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SAxVCxLC - VC and LC in San Andreas


PlatinumSerb
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3 hours ago, Jack said:

It has been reported and fixed earlier. Go to the 1st page and download ZoneUpdates_SAxVCxIII.

ZoneUpdates_SAxVCxIII works for me, but after repainting one of the colors is always black. Could you please fix it?

 

Spoiler

b9b987eca2a80530bb8b639de6da4fb93e9ef377

 

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Undertaker555

@Jack Yo, I checked your YouTube and saw your comment there on one of the videos:

Quote

"My code was originaly designed to support new weapon sounds only, although I had plans to import Vercetty's voices but I gave up due to TT restrictions, DMCA. I had huge plans with SAxVCxLC and TT ruined everything. Oh well, life goes on I guess..."

 

Damn that made me sad. Please don't stop your work. Maybe continue in exile, keep the files for yourself and wait until hopefully everything calmed down..

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Undertaker555
On 3/3/2022 at 7:36 PM, RedBaronFromTheUG said:

I think there should be both a "normal" version and a "timeline-accurate" version for those who are into this kind of stuff.

Yeah I agree, because I for example would like it better to have the SA versions of cars and pedestrians, because of the better quality.

Also I would like it more to be all set in the equal time. Now, when I fly from VC to LC it is really obvious that I just travelled 20 years in time.

If there would be everywhere SA cars and peds, it would feel more connected.

 

@Slovan You are right. For me it paints my car always yellow, no matter what I do. Something is wrong with this.

 

EDIT: There is more. 2 Problems:

1. Now it doesn't crash in Pay N Spray, but it paints the car always in the same color (yellow)

SOLVED: I did not downgrade my game correctly and did not delete my savegame!

 

2. I can't aim with RPG / sniper on Xbox One controller with Ginput mod anymore. When I try to aim, the crosshair just flickers for 1 second and is gone after this.

This is not fixed, but this problem is avoided by not using ZoneUpdates at all.. I just used it because of Pay N Spray problems, but these solved themselves when I did a new downgrade.

 

 

EDIT2: I removed EDIT2, because it is not important to this thread and has been solved. I tried to replace VC, LC cars with SA cars, but it is fixed by using the .ini

Edited by Undertaker555
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chaosbginwenrealityend

@Undertaker555 All the added VC and LC car generators are in SAxVCxLC.cs so with some coding knowledge you can modify the scripts to your liking. There is nothing added (no cars; no weapons) in the binaries for VC and LC nor in the text .iples for those maps. Anything added to those maps are done elsewhere like SAxVCxLC.cs or in .asi mods. Customize the game any way you want. There's no need to wait on anyone.

 

@Slovan I think the cars painted black thing after a PnS comes from grgx.asi. That has always happened for me too even without the Zone_updates .asi.  Personally, I don't care about the color.  I'm just happy it works at all considering SA default garage limit is 50 and that is one safe hard to crack.

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

A little update from me seeing @artginPL has given a tentative release time frame. Unfortunately, I will not have anything ready to contribute this next release. At the end of last year, I began to experience severe PC performance issues so I decided it was time to build a new computer so research began. This 12 year old Gateway (it was given to me by a relative) has served me well but AMD Ryzen series has teased me long enough so I decided to not continue to stress the already weak processor with 3dsmax. Don't worry, no files lost and SAxVCxLC project files perfectly in tack and all backed up on other drives. As a side note for those who may wonder, yes I routinely shut down and take side cover off all blow out all the dust / clean the PC. I see the cpu fan not running even on heavy load, so it may be throttling. Have temporary 120mm fan held by small woodworking clamp to nurse it along. I have no idea what the temp is supposed to be cannot find any specifications / documentation on this thing.

 

To further complicate things, I was completely unaware there was some kind of silicon or gpu shortage (code word for fabricated) so I had to rethink my PC build so Ryzen 5600G it is because made no sense going up but upgraded every where else so plenty of room to grow later when the insanity is over. Also will not support scalpers. I also run Linux on another partition and unlike Intel and Nvidia, AMD has always had full Linux support for AMD products because their drivers are open source. I never had a gpu so I can't just reuse an older one. 3dsmax always worked just fine for me with no gpu and same with older versions of Blender but I want to try out new Blender versions. Finding an available PC case designed for work stations has been tough go too. I still use DVD drive but mainly for data backups and/or certain installations so I ended up modifying an old Antec from my first home build in the year 2000 for better intake cooling; hopefully this will get me by till I can find a better one for my purpose. I did not want rgb nor did I want 'tempered glass' which seems to be all the rage these days. Anywho, most parts in; just waiting for now is some 120mm fans to come in so I can finish the job. BTW, for those who are building and have a push button switch on the motherboard for bios flash back: I have found that the hole for this button on the I/O panel for the case does not line up correctly with this switch and will cause it to stick. I built a few pc in my time but this one didn't feel like a normal board install. I just used a 7/32" drill bit to open it up more then cleaned up with fine sand paper now works as intended. Your new computer may not post if not caught because it is momentary on type switch.

 

For those inquiring about incorporating the stories versions of LC and VC. I had the same idea already in mind but adding these are more complicated and tedious files to work with than doing a VC to SA conversion. To mesh VCS and VC together takes a lot of thought as many things overlap something else so to blend it all together takes time. It is not as simple as 'replace this with that' it doesn't work that way. Then the prelight which is different from VC you have to blend that too so it all looks right. Two completely different engines even though VCS uses most of the original VC map and same with LC. On my custom version, I had already started 5 years ago with adding in some VCS because I was also doing a new port to SA because the one that originally came with SAxVCxLC wasn't really a true port and had no prelighting and plus I had also found several VC files in Haiti that refused to convert so those got replaced with VCS ones. On mine I put the VCS Sunshine autos next to the VC one; I think they look good next to each other and the trailer park behind it like in VCS. I replaced the construction site near the Malibu with the fairgrounds and Chunder Wheel from VCS. I scripted the ferris wheel so CJ and up to 3 girlfriends can ride it similar to how it was in the PS2 version. I also added all the neon lites from VCS, various props, Benny's yacht / restaurant, VCS safe houses and many interiors from empire. I still need to figure out Mendezes mansion tho, that one don't fit very well in the house and I wanted to make some of these non-teleport so it's more immersive same as the one near the ferris wheel. I know how these are done normally; just trying to eliminate all the extra files and SA don't seem to like ginormous 'fake' exteriors. Also, VC got a ton more ped attractors and 2dfx light/smoke/fire effects in keeping with SA style while original in VC. I had also had found a few more *R intended but never finished effects like reflective floors in 2 pharmacy stores. VC airport also has all the 2dfx lighting on runways etc, just like in VC original and like how I done in LC airport. I also did all VC pizza and burger joints where CJ can buy food and these all have the same ambience as the SA Burger Shots and pizza parlors. There is also full ambience at Malibu with the dance mini game and full ambience at Pole Position which includes private lap dance. There is much more and I will try uploading photos at another time or try to make a video.

 

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Undertaker555
2 hours ago, chaosbginwenrealityend said:

There's no need to wait on anyone.

 

Yes, you are right. I sadly don't know much about coding, but will try to teach myself, soon. There are some great lessons here.

But for now, I found a very easy solution: literally just use the SAxVCxLC.ini and change a few settings. I forgot that this even existed, and found it while checking the .cs files. Thank you for helping.

 

I am happy to see someone kind of confirming the release time frame, even though some things are not added for obvious reasons. Maybe in a future release.

Your mod is literally the reason why I began playing GTA:SA after years. I found a few videos on YouTube about SAxVCxLC and Mixed, and then wanted to try it out.

And well, I say it like that: Since about 2 weeks I got +100h playtime extra on Steam, lol. In my opinion these mods are the best way of revisiting these awesome classic maps.

 

Love this mod, and I am very excited to see what comes in the next release, whenever that will happen.

Now I gotta find a nice ferry that can transport my tuned cars from Las Venturas to LC and VC.

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@Undertaker555 FirstPerson 3.0 compatibility is ready:

8C19JyX.png

I'm still not sure what's the real cause. So it's not exactly a fix - it's more like a bypass (for now). And it should work for FP 3.0 only.

 

@Slovan Sorry I'm late.

As for the pNs garage colour stuff - I remember I already solved it so that version is outdated - I'll post the new one when it's ready (FP "fix" will be included as well).

Edited by Jack
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artginPL
On 3/10/2022 at 12:10 AM, Undertaker555 said:
On 3/3/2022 at 7:36 PM, RedBaronFromTheUG said:

I think there should be both a "normal" version and a "timeline-accurate" version for those who are into this kind of stuff.

Yeah I agree, because I for example would like it better to have the SA versions of cars and pedestrians, because of the better quality.

Also I would like it more to be all set in the equal time. Now, when I fly from VC to LC it is really obvious that I just travelled 20 years in time.

If there would be everywhere SA cars and peds, it would feel more connected.

 

In future releases you will be able to set things like this in the ini file.

In the upcoming release, this feature will be added to peds and weather setting. Below is an example of setting up LCS and VCS peds.

 

Spoiler

Part of the ini file:

8c6462ee4607019f8fbcf97acfb9335a54e33075

 

LCS peds in LC:

be320c90e5b67b566e085a09faeeacbde99df623

 

VCS peds in VC:

dc7b6fed6a868bc04eb8031bddf4faa6bfcf8f83

 

VCS peds have strange colors because they use multiple colors by default. I have already made the pedcols.dat file but I haven't been able to implement this feature into the game yet.

 

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Undertaker555
On 3/11/2022 at 4:41 PM, artginPL said:

8c6462ee4607019f8fbcf97acfb9335a54e33075

 

Great decision!!!

Even more great that you now separated the settings of "Unique peds, vehicles and weather in Liberty City and Vice City", as it seems, because I wanted to disable peds and cars, but it also disabled weather, too. With this new .ini there are more possibilities. EDIT: Will there be settings to replace the parked cars in VC and LC, too?

Thank you very much for this freedom!

 

About that VCS and LCS peds and traffic I don't even have words.
These small details make this mod even more great. Damn that is nice.

 

 

-- Ideas about travel

I thought about the travelling between the maps. The airport connections work well, but the maps still feel kind of disconnected from each other.

About that I had 2 suggestions, that I thought about. I hope these ideas are not too stupid:

 

1. When travelling, it could be nice to have some kind of short cutscene of the player at the airport, and then cutting to an AT-400 lifting off or something. This would increase the feeling that CJ actually travelled.

 

2. What I even more would suggest is some kind of ferry system. I really don't know much about paths and such things, but if it is possible, it would be great if there would be like a ferry that swims from LS to VC, or LV to LC. I mean a ferry where the player simply can drive on the ferry, and at some point (or triggered by player) it swims to the destination by itself. Or at least some drivable ferry that is included with the mod, to be able to transport the car. I think GTA:SA allows such things without the car falling off the ferry. As I said, I don't have any idea about how paths and things like this work, but maybe an invisible railroad on water with ferry instead of train could work?

 

I understand that the idea of this mod is to keep everything as vanilla as possible, but I mean this could be something good for the optional folder, because like this the player can take his tuned car and homies from SA to any place on this giant map. It makes this whole map feel more connected, without being "too connected".

Now I am using RIPAZHA cheat, but it kinda sucks to fly my car full of homies to VC and LC, lol.

 

 

-- Question about non-vanilla area north of Shoreside Vale

Another question: I am quite new to this mod and recently found that additional area in the north of Shoreside Vale.

What is the story behind this and what is the plan? I checked this thread and didn't find something on all these pages.

 

 

-- Draw Distance of Seabed could need some fixing

And yet another question - (of all the most important, in my opinion):

I am using ENB Series with transparent water. The ocean between SA, VC and LC seems to have a bottom, but it really very late loads.

When I am driving a ship or flying, there is no floor visible at all, except the square that has been loaded directly below me.

I tried to play around with some draw distance / "load whole map" mods. These mods don't seem to change much with that behavior of the ocean floor.

Is there a fix that you can tell me, or can you change something about this? Because right now with ENB Series it looks like I am swimming in the sky, while some squares of sand pop up below me from time to time..

It isn't very obvious with normal GTA:SA water, but when using any kind of transparency with ENB Series, it becomes a very visible problem.

 

 

-- Pay N Spray while in FP mode

More: When in First Person mode, the Pay N Spray some VC and LC garage doors have invisible parts around the door itself, when looking at them from the inside. Not all, though. One in VC, I know for a fact, is fine.

 

 

-- Traffic on VC Golf Course, and Airports

In VC the Golf Course has all kinds of peds and cars, which actually are supposed to be only Golfers and Golf Carts. Same is with Airports, where also is all kind of traffic, instead of Airport Traffic.

SOLVED: And again, it was my unhealthy setup. I used a broken downgrade. Now everything is fine!!!

Edited by Undertaker555
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SSR1301

Please add:

1).ghostown in upstate and make gator keys in docks

2).Add Vehicle, Ped, and Weapon From LCS & VCS

3).Working Bridge in Liberty City

4).Working shopkeeper in Vice City

5).Add Interior From LCS & VCS

 

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  • 3 weeks later...
artginPL

Today we are on April 1st, but the new version of the modification is not ready yet. You will have to wait some time. I think it will be soon. I think the new version is worth the wait.

 

As a consolation, I will add screens showing the change of the spheres color depending on the city.

 

Spoiler

727d1d535ab416d4b2f3f97b785602deac852d8a

 

8eb8cf9b0fcbc53acf5328a42b8a8c092a9f6a02

 

0f33fbb0432c7a8ea4a970f7c24c970efa6ca93c

 

9a21b792f07e1699bf0574b4f850ddc4f9a2e022

 

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Undertaker555
1 hour ago, artginPL said:

As a consolation, I will add screens showing the change of the spheres color depending on the city.

 

 

It's exactly these details why I love this mod.

These spheres are nothing where anyone will ever think about, but when it is there, it makes a really huge difference on the feeling when playing.

 

Take your time and do whatever you wish to add.
I totally trust you guys to make this mod even more awesome.

 

At this state, no other mod has such a quality like this one.

I really suggest Mixed to always keep close to your mod wherever they can.

 

My request is just that you maybe keep these things like VC/LC/VCS/LCS cars, peds and sphere colors, etc. as configurable in the .ini.

For example, I really love playing your mod with SA cars and peds, but definitely would turn these sphere colors on.

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chaosbginwenrealityend
On 3/11/2022 at 10:14 AM, Undertaker555 said:

-- Question about non-vanilla area north of Shoreside Vale

Another question: I am quite new to this mod and recently found that additional area in the north of Shoreside Vale.

What is the story behind this and what is the plan? I checked this thread and didn't find something on all these pages.

Long Island and Suburb Hills was my creation to replace what originally came with SAxVCxLC version 0.5 I think it was. PlatinumSerb stated that one was temporary but I had made a new one and thought I would share it. It still needs work and some things I wasn't happy with mainly with roads but released it anyway so the mod had something better. Original gta3 version doesn't have anything there but a fake mountain face and it just dropped off but had walls to keep player from accessing. Also, it was covered look about pages 52-60 somewhere around there. LC also got a face lift at that time too compared to what it was originally with 'close as it gets' original prelight as well numerous ped attractors, lights etc. While it was technically not a full port because I reused most of the TXDs that came with this mod, I did convert all .dffs and most .cols and super optimized more than 2000 collisions for best streaming performance thinking for those on slower/weaker PCs like I had till recently; carefully went through every .ide and .ipl file line by line many times and corrected the many mistakes I had found as well as fixed numerous original *R blunders and missing textures.  Also, both VC and LC got new seabeds with LODs but the global seabed don't have LODs yet. To do it right, the global seabed needs all loaded in 3dsmax and then split into .ipl sections like all other streamed .ipl are for best performance. I couldn't do it on my last PC due to limitations of hardware; 3dsmax struggled too much so I gave up but it is on the list of things to do now that I just built a new PC which will load it without breaking a sweat.

Edited by chaosbginwenrealityend
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Hello, sorry for my English, I don't speak it well. You and your team have done a great job on the gta mixed mod. I would like to offer you to transfer the interiors from 2 global mods.
1 gta liberty city map expansion https://libertycity.net/files/gta-vice-city/169079-gta-liberty-rasshirenie-karty.html https://drive.google.com/drive/folders/13UeFyNmIluTBSECV-Q-Pw5mXUtmwwiY-?usp=sharing
2 Grand Theft Auto Vice City Extended Features These mods contain a huge number of ornate interiors. All of them are in GTA VC format (about dff, txd, and etc).
https://gtaforums.com/topic/974026-grand-theft-auto-vice-city-extended-features-released/
 

It is unlikely that you will be interested, but I will be very glad if you do it.

Edited by Remca
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SSR1301

 

Please add:

1).ghostown in upstate and make gator keys in docks

2).Add Vehicle, Ped, and Weapon From LCS & VCS

3).Working Bridge in Liberty City

4).Working shopkeeper in Vice City

5).Add Interior From LCS & VCS

6).Working Ammunation Gunshot In VC

7).Working car crushing place in LC

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Undertaker555
On 4/2/2022 at 2:34 AM, chaosbginwenrealityend said:

Original gta3 version doesn't have anything there but a fake mountain face and it just dropped off but had walls to keep player from accessing.

Thank you for explaining.

But wait... what? This whole area was included in the original GTA 3 vanilla map? I thought it just includes the entries of the tunnels and the visible mountains for just a small distance.

But that whole area is actually from the original map?

 

On 4/2/2022 at 2:34 AM, chaosbginwenrealityend said:

Also, both VC and LC got new seabeds with LODs but the global seabed don't have LODs yet.

So are you the right person to address questions about the seabed?

What do you think about my request of overhauled seabed? Or would it actually be fixed by giving the global seabed LOD?

 

I just again explain, so you know what I mean:

The seabed between SA, VC and LC loads only extremely close to the player. The drawing distance feels like 20 meters.

The other seabeds from SA, VC anc LC themselves is much different. It loads very early and it is visible from huge distances, too.

It is only that ocean between them which load differently and much too late.

 

The problem would not be very easy to see, except for players who use ENB or such mods, which enable transparent water.

I can't imagine that a higher drawing distance of the ocean floor would have a big impact on performance, but I am not experienced in modding, so maybe you can say something about it. But visually it would sure change much if the seabed is maybe checked by you guys, because it is really not nice to see these squares / tiles of seabed popping up right below the ship or plane..

 

The popping up of the tiles is not even the real problem. The problem is actually, that there is no seabed visible up to the horizon, and the horizon together with the sky just become one. When driving a ship, it looks like swimming in the sky. And when flying, it is really hard to know how high the plane is, because I can see sky below the ocean, if there is no seabed loaded below.

 

I hope you understood what I mean. Sadly I needed much text to explain, because it is a bit hard for me to explain.

Edited by Undertaker555
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i done mod - metro Vice City in savclc (on beta 0.6a) 

enjoy ...

Tram route in LosSantos with trams with stops-

https://rutube.ru/video/9750042e5af411e5b89bfff845428fbd/

 Unfortunately, the replacement of wagons in the trains is not provided by the script in this version (necessary to rewrite about 60 scripts).

 

 Here I have more than 230 new cars installed for new id in gta saxvcxlc beta 0.6a for free id up to 6645 id (in the file Trains.img, and registered in gta.dat) (at the same time, I had to turn off the radar.imj and cutscene.imj( Otherwise, the game wouldn't start). Limits on the number of images of the archives were expanded to ... 13-15 in fla.ini, - all these cars are visible, they appear and work. Further up to id 6669 - they are not visible, they don't appear, and how to spawn them I can't (they are installed in the new img - Trains2.img, and are registered in GTA.Dat). The More Vehicles.asi plugin is also installed. ..., maybe it helps like .... maybe 230 wagons did not work in ordinary unmodified gtasas. , much fewer pieces worked there., when trying to spawn them, there were crashes. How to make the cars from the new img archive Trains2.img work (maybe I'm afraid to increase the first one, as it already weighs 1.98 GB and I'm afraid that it might get damaged). Can be what thread the limit should be increased still in fla? And, for some reason, the expansion of the limit on the number of image archives in GTA.dat does not work in my game, I registered 7 and 13 and 15 and 17 .img., the game with the radar and the cutscenes of images did not start anyway, and the cars from the Trains2.img file still did not appear . Even if they are registered in FLA gtasa_trainTypeCarriages.dat, then trains without wagons arrives.

 

 

 

Edited by lbgh
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wwwwandrarijaz

By the way the  download link for v1.3 seems broken🤔

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Undertaker555

@lbgh 

I checked your YouTube. That Vice City train looks great. But maybe you will fix the trees? Because it is not so good when the trees look out of the rails..

And maybe add some pillars for construction? With pillars it would look more realistic, because now I see it is only a floating rail.

But yeah, especially the rail stations look good and detailed with these cola machines, etc. Is this your mod, or did you get the train stations from somewhere?

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chaosbginwenrealityend
On 4/4/2022 at 2:17 PM, Undertaker555 said:

This whole area was included in the original GTA 3 vanilla map?

no. The vanilla gta3 did not have the addition; just fake tunnel entries like you stated.

 

On 4/4/2022 at 2:17 PM, Undertaker555 said:

So are you the right person to address questions about the seabed?

Anything that has to do with the map including seabeds. I know what you mean about the visibility of the global seabed; that is why I said it has no lods which is why they just 'pop in'. I haven't done anything with the global seabed like I said; but it's on the list. Also there is something you should know in case you missed it in prior posts. The way I test the map for prelighting is with NO extra graphic mods - just the standard SA timecyc.

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Я скопировал платформы, перила и лестницы из других модов (кольцевая железная дорога и платформы Джефферсона, из метро сан фиерро из мидо5. Потому что сам не смог найти нужные детали на карте GTA sa.

Но когда я начал строить новые станции на новых железнодорожных линиях, я столкнулся с множеством невидимых стен в игре.

 

 

 

 

Edited by lbgh
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  • 2 weeks later...
artginPL

I am currently adding all vehicles from GTA LCS and VCS. When I'm done, I'll start adding weapons from these games.

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  • 2 weeks later...
SSR1301

I have an idea to combine the IIIVC & LCSVCS maps, namely for some exclusive LCS buildings, a map for Upstate is combined with Ghostown Liberty, then for the exclusive VCS buildings a Gator Keys map is made, to match the continuity of the story that has been built.

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wwwwandrarijaz
Posted (edited)
On 5/5/2022 at 6:52 AM, SSR1301 said:

I have an idea to combine the IIIVC & LCSVCS maps, namely for some exclusive LCS buildings, a map for Upstate is combined with Ghostown Liberty, then for the exclusive VCS buildings a Gator Keys map is made, to match the continuity of the story that has been built.

OH DAMN i really hope this becomes a reality:) 

 

Also i think a timeline should be made uniform for all 3 maps if possible in future

 

as SA takes place in 1992, so LC and VC should have  some map changes to reflect how LA and Miami  were in 90s ,  so it doesnt feel time has changed to  80s /00s in those cities (This will be real time consuming though, so likely wont be happening:(  ) 

Edited by wwwwandrarijaz
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Phantom934

I wonder download link(at page 1) won't work anymore?

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  • 2 weeks later...
RedBaronFromTheUG
On 5/4/2022 at 10:22 PM, SSR1301 said:

I have an idea to combine the IIIVC & LCSVCS maps, namely for some exclusive LCS buildings, a map for Upstate is combined with Ghostown Liberty, then for the exclusive VCS buildings a Gator Keys map is made, to match the continuity of the story that has been built.

As for the upstate, why not make a version with AdusPL's upstate liberty from gta 3, i heard he's open for usages of his mod, just need to credit him. And his mod is looking amazing, and it is pretty close to releasing.

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cj2000

Is this mod still alife? And what about this part:

 

Quote

This mod is intended to be free for anyone to use. If you wish to use these files to create your own mod, feel free to do so, all I ask is that you give credit.

Is it still valide?

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artginPL
On 5/27/2022 at 9:02 PM, cj2000 said:

Is this mod still alife?

Yes, this mod is still alive. I work on it in my spare time. When I finish, I will post links to download the new version. I don't want to write when it will be because I don't have much time for it now.

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cj2000
21 hours ago, artginPL said:

Yes, this mod is still alive. I work on it in my spare time. When I finish, I will post links to download the new version. I don't want to write when it will be because I don't have much time for it now.

What about my other question?

 

Also if you want, you can use some of my LCS/VCS models.

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RedBaronFromTheUG
On 5/31/2022 at 12:14 PM, artginPL said:

Yes, this mod is still alive. I work on it in my spare time. When I finish, I will post links to download the new version. I don't want to write when it will be because I don't have much time for it now.

Good to know, i love this mod, really well made and compatible with a lot of things.

 

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artginPL
On 5/27/2022 at 9:02 PM, cj2000 said:

Is it still valide?

On 6/1/2022 at 3:08 PM, cj2000 said:

What about my other question?

Probably yes. This is @PlatinumSerb decision.

 

On 6/1/2022 at 3:08 PM, cj2000 said:

Also if you want, you can use some of my LCS/VCS models.

I will definitely use it, because we don't have a person to convert vehicle models. Could you please send me links on PM?

 

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