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Liberty City Stories Mobile Map for Vice City


guard3
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vulmJx1.png


Liberty City Stories has been released for mobile. So, why not bring its map to PC? This modification transforms Vice City to Classic Liberty City from 1998, along with many map and model fixes for a true Liberty City experience!


v5Rb0EM.png

What's New!:

  • Portland Island is now 100% complete
  • COMMER is now 100% ported
  • More Staunton and Portland LOD fixes
  • More Missing Texture Fixes
  • Dynamic objects, interiors, pickups, mission stuff and more!
  • More model fixes
  • More Transparency bug fixes

 



IkewSCP.png

 

Beta 4 'Vandal': Click Me + Update (ReadMe included -English/Ελληνικά)
Beta 3 'Shoplifter': Click Me (ReadMe included -English/Ελληνικά)
Bonus: Disable Backface Culling CLEO Script


Enjoy! Please give me feedback and don't forget to credit me :D


v6wufwp.png

 

(ported, partly ported, not ported):
General:
[x] generic
[x] temppart
[x] making
[x] leedsbits
[x] leedsbits2
Portland:
[x] indroads
[x] indust
Staunton:
[x] commer
[x] comroad
[ ] fortstaunton
[ ] fortdestroyed
Shoreside Vale:
[x] suburb
[x] subroads
Other:
[x] Paths
[ ] Zones


Progress is regularly updated in this spoiler :p

 

HymLfCW.png

 


[table]

SOFTWARE[/th]
3DS Max 2012[/td]
Collision Editor II v0.4Steve M
IMG Limit Adjusterfastman92
IMG Manager v2.0xmen
Magic.TXDThe_GTA
Map CleanerSwoorup
MooMapper 0.94
Notepad
Notepad++
Open Limit AdjusterLINK/2012
RenderWare File ConverterThe Hero
Sanny Builder
[td]Water Editor v1.0Steve M[/table]
[table]
CREDITS[th]
HM128LOD fix memory address
Kam3ds Max scripts
MAJEST1C_R3Memory Addresses
seggaemanDFF Importer/Exporter
sharpie_easternMemory Addresses
[/table]

If you know any name that is missing from this list, please let me know :)

 

R9qkzFs.png

 

 

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9jEAT7a.png

pvHmtyS.png

46RUj61.png

wSNRXP5.png

 

 

Edited by guard3
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It's already converted by Majestic.

  • Like 1

HHnErXC.png


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It's already converted by Majestic.

Models (at least some of them) & textures from LCS mobile are more high quality than PS2 ones.

Edited by NyTaed
  • Like 3
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To convert everything from the mobile version and PS2, and next to do full mod to GTA VC.

GTA LCS Edition for VC. :)

 

 

I'm sorry for my english..:(

Edited by Hanakop93
  • Like 2
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@NyTaed
What's the problem to replace existing textures to iOS/Andorid one?

HHnErXC.png


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@NyTaed

What's the problem to replace existing textures to iOS/Andorid one?

Did I say there is a problem to do so? it is a good idea anyway.

Edited by NyTaed
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It's different. iOS/Android LCS's models have NAMES instead of numbers from LVZ. Majest1c_R3's map models have numbers. So porting a mobile HD version would be difficult!

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It's different. iOS/Android LCS's models have NAMES instead of numbers from LVZ. Majest1c_R3's map models have numbers. So porting a mobile HD version would be difficult!

What will you do with water? It moved at east by 400.0 and mismatches with the city when using LCS waterpro.dat

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I know, I have the coordinates to move the map with map editor.

Edited by guard3
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I know, I have the coordinates to move the map with map editor.

If you'll move the map in MED you'll got mismatch with radar map. Rockstar made the map bounds and water moved to east due to increasing water space for boats near beach.

 

Also I see models with wrong oriented faces on your screens. Look at trafficlights for example. You should fix that by hand in 3dsMax

Edited by MAJEST1C_R3
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I know, I'll have that done. For, now I'm using your patcher (not in the screens)

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The LCS Mobile map should be converted to GTA IV or GTA V (in the future when there is map support). It has gotten a nice graphical upgrade that it would actually look good on RAGE.

 

We also got to get these textures on the GTA III map.

 

Also, I can't wait to see how GTA VCS will look with textures that are the quality of LCS Mobile.

Edited by nkjellman
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The LCS Mobile map should be converted to GTA IV or GTA V (in the future when there is map support). It has gotten a nice graphical upgrade that it would actually look good on RAGE.

 

We also got to get these textures on the GTA III map.

 

Also, I can't wait to see how GTA VCS will look with textures that are the quality of LCS Mobile.

We only got new textures (mostly stolen from a third party mod). The low poly map, roads and models are still the same as the original game. It will look even worse in IV because of the missing bump and specular maps that Rage engine has for rendering 3D textures and reflections in models. 3D Era maps fit perfectly in 3D era games only.
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Simple LCS Mobile Map wouldn't work indeed. Maybe with HQer models, sure.

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The LCS Mobile map should be converted to GTA IV or GTA V (in the future when there is map support). It has gotten a nice graphical upgrade that it would actually look good on RAGE.

 

We also got to get these textures on the GTA III map.

 

Also, I can't wait to see how GTA VCS will look with textures that are the quality of LCS Mobile.

We only got new textures (mostly stolen from a third party mod). The low poly map, roads and models are still the same as the original game. It will look even worse in IV because of the missing bump and specular maps that Rage engine has for rendering 3D textures and reflections in models. 3D Era maps fit perfectly in 3D era games only.

 

What mod is that?

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The LCS Mobile map should be converted to GTA IV or GTA V (in the future when there is map support). It has gotten a nice graphical upgrade that it would actually look good on RAGE.

 

We also got to get these textures on the GTA III map.

 

Also, I can't wait to see how GTA VCS will look with textures that are the quality of LCS Mobile.

That's about Vice City. Neither IV nor V, ok?

Edited by guard3
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generic, indroads, leedsbits and leedsbits2 work perfectly.

indust and making crash around harwood and portland docks... :panic:

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MAJEST1C_R3

generic, indroads, leedsbits and leedsbits2 work perfectly.

indust and making crash around harwood and portland docks... :panic:

U using Ked or Med? Have you any errors during map loading in Ked? If yes that maybe BinMeshPLG bug of few models. This bug can cause game crash when it trying to render that object (I had that bug in Stories Map Converter but hopefully fixed it in 1.1)

Edited by MAJEST1C_R3
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I don't use any Map Editor (yet) I'm adding .ide to see which work and which not. But, with map editors, I had problems when loading separate img files, as they would be assigned as missing objects.

 

What's that BinMeshPLG?

Edited by guard3
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Sorry for doubleposting, but I have some great news!

1) When using different parameters while converting dffs, map doesn't seem to crash around 8ball's area anymore

2) Optimising collisions now prevents game from freezing when explosions take place.

If all goes well, Portland will only need model fixes!

Edited by guard3
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  • 1 month later...

Well, I had problems converting files... especially collisions. Plus, school is a pain.

But I'm working now, I might release (though buggy) Portland. :catspider:

 

EDIT: Just released Portland. There are Alpha bugs, flipped faces and some collision issues. However, these will be fixed in the future

Edited by guard3
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I will. But paths are in GTA3 format. Conversion to Vice City will take time and needs to be done after the map is fully converted. :/

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I hope I convert those too...

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I hope I convert those too...

 

OK, good. Send me the .zon files and i'll convert them for you.

 

 

I know, I have the coordinates to move the map with map editor.

 

Don't move the map, as this will cause mismatches with the following:

 

Vehicle & Ped Paths

Culling

Zones

Radar Map

 

So just keep the map on original coords.

Edited by EddoWilliams2016
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Don't move the map, as this will cause mismatches with the following:

 

Vehicle & Ped Paths

Culling

Zones

Radar Map

 

So just keep the map on original coords.

Yeah, well

1) Map boundaries can't be adjusted, so east side meets a transparent wall.

2) Also, water mismatches with the map

3) Paths are assigned to objects like in GTAIII. So they have to be added manually in paths.ipl. This will cause no mismatch if it's done on new coordinates

4) Even if I don't move the map, the paths are based on the world center, so they'll mismatch anyway

5) Radar map can be edited. This I'll have to do, because pvrs don't have smooth alpha channel, unlike the whole map image

 

EDIT: ALPHA 0.0.2 RELEASED! The whole map is converted, except Fort Staunton. There are bugs and crashes, but at least colisions are fixed and game doesn't freeze when hunter explodes. Expect model fixes and mobile textures soon ;). Check top post

Edited by guard3
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  • 2 weeks later...

Started working on "generic" model fixes (flipped faces, alpha bugs, optimizing). Once this is done, expect a preview with those fixes

PS: I'll release generic mobile textures too ;)

 

MODELERS NEEDED TO HELP SPEED UP FIXING. ANYONE INTERESTED, PM ME PLEASE

Edited by guard3
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