underground here.

And no, why does everyone have a reading issue?

I wouldn't say that it is a reading issue. It is more like a confusion issue as there are many versions of SOL, it sometimes gets difficult to keep them straight.

 

By the way, I forgot to mention that I like the idea of having Bullworth. Is it the entire map, or just the academy?

 

The entire map. I'm still not confirming that it'll be in the game, but i'm 80% sure.

franklingalaxy

Hey dkluin,

 

when you will release a beta Version of this mod with SA VC LS?

 

I cant wait for this :)))

 

And just another Thing,

 

Why are you taking the maps from the orginal GTA 3 / LCS / Vice City /VCS?

 

I think its better when you take the maps from GTA United maybe?

Edited by franklingalaxy

Liberty city isnt finished yet. Im having issues with excel, it f*cks up ipl lines rotation. I could fix it by renaming the e to something else therefore preventing Excel from auto correcting III ipls, when I am done converting stuff I could replace the character to "e". The issue is: excel "corrects" the rotated objects so the decimal seperator will be changed and leaving 20k of errors in the IPL. So once we have fixed this small issue,

 

We can then manually fix the generics. And because we have all generics sorted correctly we can fix them even easier.

 

Once we did this, LC is ready for testing. I have a water.dat file ready to be imported, so we could even start fixing up these issues aswell.

 

 

Try notepad++? It doesn't round up the decimals

I dont want to use maps from GTA United. Although VC and LC in United will basicly look like Underground Beta 1.0 because we are going to do the same on the LC/VC maps.

Also I don't think we will get alot of good reviews if we were using United's maps. We would look very uncreative with our work, and besides, we are going for the SOL SA version with recreated stuff from United (using OUR work, the maps would look the same but we wont use theirs.)
Having these two mods kinda blended in with eachother, the result will be quite awesome to see.

 

Just imagine having all SA features in SOL InFusions. That would rock.

Edited by dkluin

If we want to convert Bullworth, we need proper tools to import its files into 3ds max and we could then fix and export meshes one by one to RW format.

And this is the real problem with Bully models, there is no worcking importer for them. The format of the nif files, used in Bully is well known, but someone have to write the importer.

  • 0 User Currently Viewing
    0 members, 0 Anonymous, 0 Guests

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.