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Liberty City in V - community discussion


_CP_

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I guess every GTA modder is thinking more or less to see Liberty City in GTA V. Each day bring closer this idea. What do you think about gathering modders and trying to find a way to import LC in the future? We could discuss about map cleaning, porting geometries etc.

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(.ytyp/.ymap), so it's likely possible.

It would be, but we can't edit .ytyp or .ymap files yet, which is why the only map mods have been either through FiveM or a script spawning models. I don't think we're not going to see the LC mod everyone wants until those files are editable.
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MarshallRawR

It would be, but we can't edit .ytyp or .ymap files yet, which is why the only map mods have been either through FiveM or a script spawning models. I don't think we're not going to see the LC mod everyone wants until those files are editable.

 

Well isn't that the kind of problems we encounter when a game is still fresh?

Give it some time :)

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Claude_Lib

I simply love what you guys did with VCSPC and I really want to see LC given the same TLC while being converted to V.

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content.xml determines a bunch of files from RPF and assign them to load ingame. How it works?

 

Example of <dataFiles> part:

 

 

 <Item>      <filename>dlcMPHeist:/%PLATFORM%/levels/gta5/props/hei_lev_des_mp_dlc.ityp</filename>      <fileType>DLC_ITYP_REQUEST</fileType>      <overlay value="false" />      <disabled value="true" />      <persistent value="false" />      <contents>CONTENTS_PROPS</contents>    </Item>
<contentChangeSets> unload vanilla game files and replace them by DLC counterparts:

 

<Item>      <changeSetName>MPHEIST_GTA5_CITYE_DOWNTOWN_01</changeSetName>      <mapChangeSetData>        <Item>          <associatedMap>MO_JIM_L11</associatedMap>          <filesToInvalidate>            <Item>dt1_19_interior_v_policehub_milo_.interior</Item>            <Item>platform:/levels/gta5/_citye/downtown_01/dt1_03.rpf</Item>            <Item>platform:/levels/gta5/_citye/downtown_01/dt1_08.rpf</Item>            <Item>platform:/levels/gta5/_citye/downtown_01/dt1_12.rpf</Item>            <Item>platform:/levels/gta5/_citye/downtown_01/dt1_19.rpf</Item>            <Item>platform:/levels/gta5/_citye/downtown_01/dt1_20.rpf</Item>            <Item>platform:/levels/gta5/_citye/downtown_01/dt1_21.rpf</Item>            <Item>platform:/levels/gta5/_citye/downtown_01/dt1_22.rpf</Item>            <Item>platform:/levels/gta5/_citye/downtown_01/dt1_23.rpf</Item>            <Item>platform:/levels/gta5/_citye/downtown_01/dt1_occl.rpf</Item>            <Item>platform:/levels/gta5/_citye/downtown_01/fwy_02.rpf</Item>            <Item>platform:/levels/gta5/_citye/downtown_01/downtown.rpf</Item>            <Item>platform:/levels/gta5/_citye/downtown_01/downtown_01_metadata.rpf</Item>          </filesToInvalidate>          <filesToDisable />          <filesToEnable>            <Item>dlcMPHeist:/%PLATFORM%/levels/gta5/_citye/downtown_01/dt1_carrier.rpf</Item>            <Item>dlcMPHeist:/%PLATFORM%/levels/gta5/_citye/downtown_01/dt1_carrier_metadata.rpf</Item>            <Item>dlcMPHeist:/%PLATFORM%/levels/gta5/_citye/downtown_01/dt1_carrmp.rpf</Item>            <Item>dlcMPHeist:/%PLATFORM%/levels/gta5/_citye/downtown_01/dt1_carrmp_lod.rpf</Item>            <Item>dlcMPHeist:/%PLATFORM%/levels/gta5/_citye/downtown_01/dt1_03.rpf</Item>            <Item>dlcMPHeist:/%PLATFORM%/levels/gta5/_citye/downtown_01/dt1_08.rpf</Item>            <Item>dlcMPHeist:/%PLATFORM%/levels/gta5/_citye/downtown_01/dt1_12.rpf</Item>            <Item>dlcMPHeist:/%PLATFORM%/levels/gta5/_citye/downtown_01/dt1_19.rpf</Item>            <Item>dlcMPHeist:/%PLATFORM%/levels/gta5/_citye/downtown_01/dt1_20.rpf</Item>            <Item>dlcMPHeist:/%PLATFORM%/levels/gta5/_citye/downtown_01/dt1_21.rpf</Item>            <Item>dlcMPHeist:/%PLATFORM%/levels/gta5/_citye/downtown_01/dt1_22.rpf</Item>            <Item>dlcMPHeist:/%PLATFORM%/levels/gta5/_citye/downtown_01/dt1_23.rpf</Item>            <Item>dlcMPHeist:/%PLATFORM%/levels/gta5/_citye/downtown_01/dt1_occl.rpf</Item>            <Item>dlcMPHeist:/%PLATFORM%/levels/gta5/_citye/downtown_01/fwy_02.rpf</Item>            <Item>dlcMPHeist:/%PLATFORM%/levels/gta5/_citye/downtown_01/dt1_tcmods.rpf</Item>            <Item>dlcMPHeist:/%PLATFORM%/levels/gta5/_citye/downtown_01/dt1_tcmods_metadata.rpf</Item>            <Item>dlcMPHeist:/%PLATFORM%/levels/gta5/_citye/downtown_01/downtown.rpf</Item>            <Item>dlcMPHeist:/%PLATFORM%/levels/gta5/_citye/downtown_01/downtown_01_metadata.rpf</Item>          </filesToEnable>          <txdToLoad />          <txdToUnload />          <residentResources />          <unregisterResources />        </Item>      </mapChangeSetData>      <filesToInvalidate />      <filesToDisable />      <filesToEnable />      <txdToLoad />      <txdToUnload />      <residentResources />      <unregisterResources />      <requiresLoadingScreen value="true" />      <loadingScreenContext>LOADINGSCREEN_CONTEXT_LAST_FRAME</loadingScreenContext>      <useCacheLoader value="true" />    </Item>
Edited by _CP_
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Perhaps it would be even more golden if the story DLC would be released, well mostly as we can see as to how we can implement a TC as an expansion, but that remains to be seen.

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NTAuthority

big question: where, if even, would LC fit within 8192? V barely has any actual 'limits' except 65535 loaded entities per type (perhaps even the 8192 limit is silly, though paths have the divisor calibrated for 8192 and losing even more precision than V already did is nigh-unacceptable), however RPFs get indexed on load still - though unlike IV #dd LODs don't count as model indices, so that's a plug (IV uses ~8000 models like that, AFAIK?)

 

anyway, I'd be willing to listen to any requests as I'm taking a break from primary FiveM issues, so I could work on finishing up the 'friendly archetype loader' to use LODs/#dds (and GTXD) properly and be loadable as an amalgamated .asi for stock games...

 

... on the note of PSO (and resource-style PSO) files, by the way, listener seems to have them all figured out but there's a lot of missing field hashes (like .#mt/.meta/.xml relations, they're typically serialized XML, but the game EXE only contains hashes for the fields used in the stock 'loaders', and the metadata structures are a bit weird to automatically map - and worse, a minor error even in a .meta's field naming causes a 20-foot deep stack trace in the RAGE parser, so like I initially wanted to have nobody edit RPFs -- but failed at that -- I think it's best for everyone's sanity if one stays far, far away from rage::par*...)

Edited by NTAuthority
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anyway, I'd be willing to listen to any requests as I'm taking a break from primary FiveM issues, so I could work on finishing up the 'friendly archetype loader' to use LODs/#dds (and GTXD) properly and be loadable as an amalgamated .asi for stock games...

That part sounds great, the other ones makes me worried. It would be nice to see LC ported in the same way, how V is organised, even with LOD. IV map static models have 3 LOD instead of 5 in LS. I don't think doubling them will be reasonable way.

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NTAuthority

 

anyway, I'd be willing to listen to any requests as I'm taking a break from primary FiveM issues, so I could work on finishing up the 'friendly archetype loader' to use LODs/#dds (and GTXD) properly and be loadable as an amalgamated .asi for stock games...

That part sounds great, the other ones makes me worried. It would be nice to see LC ported in the same way, how V is organised, even with LOD. IV map static models have 3 LOD instead of 5 in LS. I don't think doubling them will be reasonable way.

 

hm? I don't get what you're trying to say with the last part - LOD trees work the same way across games except that V allows them to be in different CMapData/CMapDataContents segments (essentially what an .#map deserializes to) - the amount of LOD levels is irrelevant, and if you mean 'compared to using direct #typ/#map', it's just that there's a lot of unknown fields in CMapData itself that'd be required for a proper serialized PSO object, and even then doing things for just map data wouldn't be a proper way as the code is a lot more genericized.
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OK, if "amount of LOD levels is irrelevant", that's good. I noticed that .ydr could store collisions, so small props doesn't have to use .ybd anymore, nice move by Rockstar.

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OK, if "amount of LOD levels is irrelevant", that's good. I noticed that .ydr could store collisions, so small props doesn't have to use .ybd anymore, nice move by Rockstar.

You mean collisions are in the models themselves, and not in discrete collision dictionaries or w/e?
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Requests?

What about adding somewhat fitting underwater "interior" to LC later, using V assets?

Or converting Liberty Island or Broker first, as a part of a bigger thing?

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@Alvarez

 

Hmm... sunken UFO, ships etc. why not?

In my opinion, whole LC map should be converted by batch import/export tool to save time and see results faster than manual converting. Also material settigns in .wdr/wft files should be respected. V gives a lot of new shaders, so we can improve Liberty City to look how it should with maximum possibility of RAGE.

 

@NTA

Do you have any tiny progress?

Edited by _CP_
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I started ripping models and scenery from gta4 and converting to gta5 model format , this process is slow and tedious but I'm working on batch conversion so editing and importing will be easier so far I have this to show nothing special but it's a start

 

 

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@Madgaz182

 

But it requires FiveM, which is not developed. I also tried to port LC parts via FiveM, but few months ago there was no support of gtxd entries:
QFkDbJFh.jpg

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Yeah it's hard to get this right and fivem isn't working for this I know , one day we shall do it guys

Why not polishing it up in meantime? LC surely changed over ten years.

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@Alvarez

What do you mean?

For example, in GTA V news broadcast, it tells that LC suffered from a hurricane.

There will also be other ad boards, some buildings will be demolished, others abandoned.

Edited by Alvarez
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Good point. If my calculations are correct, there are about 30-35 vehicles which should be converted from IV to V, like Marbelle, Merit, Admiral, Willard etc. Who can do this?

 

Edit:

 

Cheap edited Stallion, I'd like to see it in Los Santos:

sM4ag4Dh.png

Edited by _CP_
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SkylineGTRFreak

 

@Alvarez

What do you mean?

For example, in GTA V news broadcast, it tells that LC suffered from a hurricane.

There will also be other ad boards, some buildings will be demolished, others abandoned.

 

Perhaps finished construction sites? I mean the one at south algonquin would probably take A LOT of work to be completed, but I mean the streets in Algonquin that are blocked (for example). Maybe even the unfinished bridge in Bohan.

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@Alvarez

What do you mean?

For example, in GTA V news broadcast, it tells that LC suffered from a hurricane.

There will also be other ad boards, some buildings will be demolished, others abandoned.

 

Perhaps finished construction sites? I mean the one at south algonquin would probably take A LOT of work to be completed.

Actually i think finished construction sites would take less work than the ones in progress, as construction sites have more details. The old hospital ruins could be gone.

There could be new building sites, though. Also boarded up windows, sunken ships in the river, grass on the rails of the old subway...

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PhillBellic

 

 

 

@Alvarez

What do you mean?

For example, in GTA V news broadcast, it tells that LC suffered from a hurricane.

There will also be other ad boards, some buildings will be demolished, others abandoned.

 

Perhaps finished construction sites? I mean the one at south algonquin would probably take A LOT of work to be completed.

Actually i think finished construction sites would take less work than the ones in progress, as construction sites have more details. The old hospital ruins could be gone.

There could be new building sites, though. Also boarded up windows, sunken ships in the river, grass on the rails of the old subway...

 

Also, the various Dumpsters, and other Street Props would need moving. :)

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You're right, there are some places which could be reworked like construction sites, props or even buildings. Alderney City was rushed and it's very visible. (lack of normal maps, overpowered reflections etc.)

Yg7v3VIh.png

vtUyR4Lh.png

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