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Liberty City Stories Mobile Map for Vice City


guard3
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The shifted IPL I created then. Is that clear now?

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sharpie_eastern

There is no issues with the col or paths. If you convert the map correctly, you shouldn't have to touch anything.

Edited by sharpie_eastern
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The cols need to be edited because if used as is, they cause freezing when explosions take place (or at least that was my case).

Paths need to be edited, because they correspond to an object like in III, whereas in VC they're independent nodes.

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Paths need to be edited, because they correspond to an object like in III, whereas in VC they're independent nodes.

No, just no. VC is perfectly capable of handling per-object paths. You just have to increase the treadable limit.
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Paths need to be edited, because they correspond to an object like in III, whereas in VC they're independent nodes.

they

work

as

is

when

you

increase

treadables

limit

like

pointed

out

at

least

3

times

in

this

topic

but

you

seem

to

refuse

to

acknowledge

any

f*cking

advice

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Guard3 your getting advice by some of the best around this forum.

Just do as they say and you'll be fine.

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Alright. I'm sorry. Looks like I didn't quite get that well.

I tried and it always seamed that my game crashed and I got quite frustrated.

Reinstalled and reconfigured OLA and it works

tumblr_mduggnKqCy1qc1xmbo1_500.gif

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Found the cause of the crash

tJKQevP.png

These are 4 cases with 3-star-or-greater wanted level

Crash occurs when cops throw spikes. So I must have messed the spikes a bit...

This is a pic from previous post. Spikes:

 

 

xn3HFew.png

 

 

 

EDIT:

Fixed it! plc_stinger was assigned in both null.IDE and leedsbits.IDE

Edited by guard3
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Here's some interesting stuff, related to beta LCS, as they look lazily-made. Pickups:

property_locked

c7j3PJi.png

 


property_fsale

2LHFsXk.png

 


repair

72NSCQq.png

 


regenerator

WMN2QFU.png

 


steeraccuracy

IhwdruX.png

 


superaccuracy

VNvVK4J.png

 


bad_car

ps2P7I5.png

 


invisible

WrbF69j.png

 


megadamage

wYmFBfA.png

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Igor Bogdanoff

Maybe MP PSP related stuff?

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Maybe. I hadn't seen them before and I thought it was cool

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Property icons suggest that we could have buy safehouses in early stage of the game.

Repair icon is from Sa bloodring game.

Regenerator is early icon of helth regeneration.

Invisible is for turortial about wanted level and paramedic.

 

But what for are megadamage or bad car?

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The megadamage was probably something like you collect it with a car and the cars that you bump into get way more damage or even blow up

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Really looks like MP stuff. :D

 

Btw, I have a problem with traffic lights. They don't light up! Can anyone help me?

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Really looks like MP stuff. :D

 

Btw, I have a problem with traffic lights. They don't light up! Can anyone help me?

They work just fine as is, have you changed something?

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I haven't changed anything. From the first time I ported the map, they didn't light up.

I ported part of GTA III, III ones light up. Change the model collision, IDE of LCS with III one, still doesn't light up :/

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Yay!

 

0UGVbfi.png

 

Looks like I need to check "null.ide"; "trafficlight1" was assigned both there and in generic.ide, so 2dfx stuff went nuts, ugh! :miranda:

Edited by guard3
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LEEDSBITS2 in progress (67,7%) Done. Feeling hungry? How about Sicilian style "sausage meat a la Casa"?

BVbPvEY.png

Edited by guard3
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Λοιπόν, I thought I'd show latest progress:

  • LEEDSBITS2 has been 100% ported with some fixes, so all general and shared stuff has been ported; no more invisible props and stuff. That being said, Portland is complete! well... there are some LODs that need to be dealt with, so that' 99% complete, hehe 46RUj61.pngrMtCG4d.png1y0BQh6.png
  • Don't know if you noticed, but radar has now been correctly alligned!
  • Also, fixed some graphical glitches in Portland I had skipped (mainly wrong IDE flags)
  • Many double ID entries have been deleted my fault, oops, so that should have fixed stuff and should prevent new bugs
  • Fixed a hole in the water (Portland beach)
  • Started working on Staunton Island now! COMROAD has been ported (can't take many pics)pjsyKYG.pngI'll start working on COMMER soon!

Αυτά για την ώρα :D

Edited by guard3
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Soooooo, how's it going with zones? Are they ready?

No. I need to move them.

And will you replace VCPD and Vice Squad with LCPD and Avenging Angels?

No. That's ped editing stuff
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I'll keep it mind, thanks :)

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Will you add seafloor to the underwaters of LC?

It would be nice to see under the sea.

 

And if you can't find a good seafloor model, download the Clear Water & Bottom Mod.

Then, convert the "seabedlod.dff" file found in the mod's archive to VC format.

After that, add it to your mod.

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I'd rather find a way to make water non-transparent, but it's not possible. Your idea isn't bad, but I the "seabed" doesn't look that good. It's not like VC seabed

But, now school almost started and my 3ds max install got corrupted (crappy laptop powered off), so one more thing to worry about (maybe two) :(

Edited by guard3
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Although now school almost started and my 3ds max install got corrupted (crappy laptop powered off), so one more thing to worry about :(

 

No fear when Eddo is here! All of this can be fixed by simply doing this:

 

1. Uninstall 3DS Max.

 

2. Shut down your laptop.

 

3. Wait at least 5-10 seconds.

 

4. Turn your laptop back on.

 

5. Install 3DS Max.

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Λολ. I'd do a reinstall anyway :) I'll have some time to do some more stuff by the end of week.

Edited by guard3
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It's not like VC seabed

Then I'll make it look like VC seabed, which can be simply done by applying VC seabed's texture onto the model. I'll send you the modified TXD file soon...

 

EDIT:

Here's the link: http://s000.tinyupload.com/?file_id=57958195825865241664

 

Here's how to use it:

 

1. Open the TXD with TXD Workshop.

 

2. Extract the texture in TGA format.

 

3. Put seabedlod.dff next to the texture.

 

4. Open Zmodeler.

 

5. Import seabedlod.dff into Zmodeler.

 

6. Once the seabed model shows up in Zmodeler, press E.

 

7. Rename the texture starting with the "cliff" word to "seabed".

 

8. Export the DFF, when it asks for target version. Click VC.

 

9. Rename the exported dff to seabed.dff.

 

10. Open null.IDE.

 

11. Copy and paste this line into null.IDE (change the IDE number if 4000 is being used):

 

4000, seabed, seabed, 1, 3000, 0

 

12. Add seabed.dff and seabed.txd to gta3.img.

 

DONE!

Edited by EddoWilliams2016
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