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PS2 and Xbox map for PC


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There's just one little problem with FLA, cutscenes don't have the boned heads (no facial animations).

Most probably fixed in 3.0 as i don't have any problem with it :)

Wait? It's finally fixed? Let's see if the explosion & kill bug is fixed as well, then i can finally play the story with the xbox map :)

Edited by countergame
Igor Bogdanoff

 

 

There's just one little problem with FLA, cutscenes don't have the boned heads (no facial animations).

Most probably fixed in 3.0 as i don't have any problem with it :)

Wait? It's finally fixed? Let's see if the explosion & kill bug is fixed as well, than i can finally play the story with the xbox map :)

 

Well after some time it stopped working.

Edit: Plot twist the cutscene head animations are broken by xbox pipeline

Edited by Tomasak

 

 

 

There's just one little problem with FLA, cutscenes don't have the boned heads (no facial animations).

Most probably fixed in 3.0 as i don't have any problem with it :)

Wait? It's finally fixed? Let's see if the explosion & kill bug is fixed as well, than i can finally play the story with the xbox map :)

 

Well after some time it stopped working.

Edit: Plot twist the cutscene head animations are broken by xbox pipeline

 

Wow.. just wow :D I didn't even got the idea to test it without xbox pipeline. So it's not actually fastman92's fault.. No wonder why he never mentioned it to fix it.

Igor Bogdanoff

you can try setting the pipeline to -1, but most of buildings become white after that, and everything is overall darker.

you can try setting the pipeline to -1, but most of buildings become white after that, and everything is overall darker.

 

 

well that's the purpose of xbox pipeline, this enables lightmaps which kinda simulates shadows on map objects, using it without lightmaps is basicially using rwms. XBOX Mod

As far i know only 3 textures are broken, but i fixed it already.

Edited by countergame

Oh sorry I botched the skinned animation. I really need a good way for skinned animations and the xbox pipeline to work well together...this is kinda hard as two plugins (skygfx and skin&bones) touch the same code :/

  • Like 2
Igor Bogdanoff

Oh sorry I botched the skinned animation. I really need a good way for skinned animations and the xbox pipeline to work well together...this is kinda hard as two plugins (skygfx and skin&bones) touch the same code :/

Also I reported quite long ago that with xbox pipeline turned on, some models which doesn't have texture, but only color of material are completely white. (for example cs_ban in first cutscene)

Yeah, sh*t's crazy with the "xbox pipeline" :/ I think I may write a custom instancer eventually or something and nail the behaviour more closely. I cleaned up the decompiled code recently a bit so it should be easier.

  • Like 3

I think that car ( Banshee, if I don't mistaking ) in first cutscene have untextured white parts with xbox map. Can't post a screen, unfortunately.

Screens:

 

 

fqahxfr8ignl0ef82q7ukps2d.jpg

7fv7zacfbj4g21o8e18i60m2u.jpg

 

 

 

I know, Tomasak mentioned it already. Non textured models are white with xbox pipeline. The TXD itself is fine though. It's also white by using the original XBOX cs_ban.dff & .txd

Since aap is working on GTA stuff again, maybe we can expect a new SkyGFX update soon!

Edited by countergame
  • Like 1

Noticed that in some areas xbox gloss on the roads visibility is buggy, for example:

 

 

60l7csv7yu56lfdpk0f4zveyk.jpg

pgzfe7adi7f2scpc8kndo4no0.jpg

 

 

P.S. Sorry if it was reported already.

It has nothing to do with glossy roads. I'm pretty sure this bug is present in all versions of III.

 

 

Oh, rmws. btw, i compared the original xbox version with the xbox map from the conversion and the object is missing as well :D

 

 

ldvw6qe5.jpg

 

 

I found a fix. Just go to \data\maps\comnbtm folder and open up comnbtm.ide file. Find the following lines:

2092, undrd_bit_side4, comtunel, 1, 350, 02093, undgd_bit_side3, comtunel, 1, 350, 0

and change both 350s to 300. Done.

Edited by Rim
  • Like 6

BTW I found something interesting. You know that as soon as you enter a mission, the game crashes. But it seems that it doesn't for all phone missions and also the vehicle missions around liberty. The missions start, the objects are spawned and it's all OK. It seems that it only crashes on cutscenes with 'special' models which is weird since this is just a map conversion...

Edited by stef_92
Igor Bogdanoff

Use fastman limit adjuster

Igor Bogdanoff

How to:

Download fla 3.0 extract from 32-bit $fastman92limitAdjuster.asi DllTricks.dll fastman92limitAdjuster_GTAIII.ini MinHook.x86.dll zlib1.dll to scripts folder. If you have widescreen fix, move GTA3.WidescreenFix.asi and GTA3.WidescreenFix.ini to root folder. In global.ini which is in scripts folder set LoadFromScriptsOnly= to 0

Open fastman92limitAdjuster_GTAIII.ini remove all #

Set Apply ID limit patch = to 1 and FILE_TYPE_TXD = to 1024

In skygfx.ini set xboxWorldPipe= to 0 or 1

txdLimit= isn't necessary to changed

  • Like 2

Hello! Is this supposed to work with latest ML? I put everything in ML and done necessary settings in skygfx. But it crashes at loading.

From ML log if needed:

 

Game version: GTA III 1.0 UNK_REGION
Unhandled exception at 0x6481DCB5 in std.stream.dll (+0x2dcb5): 0xC0000005: Access violation writing location 0x0000000C.
Register dump:
EAX: 0x00000000 EBX: 0x00B5CB80 ECX: 0x0018F014 EDX: 0x6487A1A8
EDI: 0x000018EF ESI: 0x00000000 EBP: 0x0018EFB8 EIP: 0x6481DCB5
ESP: 0x0018EFAC EFL: 0x00210246 CS: 0x00000023 SS: 0x0000002B
GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B
Stack dump:
0x0018EFAC: 00B5CB80 032CC7F0 FFFFFF01 0018EFDC 6481D95A 000018EF
0x0018EFC4: 00000000 00000021 03555D6C 0018F3CC 0BCEC438 0018F301
0x0018EFDC: 0018EFF8 64808A77 000018EF 032CC7F0 00000000 00000000
0x0018EFF4: 0018F250 0018F020 64806644 006E6334 0018F058 0018F028
0x0018F00C: 0018F0C0 FFFFFFFF 0018F064 64850918 00000000 0018F070
0x0018F024: 64804044 64856378 0AFBA508 0018F07C 64850918 00000000
0x0018F03C: 0018F088 648040F1 64855FE4 0AFBA6E8 0018F028 006E6334
0x0018F054: 0018F290 0018F201 0AFBA508 03555D58 0018F0AC 648502E8
0x0018F06C: FFFFFFFF 0018F08C 64808B28 03555D6C 0018F0C0 0018F250
0x0018F084: 0018F25C 0018F028 0018F0B8 64806971 0018F0C0 0018F250
base: 0x00090000 top: 0x0018EFAC bottom: 0x00190000
Backtrace (may be wrong):
=>0x6481DCB5 StreamRefresherCreate+0x27c5 in std.stream.dll (+0x2dcb5) (0x0018EFB8)
0x6481D95A StreamRefresherCreate+0x246a in std.stream.dll (+0x2d95a) (0x0018EFDC)
0x64808A77 in std.stream.dll (+0x18a77) (0x0018EFF8)
0x64806644 in std.stream.dll (+0x16644) (0x0018F020)
0x64804044 in std.stream.dll (+0x14044) (0x0018F070)
0x64808B28 in std.stream.dll (+0x18b28) (0x0018F08C)
0x64806971 in std.stream.dll (+0x16971) (0x0018F0B8)
0x6480B2C3 in std.stream.dll (+0x1b2c3) (0x0018F23C)
0x64809708 in std.stream.dll (+0x19708) (0x0018F254)
0x00406FDE in gta3.exe (+0x6fde)

 

 

Edited by uncaged
inadequate

Hello! Is this supposed to work with latest ML? I put everything in ML and done necessary settings in skygfx. But it crashes at loading.

From ML log if needed:

 

 

Game version: GTA III 1.0 UNK_REGION
Unhandled exception at 0x6481DCB5 in std.stream.dll (+0x2dcb5): 0xC0000005: Access violation writing location 0x0000000C.
Register dump:
EAX: 0x00000000 EBX: 0x00B5CB80 ECX: 0x0018F014 EDX: 0x6487A1A8
EDI: 0x000018EF ESI: 0x00000000 EBP: 0x0018EFB8 EIP: 0x6481DCB5
ESP: 0x0018EFAC EFL: 0x00210246 CS: 0x00000023 SS: 0x0000002B
GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B
Stack dump:
0x0018EFAC: 00B5CB80 032CC7F0 FFFFFF01 0018EFDC 6481D95A 000018EF
0x0018EFC4: 00000000 00000021 03555D6C 0018F3CC 0BCEC438 0018F301
0x0018EFDC: 0018EFF8 64808A77 000018EF 032CC7F0 00000000 00000000
0x0018EFF4: 0018F250 0018F020 64806644 006E6334 0018F058 0018F028
0x0018F00C: 0018F0C0 FFFFFFFF 0018F064 64850918 00000000 0018F070
0x0018F024: 64804044 64856378 0AFBA508 0018F07C 64850918 00000000
0x0018F03C: 0018F088 648040F1 64855FE4 0AFBA6E8 0018F028 006E6334
0x0018F054: 0018F290 0018F201 0AFBA508 03555D58 0018F0AC 648502E8
0x0018F06C: FFFFFFFF 0018F08C 64808B28 03555D6C 0018F0C0 0018F250
0x0018F084: 0018F25C 0018F028 0018F0B8 64806971 0018F0C0 0018F250
base: 0x00090000 top: 0x0018EFAC bottom: 0x00190000
Backtrace (may be wrong):
=>0x6481DCB5 StreamRefresherCreate+0x27c5 in std.stream.dll (+0x2dcb5) (0x0018EFB8)
0x6481D95A StreamRefresherCreate+0x246a in std.stream.dll (+0x2d95a) (0x0018EFDC)
0x64808A77 in std.stream.dll (+0x18a77) (0x0018EFF8)
0x64806644 in std.stream.dll (+0x16644) (0x0018F020)
0x64804044 in std.stream.dll (+0x14044) (0x0018F070)
0x64808B28 in std.stream.dll (+0x18b28) (0x0018F08C)
0x64806971 in std.stream.dll (+0x16971) (0x0018F0B8)
0x6480B2C3 in std.stream.dll (+0x1b2c3) (0x0018F23C)
0x64809708 in std.stream.dll (+0x19708) (0x0018F254)
0x00406FDE in gta3.exe (+0x6fde)

 

 

I suppose there are a lot of differences between PC and Xbox files (are you trying run the Xbox map, right?) and that's why modloader crashes. Just like the SA PS2 map to PC.

Edited by Inadequate
Irrational

Okay, but if install it "traditionally", should I use it along with LCLF ?

It works mostly fine, you can finish the game with both.

 

The disadvantages are that LCLF makes the sidewalk and pavement textures worse and the Portland safehouse completely textureless.

Edited by Irrational

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