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


dkluin
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Actually it's meant to be Francis Intl. where CJ puts his bag and Los Santos Airport where he takes it back.

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boomboom5950
3 hours ago, zanesix said:

but it uses the same interior?

why redesign a new interior...?

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why have an unfinished hybrid-airport cutscene interior in UG in the first place?

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On 5/14/2020 at 3:22 AM, zanesix said:

why have an unfinished hybrid-airport cutscene interior in UG in the first place?

It is not UG exclusive and it will NOT be redone. There is no need to do so, not to mention it is used by the upcoming storyline mode in Snapshot 3.4.

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BurntTamale

Will the APC be fixed in the next snapshot since it’s barely drivable?

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skatefilter5

when can u fix these weapons such as  all long rifles ,snipers, miniguns, and VCS LMG, they crash when i fire anywhere.

can it be the FMJ bug or what?

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Matthew337

Hello there! Dont you think, that middway is too big, and the number of skyscrapers is too large. More then in liberty city. But in rl, New-york is much bigger then Chicago. And in this huge midway, no stadium and airport, its kinda strange. I think developers should replace several skyscrapers with a stadium, and add airport in the north part of city

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boomboom5950
On 5/17/2020 at 8:17 PM, Matthew337 said:

Hello there! Dont you think, that middway is too big, and the number of skyscrapers is too large. More then in liberty city. But in rl, New-york is much bigger then Chicago. And in this huge midway, no stadium and airport, its kinda strange. I think developers should replace several skyscrapers with a stadium, and add airport in the north part of city

they are redesigning midway

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Matthew337
8 hours ago, Zerdical said:

they are redesigning midway

Oh, that's really nice. I hope it will be smaller

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boomboom5950
3 hours ago, Matthew337 said:

Oh, that's really nice. I hope it will be smaller

i dont. gta 3s new york was too small

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Lack of activity?

So we received some questions regarding the current lack of activity of the project, with some asking whether or not the project is discontinued seemingly without notice. The answer to that is, of course, no, the project is not discontinued, nor do we plan to stop the project anytime soon. If we, somehow, for whatever reason, had to cancel the project, there would be an announcement explaining the situation so everyone would be aware of what's going on. Since there has not been any such announcement it is therefore wrong to simply assume that the project has been discontinued.

 

We're still working, although not all of us as much as we normally would. Here's why there has been an apparent lack of progress in the past month:

 

Midway
Mario is quite busy with college these days, so that probably explains the lack of Midway progress. Not much outside of a handful of development calls on Discord which would've been streamed in the past were done. 

 

Vehicles
For vehicles, there is quite a lot of progress. We are pretty much finished with all custom Midway vehicles, not to mention we have a plan on where to put them (like in which areas). Not along ago, Stella, after two years of absence, has returned and helped us take care of many of the remaining things of the to do list for vehicles. This includes taking care of bug reports (even crashes), remaining Midway and Carcer vehicles, and other stuff.

 

UG-MP
And for UG-MP, I personally haven't been able to do much. These times are unusually tough with lots of crunch time at the office for me. This means that there hasn't been much time at all to work on UG-MP. We spent our time working on trying to deal with some newfound game-breaking issues which we need to get rid of first. 

 

So, what do we plan to do about it?
We are also trying to speed up the speed at which UG-MP (and UG itself) is developed, however we can not yet disclose what exactly we are trying to do, nor if whatever we are trying can succeed in pushing the release date forward.


Helping us out

Are you interested in helping us out but don't know how? To start learning, we recommend downloading & installing the following programs/tools:
- 3ds max 2012
- PhotoShop
- MagicTXD
- The Hero's RWIO plugin for 3ds max
- KAMS for 3ds max

 

As for tutorials, we recommend these:
https://gtaforums.com/topic/691396-3dsmax-1-basic-modelling-tutorial/
https://gtaforums.com/topic/693469-3dsmax-2-vu-mapping-and-texturing-tutorial/
https://gtaforums.com/topic/695622-3dsmax-5-getting-your-objects-in-game/
https://gtaforums.com/topic/695970-3dsmax-6-making-complex-objects-buildings-and-land/
https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/
https://gtaforums.com/topic/576214-sa-creating-2dfx-for-your-models/
https://gtaforums.com/topic/273217-3dsmax-radiosity-advanced-lighting/

 

You are always welcome to contact us and we are always looking for new developers. We currently need:

- City developers.
You will most likely end up working on upcoming map areas like Midway and Port Oyster, and maybe some bug fixing.

 

- Vehicle developers.
You will most likely end up working on vehicles for upcoming map areas, and taking on reported issues in existing vehicles.

 

- Ped developers.
You will most likely end up working on peds for upcoming map areas, and taking on reported issues in existing peds.


Every area of the mod is led by a Development Manager. If you wish to help us out we recommend speaking with the person responsible for the area in which you want to help us out:

dkluin  - Development manager for everything coding-related
dkluin and The Truth  - Development manager for Liberty City, Vice City, and Bullworth
blaue - Development manager for Midway
Maladoy and Spartan112 (semi-inactive) - Development manager for vehicles and Carcer City

Yhdf - Development manager for peds and weapons

Edited by dkluin
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universetwisters

How much $$$$ for city developers?

(If you cant give me cash could you fedex me some meatballs as an alternative)

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boomboom5950
13 hours ago, Dragbor said:

What is the best way to increase render distance?

i use project2dfx mod. in the ini there's an increase draw distance option. you can set it to display multiple cities in one frame

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Hey guys i wanna to be a part of the Project if u need help and have something todo for me let me know

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1 hour ago, Toggan said:

Hey guys i wanna to be a part of the Project if u need help and have something todo for me let me know

Contact with them in Discord (1 page of that topic).

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Hello everybody, it's been a helluva long time since I posted something here but I haven't forgotten about you all. It is time to revive the city fixes from Nov/Dec a bit and show you that UG is still kicking it!
So without further ado let's get right into it!

1. Fixed grass collision materials being on the dirt roads on the coastline spanning from the VC dirt track to the stadium.

Before:

Spoiler

gallery516.jpggallery517.jpg


After:
 

Spoiler

gallery55.jpggallery56.jpg


2. I also fixed procedural grass on the actual dirt track so no grass on the dirt road from now on!

Before:
 

Spoiler

gallery440.jpg


After:
 

Spoiler

gallery57.jpg


3. Fixed the collision of the Hooker.Inn (the hotel near the VC airport). It had a broken ceiling and sign collision.

Before:
 

Spoiler

gta_sa_2020-04-28_18-10-02-75.png


After:
 

Spoiler

gallery53.jpg
gallery54.jpg


4. Re-added the famous door from the WK Chariot Hotel to UG.

Before:
 

Spoiler

gallery58.jpg


After:
 

Spoiler

gallery51.jpg
gallery52.jpg


The door in GTA Vice City:
 

Spoiler

Screenshot_761.png


5. Closed off a cutscene exclusive area as it was broken and made no sense to have.

Before:
 

Spoiler

unknown.png


After:
 

Spoiler

gallery45.jpg


6. Moving to Liberty City now. I fixed this huge gap in the street near the LC airport which was nagging me for months.

Before:
 

Spoiler

gallery62.jpg


After:
 

Spoiler

gallery46.jpg


7. Fixed prelighting on this L-train track in Portland (no after screenshot since it still needs pipelines).

Before:
 

Spoiler

gallery1900.jpg


So that was all! I hope you enjoyed it and let this be our message to you that UG is not dead!

Edited by The'Truth
More beautiful text
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On 5/19/2020 at 7:26 PM, dkluin said:

Lack of activity?

So we received some questions regarding the current lack of activity of the project, with some asking whether or not the project is discontinued seemingly without notice. The answer to that is, of course, no, the project is not discontinued, nor do we plan to stop the project anytime soon. If we, somehow, for whatever reason, had to cancel the project, there would be an announcement explaining the situation so everyone would be aware of what's going on. Since there has not been any such announcement it is therefore wrong to simply assume that the project has been discontinued.

 

We're still working, although not all of us as much as we normally would. Here's why there has been an apparent lack of progress in the past month:

 

Midway
Mario is quite busy with college these days, so that probably explains the lack of Midway progress. Not much outside of a handful of development calls on Discord which would've been streamed in the past were done. 

 

Vehicles
For vehicles, there is quite a lot of progress. We are pretty much finished with all custom Midway vehicles, not to mention we have a plan on where to put them (like in which areas). Not along ago, Stella, after two years of absence, has returned and helped us take care of many of the remaining things of the to do list for vehicles. This includes taking care of bug reports (even crashes), remaining Midway and Carcer vehicles, and other stuff.

 

UG-MP
And for UG-MP, I personally haven't been able to do much. These times are unusually tough with lots of crunch time at the office for me. This means that there hasn't been much time at all to work on UG-MP. We spent our time working on trying to deal with some newfound game-breaking issues which we need to get rid of first. 

 

So, what do we plan to do about it?
We are also trying to speed up the speed at which UG-MP (and UG itself) is developed, however we can not yet disclose what exactly we are trying to do, nor if whatever we are trying can succeed in pushing the release date forward.


Helping us out

Are you interested in helping us out but don't know how? To start learning, we recommend downloading & installing the following programs/tools:
- 3ds max 2012
- PhotoShop
- MagicTXD
- The Hero's RWIO plugin for 3ds max
- KAMS for 3ds max

 

As for tutorials, we recommend these:
https://gtaforums.com/topic/691396-3dsmax-1-basic-modelling-tutorial/
https://gtaforums.com/topic/693469-3dsmax-2-vu-mapping-and-texturing-tutorial/
https://gtaforums.com/topic/695622-3dsmax-5-getting-your-objects-in-game/
https://gtaforums.com/topic/695970-3dsmax-6-making-complex-objects-buildings-and-land/
https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/
https://gtaforums.com/topic/576214-sa-creating-2dfx-for-your-models/
https://gtaforums.com/topic/273217-3dsmax-radiosity-advanced-lighting/

 

You are always welcome to contact us and we are always looking for new developers. We currently need:

- City developers.
You will most likely end up working on upcoming map areas like Midway and Port Oyster, and maybe some bug fixing.

 

- Vehicle developers.
You will most likely end up working on vehicles for upcoming map areas, and taking on reported issues in existing vehicles.

 

- Ped developers.
You will most likely end up working on peds for upcoming map areas, and taking on reported issues in existing peds.


Every area of the mod is led by a Development Manager. If you wish to help us out we recommend speaking with the person responsible for the area in which you want to help us out:

dkluin  - Development manager for everything coding-related
dkluin and The Truth  - Development manager for Liberty City, Vice City, and Bullworth
blaue - Development manager for Midway
Maladoy and Spartan112 (semi-inactive) - Development manager for vehicles and Carcer City

Yhdf - Development manager for peds and weapons

Would remoove KAMS for 3ds max from that programs/tools list, as it´s outdated.

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4 hours ago, cj2000 said:

Would remoove KAMS for 3ds max from that programs/tools list, as it´s outdated.

We still use it for importing/exporting IDEs and IPLs. We use The Hero's importer/exporter for DFFs though.

 

-------------------

Early screenshots of the vehicle crusher which will be added in Snapshot 3.4. We'd like to thank The Hero again for letting us use his reversed GTA: III code.
 

Spoiler

gallery4.png

gallery8.jpg

 

 

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I'm really looking forward to the next release!!! :3
I recently found out about this, and it seems like the next update is the ideal time to play this!

Keep up the good work! :3

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On 5/25/2020 at 5:49 PM, dkluin said:

We still use it for importing/exporting IDEs and IPLs. We use The Hero's importer/exporter for DFFs though.

 

Is there still no beter tool for ide/ipl? However as long it´s not used for dff or even col could be OK.

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1.Have you thought about making a territory selector?  

For example: 

Tab + B = Ballas / Haitians / Leones (Gang 0)

Tab + G = Grove Street / Vercetti Organization / Yakuza (Gang 1)

Tab + V = Los Santos Vagos / Cubans / Colombian Cartel (Gang 2)

Tab + R = San Fierro Rifa / Bikers / Forelli Family (Gang 3)

Tab + D = Da Nang Boys / Díaz / Hoods (Gang 4)

Tab + M = Mafia / Vance Organization / Triads (Gang 5)

Tab + T = Triads / Sharks / Yardies (Gang 6)

Tab + A = Aztecas / Cholos / Diablos (Gang 7)

Tab + P = Russian Mafia / Trailer Park Mafia / Sindaco Family (Gang 8 )

Tab + L = Bikers / Army / Bikers (Gang 9)

Tab + Supr. = Delete Gang from the area where the player is

2.Will the empire return from GTA VCS?

 

Edited by LACG
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18 hours ago, cj2000 said:

Is there still no beter tool for ide/ipl? However as long it´s not used for dff or even col could be OK.

No.

 

---------------------

Fixed these wrongly rotated tyres.

Spoiler

Before:

Spoiler

gallery8.png

 

 

After:

Spoiler

gallery9.png

 

 

 

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GTA UG enthusiast
On 5/19/2020 at 8:26 PM, dkluin said:

Lack of activity?

So we received some questions regarding the current lack of activity of the project, with some asking whether or not the project is discontinued seemingly without notice. The answer to that is, of course, no, the project is not discontinued, nor do we plan to stop the project anytime soon. If we, somehow, for whatever reason, had to cancel the project, there would be an announcement explaining the situation so everyone would be aware of what's going on. Since there has not been any such announcement it is therefore wrong to simply assume that the project has been discontinued.

 

We're still working, although not all of us as much as we normally would. Here's why there has been an apparent lack of progress in the past month:

 

Midway
Mario is quite busy with college these days, so that probably explains the lack of Midway progress. Not much outside of a handful of development calls on Discord which would've been streamed in the past were done. 

 

Vehicles
For vehicles, there is quite a lot of progress. We are pretty much finished with all custom Midway vehicles, not to mention we have a plan on where to put them (like in which areas). Not along ago, Stella, after two years of absence, has returned and helped us take care of many of the remaining things of the to do list for vehicles. This includes taking care of bug reports (even crashes), remaining Midway and Carcer vehicles, and other stuff.

 

UG-MP
And for UG-MP, I personally haven't been able to do much. These times are unusually tough with lots of crunch time at the office for me. This means that there hasn't been much time at all to work on UG-MP. We spent our time working on trying to deal with some newfound game-breaking issues which we need to get rid of first. 

 

So, what do we plan to do about it?
We are also trying to speed up the speed at which UG-MP (and UG itself) is developed, however we can not yet disclose what exactly we are trying to do, nor if whatever we are trying can succeed in pushing the release date forward.


Helping us out

Are you interested in helping us out but don't know how? To start learning, we recommend downloading & installing the following programs/tools:
- 3ds max 2012
- PhotoShop
- MagicTXD
- The Hero's RWIO plugin for 3ds max
- KAMS for 3ds max

 

As for tutorials, we recommend these:
https://gtaforums.com/topic/691396-3dsmax-1-basic-modelling-tutorial/
https://gtaforums.com/topic/693469-3dsmax-2-vu-mapping-and-texturing-tutorial/
https://gtaforums.com/topic/695622-3dsmax-5-getting-your-objects-in-game/
https://gtaforums.com/topic/695970-3dsmax-6-making-complex-objects-buildings-and-land/
https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/
https://gtaforums.com/topic/576214-sa-creating-2dfx-for-your-models/
https://gtaforums.com/topic/273217-3dsmax-radiosity-advanced-lighting/

 

You are always welcome to contact us and we are always looking for new developers. We currently need:

- City developers.
You will most likely end up working on upcoming map areas like Midway and Port Oyster, and maybe some bug fixing.

 

- Vehicle developers.
You will most likely end up working on vehicles for upcoming map areas, and taking on reported issues in existing vehicles.

 

- Ped developers.
You will most likely end up working on peds for upcoming map areas, and taking on reported issues in existing peds.


Every area of the mod is led by a Development Manager. If you wish to help us out we recommend speaking with the person responsible for the area in which you want to help us out:

dkluin  - Development manager for everything coding-related
dkluin and The Truth  - Development manager for Liberty City, Vice City, and Bullworth
blaue - Development manager for Midway
Maladoy and Spartan112 (semi-inactive) - Development manager for vehicles and Carcer City

Yhdf - Development manager for peds and weapons

  I was waiting for such a post, I find it useful but I would like to ask if you can recommend a tutorial for those interested in script debugging accompanied by specific tools. With regards to the mod, take your time, it works and looks good.

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On 5/25/2020 at 5:49 PM, dkluin said:

Early screenshots of the vehicle crusher which will be added in Snapshot 3.4. We'd like to thank The Hero again for letting us use his reversed GTA: III code.
 

  Reveal hidden contents

gallery4.png

gallery8.jpg

 

 

Is it also posible to have the same LC subway train behavior as in III? I mean entering and exiting the train.

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For servers to be whitelisted/made official will they have to pay or is it for free? I'm guessing hosting a server will cost just like SAMP

 

Also since UG-RP is gone, did the all development and additions they made get lost? Or will they be available for other roleplay servers to use?

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On 5/29/2020 at 12:35 PM, cj2000 said:

Is it also posible to have the same LC subway train behavior as in III? I mean entering and exiting the train.

It is, but we have no plans to do so.

 

-----------------

I've been working on the crusher, and managed to finish the feature. There will ba new stat for the number of vehicles you've delivered to the car crusher, and there will also be a video up today at 11:00 AM GMT +2 which will show the new vehicle crusher.

 

More screenshots for the Portland car crusher:

Spoiler

Gta_Underground_Screenshot_2020.05.31_-_12.26.12.98.jpg

gallery13.jpg

 

 

----------

New video:

 

Edited by dkluin
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Glad to see everyone is doing well and keeping busy on the project! I'll try my hand at creating an R&B station for Midway if it'd be accepted as a submission

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