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_CP_

Liberty City in V - community discussion

Recommended Posts

_CP_

Porting weathers between IV and V is really tricky and not worth of work. VisualV looks stunning in LC too so I'll stick with this.

  • Like 5

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PhillBellic

^ I think that's the easiest route to take there.

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WildBrick142

o7od4dOh.png

:inlove:

 

 

 

 

Can't wait for someone to make a proper map mod of Vice City as well.

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Ash_735

Liberty City in Winter is all we've ever wanted, which makes it more weird that the ONLY attempt at it was LCS on the PSP, and to rub it in they make it snow in Los Santos which doesn't even make sense. :p

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nkjellman

Now if we could make all of the vegetation be on ymap files that you have to load with scripts. This way, we can truly make seasons change.

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_CP_

There's no problem to put vegetation in separate YMAPs, very easy to do.

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nkjellman

There's no problem to put vegetation in separate YMAPs, very easy to do.

I've been waiting for that one for a while now. Being able to load and unload maps is one of the things that give GTA V map modding more potential than we had in previous GTA games.

 

Also, have you had any success in modifying the DLC Map Updates so when you switch between the SP map and the MP map, you switch between LC and LS? If we can swap the water and train paths, we should be able to do it.

 

But we may not need natives to do that. Someone managed to remove the water with cheat engine. It could be possible to get the game to reload the file with external scripts. Swapping radar should be possible because the game does that with North Yankton.

Edited by nkjellman
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_CP_

My DLC attemps failed, maybe something will be moved on in this issue in the future. Water is also problematic, IV and V formats are way different, it's needed to convert them somehow.

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BlackScout

Hey...

 

GTXD has some stuff about lods.

I uploaded a new version of the tool.

The changes are:

- Added names for fields that were unknown in ymf files

- You can now convert RBF xxx.ymt files to xxx.ymt.rbf.xml, but you cannot convert it back to RBF yet.

 

gtxd.ymt is an example of an RBF file. You can just rename the xml file to ymt and replace the RBF of your game by the xml file the same way it works for carcols.ymt. I only tested this for gtxd, it will probably not work for all RBF files.

Edited by BlackScout
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_CP_
jcRekr1h.png Edited by _CP_
  • Like 19

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PhillBellic

Liberty City in Winter is all we've ever wanted, which makes it more weird that the ONLY attempt at it was LCS on the PSP, and to rub it in they make it snow in Los Santos which doesn't even make sense. :p

R* Logic at its finest. ;)

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BlackScout

@_CP_

 

Emissives!!! Wonderful!

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4NT1R3KL4M4

jcRekr1h.png

LC with blackout mod.Nice.

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PhillBellic

^ I don;t think it has any Blackout Mod in use. It looks like the other Lighting has yet to be transferred across.

  • Like 4

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NTAuthority

Also, have you had any success in modifying the DLC Map Updates so when you switch between the SP map and the MP map, you switch between LC and LS? If we can swap the water and train paths, we should be able to do it.

Is GROUP_MAP_* this flexible? All I see it do is reloading fwMapDataStore (#map data) and loading/unloading some packfiles - barely anything important gets unloaded in what I affectionately called CExtraContent::UnloadContentChangeSet.

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EwithaP

If this isn't relevant here, I apologize. I am in dire need of someone with the skills to create small Liberty City apartment & apartment stairwell interiors. Excuse my ignorance if this is impossible. I am happy to pay for services, and if this is NOT the right spot to ask for help would someone be kind enough to re-direct me. This is all for my current GTA miniseries - The Banished Ones - Bad Dreams. Thank you for any and all assistance.

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MrGTAmodsgerman

A little bit of both.

Please don't use the FiveM converter! It messed every shader up! Pls convert the GTA IV map with the 3Ds Max GIMSV plugin and export it once the exporting feature comes (for non collision objects)

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_CP_

In 2017? No, thank you.

Edited by _CP_
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BlackScout

In 2017? No, thank you.

Any progress by the way? I haven't seen you posting anything about your attempt at converting LC.

I hope this doesn't sound pushy, just curious.

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MrGTAmodsgerman

In 2017? No, thank you.

What ever, the point is, don't miss it! Please

Edited by MrGTAmodsgerman

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Lakitu

This project pleases me.

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Cyper

I have never understood the porting of maps to GTA games.

 

There is absolutely no complete and consistent map-porting project that has been completed. All map ports have been left unfinished. There's been GTA 1 maps, GTA 2 maps, GTA III map, GTA VC map, GTA SA map - and none of these projects has been successfully completed.

 

Therefore, I put no faith in such projects at all.

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Dock

I have never understood the porting of maps to GTA games.

 

There is absolutely no complete and consistent map-porting project that has been completed. All map ports have been left unfinished. There's been GTA 1 maps, GTA 2 maps, GTA III map, GTA VC map, GTA SA map - and none of these projects has been successfully completed.

 

Therefore, I put no faith in such projects at all.

 

Its fun. Having an older map running on a newer engine that allows for more features and freedom in terms of modding is always better. LC fits perfectly with V's engine, and GTA V modding is taking off pretty well I'd say. This way, we have all the improved features and stability that comes with playing on GTA V while having IV's LC without the constant game crashes and terrible performance. Win-win.

 

The project may or may not get completed, sure. Doesn't mean there's no point in doing these kind of things; if anything the creators learn from each project's mistakes or fallacies (no offense! I love you all and the hard work you've put into making mods like these <3).

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NTAuthority

a newer engine that allows for more features and freedom in terms of modding

with GTA that usually is the older ones due to the increasing complexity in new game releases though, tbh.

 

 

It messed every shader up!

oh? that's odd, why have you never reported this? most shaders used by the maps work perfectly fine, even.

 

also, >3ds Max-based conversion >openiv imports >not even possible to automate

lol if you want to repeat all the mistakes that plagued the concept of conversions in the past, be my guest.

Edited by NTAuthority
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MrGTAmodsgerman

It messed every shader up!

oh? that's odd, why have you never reported this? most shaders used by the maps work perfectly fine, even.

 

also, >3ds Max-based conversion >openiv imports >not even possible to automate

lol if you want to repeat all the mistakes that plagued the concept of conversions in the past, be my guest.

 

I never report it because i didn't know it before. I just tried to convert some objects with Zmodeler and i found out that some shaders are wrong converted. And also the scene node dummy get a wrong name if i compare it to GIMS V imported model.

But if i fix some shaders via Zmodeler, then i have some missing shader effects (Zmodeler problem i think) for example: asphalt shader for roads doesn't let puddles appear like on vanilla road models. Vanilla roads got a puddle reflection only on the puddles and everthing else appears matt.

And another thing is the normal map on the road shader! Its not hard enough compare to vanilla road objects. Looks very different, but anyways, it looks always better if we fix the materials with Zmodeler! It make it looks photorealistic and more GTA V authentic.

Its the current way to fix it! The best way is reconverting everthing with GIMSV and export it once we can

 

The FiveM converter seems to ignore normal maps,misc and specular textures! And some shaders getting wrong converted. Thats why every FIVEM map looks like sh*t

Edited by MrGTAmodsgerman

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_CP_

I can't agree with you, normal maps works fine but specular maps are saved differently. In IV there are three spec maps saved in one texture - in red, green and blue color channel. V don't have this ability and game reads them wrong.

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MrGTAmodsgerman

I can't agree with you, normal maps works fine but specular maps are saved differently.

Maybe the normal map decreasement is just a FiveReborn problem. I haven't see the shader in sp

 

In IV there are three spec maps saved in one texture - in red, green and blue color channel. V don't have this ability and game reads them wrong.

Yea that is the problem. Wrong converted by the FiveM converter

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_CP_

It is a RAGE problem, Rockstar removed ability to store 3 spec maps in one texture, don't blame Bas.

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MrGTAmodsgerman

It is a RAGE problem, Rockstar removed ability to store 3 spec maps in one texture, don't blame Bas.

Yes but it doesn't change the fact that the FiveM Converter is kinda useless with these kind of issues. The FiveM converter should convert it into splitted embedded textures.

But the converter is outdated, thats why we should fix them or convert them directly with GIMSV

Edited by MrGTAmodsgerman

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Swervz

Thanks so much for working on this! Having Liberty City from GTAIV in GTAV would be a dream come true.

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