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dead project 2


Wakka387
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Project has been dead for a while, so I figured I would completely remove the main post due to the current crusade take 2 has had against mods

Edited by Wakka387
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Nice, good luck :)

 

Might do the weapons if I have enough time.

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Nice, good luck :)

 

Might do the weapons if I have enough time.

thank you :) and that would be very much appreciated Edited by Ss4gogeta0
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This will be very interesting to see, Good luck!

Edited by Stoney0503
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Could you please show some ingame pictures? I'm curious about how it looks.

dont have it in game yet ;)

 

cwmAC4B.png

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It's gonna be more difficult and time consuming than you realise. You can't export a whole map or anything of that size in the game without trouble. Things like .col's can only handle a certain amount of faces before the game crashes, so you'll have to split up the entire map into each building and each lane of road there is (either way you're gonna want to do it if you don't want the game to lag to hell), also depending on how big the building is, maybe splitting them into more than one piece as well (because of the higher amount of faces).

 

As well as that, you'll have to click, center, and export each and every piece of the map. Plus, with collisions, you'll probably have to remodel the entire map so each side of a building is one polygon instead of thousands of squares, otherwise you'll have to split the buildings up into even more pieces for the .col not to have too many faces as for it to crash the game. Even going so far as having to remodel some things like traffic lights and stuff, unless you want invisible walls everywhere.

 

Aaand as well as that, with the Map IO, you're gonna have to click each and every model (which will be thousands at some point) and assign it a number, for it to make an IDE/IPL. Which you'll have to have backed up the scene just after you split everything up, so the coordinates are right and ready for export.

 

Oh, and as well as having to do things for the sake of stability so the game doesn't lag to crap, you're gonna have to make LODs for everything as well, which is probably the most tedious task of them all.

 

Basically, chances are you're never going to get it done.

Edited by Kalvin
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> people tell me to just do it myself because no one else is going to do it

 

> People tell me to give up because im never going to ever be able to do it

 

> GTAForums Logic

 

anyway, Im going to try cutting the map into sections similar to this

 

KF%201.jpg

 

and then cutting each section into N/S/E/W versions... it wont be pretty, but it will have to do since the tutorial im using is rather dodgy and moldy due to old age and obsolete hardware

 

 

Basically, chances are you're never going to get it done.

by all means, if you dont want me to do it then why dont you do it yourself? all the files happen to be in my signature except for the radio stations are in mp3 format since I havnt uploaded the wav files yet.

 

because it may not be perfect, it may be buggy to hell, but atleast im making an attempt to do something that I asked many, many people to do for the past year or so only to be shot down because they cant be arsed to do it.

Edited by Ss4gogeta0
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Now this should be interesting!

 

I think you can do it Ss4Gogeta0, but I'm curious as to how it will look.

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I tried it and got rather far (2/3 of the Downtown map), but I gave up due to lack of motivation, with the real killer being my hard drive crapping itself. They say to do it yourself like you're telling me to. We could, but things like problems and lack of interest stops us from ever doing it.

Edited by Kalvin
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by all means, if you dont want me to do it then why dont you do it yourself?

Maybe he doesn't want to do it since it's 2015 and nobody wants to drive around in a map made out of nothing but 90 degree angles.

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I tried it and got rather far (2/3 of the Downtown map), but I gave up due to lack of motivation, with the real killer being my hard drive crapping itself. They say to do it yourself like you're telling me to. We could, but things like problems and lack of interest stops us from ever doing it.

thing is, I got nothing but free time since I dont got a job and I have to wait til next semester (which is January) to go back to college due to a technicality.

I have motivation to get this done. partly because this is a mod I would play over and over again just for the variety. and partly because I dont want my work to go to waste since Im the one who extracted the maps in the first place

 

also downtown map is GTA 2. different game and different map style

Edited by Ss4gogeta0
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As well as that, you'll have to click, center, and export each and every piece of the map. Plus, with collisions, you'll probably have to remodel the entire map so each side of a building is one polygon instead of thousands of squares, otherwise you'll have to split the buildings up into even more pieces for the .col not to have too many faces as for it to crash the game. Even going so far as having to remodel some things like traffic lights and stuff, unless you want invisible walls everywhere.

 

Aaand as well as that, with the Map IO, you're gonna have to click each and every model (which will be thousands at some point) and assign it a number, for it to make an IDE/IPL. Which you'll have to have backed up the scene just after you split everything up, so the coordinates are right and ready for export.

 

Oh, and as well as having to do things for the sake of stability so the game doesn't lag to crap, you're gonna have to make LODs for everything as well, which is probably the most tedious task of them all.

 

Why would you do this all one by one when there are tools that allow batch exporting(.dff and .col) and there is a tool that allows you to create an .ide for all models in the current scene? There are even maxscripts that allow you to cut up a model based on the grid.

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I don't know of and haven't ever seen such tools, so I was just stating what I knew.

 

Could you spare some time and perhaps share some links of them? I think it would be useful for myself and others in the future.

Edited by Kalvin
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Why would you do this all one by one when there are tools that allow batch exporting(.dff and .col) and there is a tool that allows you to create an .ide for all models in the current scene? There are even maxscripts that allow you to cut up a model based on the grid.

considering I downloaded a HUGE supply of GTA Maxscripts, could you please point out which ones would be useful for what im working on?

 

 

ddW8Ouu.png

WOS1OGp.png

S5lBB5T.png

qcb8wEE.png

WN9cePz.png

Cu79tey.png

 

 

ive been going between milkshape/blender/3ds max and using the knife tool to cut things. also I toyed around with some of the molding features :p so im starting to get the hang of things abit.

Edited by Ss4gogeta0
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DivideObject.ms - would probably be usefull in spliting the map although I've never used it before. Google search

for other non-gta max scripts that allow for dividing with the grid.


createIDE.ms - use this to create an ide for all the models in the scene then load up that .ide using Kams Map IO.


export_DFF - Allows for mass export of DFF's

export_steve_col_script.ms - lets you batch export models into .cst files which can then be imported into a col using ColEditorII

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I'm guessing the police car replacements in San Andreas are:

 

LCPD - copcarla

SAPD - copcarsf

VCPD - copcarvg

 

Also, I should note that the firetrucks in Liberty City & Vice City are exactly the same.

 

Anyway, good luck on the mod!

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  • 2 weeks later...

News?

No?

 

If there were any news, they would be posted.

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sorry I should have posted some updates earlier. I have been getting help from a GTA III modder so the maps being ported into Moo mapper is no longer an issue, but RL stuff kinda had my attention elsewhere. (God brother and his Fiance fighting and Im the mediator, aswell as personal issues between me and someone)

 

I will post some screenshots later after me and my little russian friend make a bit more progress

Edited by Ss4gogeta0
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Awesome mod.

Continue it. If you need some minor help, just let me know :)

I don't know 3D stuff, but audio shouldn't be a problem :)

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Unfortunately I do not have the time to work on such a big project but I would like to contribute, if you need help with anything don't hesitate to send me a PM.

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F8i4bRU.png

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A guy once had a similar idea, it was called "Duke Theft Auto", it was looking good, he was remaking GTA 1 on the Duke Nukem engine.

 

duke0000.2.jpgThere's a downloadable demo on moddb, the author eventually gave up on it, though.

Edited by Irrational
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That looks like he hit the nail right on the head right there, as far as visuals are concerned.

Edited by universetwisters
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this project may be split between GTA 1 & GTA London... Stay tuned

Edited by Ss4gogeta0
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  • 2 weeks later...

Did you add the vehicles to be done or was it always there?

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Did you add the vehicles to be done or was it always there?

its always been there, I added the team roster and the special credits

 

I will update the VC audio checklist in a minute since I converted everything to native VC format

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  • 2 weeks later...

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