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PS2 and Xbox map for PC


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MeatSafeMurderer
On 1/15/2020 at 9:26 AM, The Hero said:

Not as long as we don't know what causes it.

There are some texture entries in the PC generic.txd that do not appear in the xbox version of the file and, for whatever reason, some specific parts of the map are still trying to use those textures. Presumably missing .dff's resulting in it falling back on the PC models? This can be seen on a patch of grass by Hepburn Heights. Using the xbox generic.txd there is a large plot of untextured grass. If you merge the xbox textures into the PC txd then it's textured but it's pretty clearly a blurry low resolution PC texture and it really sticks out right next to the xbox grass texture.

EDIT: Found the issue. Really simple. When using modloader you need to make a folder called data, then move the map folder into that.

Edited by MeatSafeMurderer
  • 2 months later...
Random_Juice

Anybody know where I can find a tutorial on how to edit 'gta_vc.dat' because I thought it would be as simple as adding in the line but when I did it didn't work. So if someone could teach me how to install the PS2 map for Vice City that would be great, Thanks!

  • 3 weeks later...
On 4/19/2020 at 8:59 PM, Random_Juice said:

Anybody know where I can find a tutorial on how to edit 'gta_vc.dat' because I thought it would be as simple as adding in the line but when I did it didn't work. So if someone could teach me how to install the PS2 map for Vice City that would be great, Thanks!

You don't have to do that, replace all the files through an img editor (IMGTool, IMG Factory or similar) otherwise you will get some bugs. Also, you will need to start a new game

 

Has anybody tried to port LCS' rendition of Portland Rock into III?

Would be a lovely lore-friendly addition to the map IMO.

https://vignette.wikia.nocookie.net/gtawiki/images/e/e3/PortlandRock-GTALCS.png/revision/latest?cb=20190417193125

Edited by Gundog
  • Like 2
  • 1 month later...
  • 4 months later...
7 hours ago, Ethmods said:

How to fix this or is a problem in the dff

Looks like a missing textures issue.

I don't think it's either. I sometimes had these objects in white and sometimes they were fine. No idea what's going on there.

  • 1 month later...
  • 3 months later...
On 1/1/2021 at 1:02 PM, Grumpy Cat said:

vice city crash when starting DirtRing, the crash cause by xbox map

 

2 hours ago, ChubbyB0b said:

Links are down, I'm unable to download Vice City map.

 

Change http to https.

 

For exemple:

 

Try to open in new tab will work or pressing the right mouse button or scroll wheel will go to the direct tab.

Edited by StuntGames

i don't have https.

  • Like 1
  • 3 months later...
  • 5 weeks later...

Hm, this didn't happen before but now iii_anim refuses to load/use the model files inside the modloader folder for all main chars. All other non mission chars (peds) load correctly.

If i remove the iii_anim.asi from the scripts folder, all XBOX model files load just fine.

 

EDIT: Did i seriously sent this post in the xbox/ps2 map topic :D .. sorry. It's been a long time since i checked the modding section in GTAF :D

EDIT 2: I forgot that you have to put skin files into a .IMG archive, i solved it.

 

QL13Hv8.jpg

Edited by Gravarty
  • 4 weeks later...

neo world pipe should take care of that.

  • Like 3
  • 2 weeks later...

Hi, how to fix this? I am using xbox map

oB9yfAT.png0T3dl55.png

 

This is the settings I'm using on SkyGFX.ini:

[SkyGfx]

; IMPORTANT: everything after the first ';' in a line is IGNORED

; Changes that cannot be toggled:
; - Alpha blending for Auto-aim syphon and sniper dot in VC is fixed
; - Sniper trails in VC are enabled


;; If you leave the value empty (e.g. texgenSwitch= ) or remove the line
;; the game code will not be touched. This might be useful should there
;; be incompatibilities with other mods. Even setting to 0 will most often
;; cause skygfx to hook the code so the setting can be toggled in game.


replaceDefaultPipeline=1        ; Replace the default d3d8 RW pipeline by one that is very close to the default Xbox pipeline.
                                ; Enabling this will fix bugs happening to objects with transparent vertex colors.
disableColourOverlay=0          ; Disable the colour overlay effect when trails are enabled; Trails on/off still switches between light values then
carPipe=1                       ; Car pipeline switch. 0 = default, 1 = neo (requires d3d9), 2 = leeds
worldPipe=1                     ; World pipeline switch. 0 = default, 1 = neo (requires d3d9, but has d3d8 fallback), 2 = leeds

;; PS2
ps2Loadscreen=1                 ; Use PS2 loadscreens
texblendSwitch=0                ; Which texture blend effect for MatFX environment mapping to use.
                                ;  0 = PS2, 1 = PC, 2 = Mobile
texgenSwitch=0                  ; Which texture coordinate generation method for MatFX environment mapping to use.
                                ;  0 = PS2, 1 = PC, 2 = Mobile
ps2light=1			; Use PS2 lighting for MatFX, the difference is subtle but visible
ps2Water=1			; Render water like on PS2; needs texblendSwitch=0
dualPass=1                      ; Draw almost all transparent geometry in two passes to reduce alpha bugs.
disableBackfaceCulling=0        ; Disable backface culling like on the PS2 (needed for PS2 DFFs).


;; Xbox
neoRimLightPipe=1               ; Whether to use Xbox-like rim lighting on peds; requires d3d9.
neoGlossPipe=1                  ; Whether to use the Xbox-like gloss pipeline for roads; requires d3d9
neoWaterDrops=0                 ; Draw Xbox screen water drops
                                ;  0 = default, 1 = Neo, 2 = Extended Neo, 3 = Extended Neo + Blood droplets

;; Misc
envMapSize=128                  ; Size of the reflection map used for real time reflections (rounded up to next power of 2).
seamFix=0                       ; Try to get rid of seams between objects
; dontNag=0                     ; Set this to 1 to disable SkyGFX error messages
; noCarcolTex=1                   ; Don't use textures for car colours; this affects otherwise untextured geometry with MatFX

;; This is a color tweak in YCbCr space. You can use it to emulate how
;; an analog PS2/Xbox signal might be interpreted
; YCbCrCorrection=0	; turns this on or off (default 0)
; lumaScale=0.8588	; multiplier for Y (default 0.8588)
; lumaOffset=0.0627	; this is added to Y (default 0.0627)
; CbScale=1.22		; like above with Cb and Cr (default 1.22)
; CbOffset=0.0		; (default 0.0)
; CrScale=1.22		; (default 1.22)
; CrOffset=0.0		; (default 0.0)

;; Curiosities
;IIIEnvFrame=0                  ; use the GTA III MatFX env map frame in VC where reflections don't depend on camera angle even with PC tex coord generation


;; Advanced - don't touch if you don't know what you're doing!
;; These settings mostly need other plugins to do something
; trailsSwitch=0                      ; Type of trails. 0 = default, 1 = leeds, 2 = mobile
; radiosity=1                         ; Turns VCS radiosity on or off (needs leeds trails and a plugin to supply control values)
; radiosityRenderPasses=2             ; How many times to draw the radiosity effect
; radiosityFilterPasses=4             ; How many times to downsample the radiosity effect
; leedsEnvMult=0.3                    ; Multiplier for the leeds reflection map (default 0.3)
; leedsWorldPrelightTweakMult=0.5     ; Multiplier for leeds ambient light
; leedsWorldPrelightTweakAdd=0.1      ; Added to leeds emissive light

 

  • 2 weeks later...
On 12/4/2016 at 9:23 AM, Gravarty said:

sh*t, yeah I'll reupload it soon, actually i'll upload a extra IMG which contains all textures from the XBOX version since a lot of txd´s in this mod are broken.

I know this is a 5 year old comment, but did you finally upload it?

  • Like 2

Hi, how to fix this? I am using xbox map

YHsU36Z.jpg

This is the settings I'm using on SkyGFX.ini:

[SkyGfx]

; IMPORTANT: everything after the first ';' in a line is IGNORED

; Changes that cannot be toggled:
; - Texture lookup falls back to generic.txd (required by Xbox map)
; - Player skins are set to use linear filtering


;; If you leave the value empty (e.g. texgenSwitch= ) or remove the line
;; the game code will not be touched. This might be useful should there
;; be incompatibilities with other mods. Even setting to 0 will most often
;; cause skygfx to hook the code so the setting can be toggled in game.


replaceDefaultPipeline=1        ; Replace the default d3d8 RW pipeline by one that is very close to the default Xbox pipeline.
                                ; Enabling this will fix bugs happening to objects with transparent vertex colors.
disableColourOverlay=0          ; Disable the colour overlay effect (whether trails are enabled or not)
carPipe=1                       ; Car pipeline switch. 0 = default, 1 = neo (requires d3d9), 2 = leeds
worldPipe=1                     ; World pipeline switch. 0 = default, 1 = neo (requires d3d9, but has d3d8 fallback), 2 = leeds

;; PS2
ps2Loadscreen=1                 ; Use PS2 loadscreens
texblendSwitch=0                ; Which texture blend effect for MatFX environment mapping to use.
                                ;  0 = PS2, 1 = PC, 2 = Mobile
texgenSwitch=0                  ; Which texture coordinate generation method for MatFX environment mapping to use.
                                ;  0 = PS2, 1 = PC, 2 = Mobile
ps2light=1			; Use PS2 lighting for MatFX, the difference is subtle but visible
dualPass=1                      ; Draw almost all transparent geometry in two passes to reduce alpha bugs.
ps2carCam=1                     ; Use the PS2 Get-in-car camera


;; Xbox
neoRimLightPipe=1               ; Whether to use Xbox-like rim lighting on peds; requires d3d9.
neoGlossPipe=1                  ; Whether to use the Xbox-like gloss pipeline for roads; requires d3d9
neoWaterDrops=0                 ; Draw Xbox screen water drops
                                ;  0 = default, 1 = Neo, 2 = Extended Neo, 3 = Extended Neo + Blood droplets

;; Misc
envMapSize=128                  ; Size of the reflection map used for real time reflections (rounded up to next power of 2).
seamFix=1                       ; Try to get rid of seams between objects
; dontNag=0                     ; Set this to 1 to disable SkyGFX error messages

;; This is a color tweak in YCbCr space. You can use it to emulate how
;; an analog PS2/Xbox signal might be interpreted
; YCbCrCorrection=0	; turns this on or off (default 0)
; lumaScale=0.8588	; multiplier for Y (default 0.8588)
; lumaOffset=0.0627	; this is added to Y (default 0.0627)
; CbScale=1.22		; like above with Cb and Cr (default 1.22)
; CbOffset=0.0		; (default 0.0)
; CrScale=1.22		; (default 1.22)
; CrOffset=0.0		; (default 0.0)

;; Curiosities
;VCEnvFrame=0                   ; use the Vice City MatFX env map frame where the reflections depend on the camera with PC tex coord generation


;; Advanced - don't touch if you don't know what you're doing!
;; These settings mostly need other plugins to do something
; trailsSwitch=0                      ; Type of trails. 0 = default, 1 = leeds, 2 = mobile
; radiosity=1                         ; Turns VCS radiosity on or off (needs leeds trails and a plugin to supply control values)
; radiosityRenderPasses=2             ; How many times to draw the radiosity effect
; radiosityFilterPasses=4             ; How many times to downsample the radiosity effect
; leedsEnvMult=0.22                   ; Multiplier for the leeds reflection map (default 0.22)
; leedsWorldPrelightTweakMult=1.0     ; Multiplier for leeds ambient light
; leedsWorldPrelightTweakAdd=0.0      ; Added to leeds emissive light

 

 

  • 3 weeks later...
5 hours ago, JCJayZee said:

will there ever be any updates to try to fix the xbox maps? 

The OP is currently in a legal battle with Take-Two, I doubt there's going to be any motivation to do GTA stuff again regardless of the outcome of the case.

  • 4 weeks later...

Running the Xbox map, and I haven't seen anyone talk about the white bug issue on the draw bridge.

 

Hh7ZiG9.png 

 

I think someone already mentioned a warehouse in Trenton having that same issue.

 

6CBX8kc.png

 

Weird thing is that these places will sometimes get textured.

 

a4mlESB.png

Yhuf4aC.png

 

(also rip op)

Edited by Afowlia
Trenton warehouse and draw bridge decided to be textured.
5 hours ago, Afowlia said:

Running the Xbox map, and I haven't seen anyone talk about the white bug issue on the draw bridge.

 

Hh7ZiG9.png 

 

I think someone already mentioned a warehouse in Trenton having that same issue.

 

6CBX8kc.png

 

Weird thing is that these places will sometimes get textured.

 

a4mlESB.png

Yhuf4aC.png

 

(also rip op)

I extract the dff or txd (from xbox_map.img) files into modloadler. First i search the txd or dff with map editor, and then i search the file in xbox_map.img with "ImgEd" and then export it and the last thing to do is to create a folder in modloader and put that files there

  • 2 weeks later...
On 9/6/2021 at 4:51 PM, G The Generous said:

I seem to have a problem with some roads being darker than others, is this a known bug or a conflict with other mods?

2u4lqYo.jpeg

I'm also having this problem. I tried everything, but it didn't solve the problem.

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