Ss4gogeta0 Posted September 7, 2016 Share Posted September 7, 2016 im all for this mod. maybe the scm could be ported over rather easily. I think I remember something about the stories scm structure & cmds being very similar to VCs guard3 and H-G 2 Link to comment Share on other sites More sharing options...
guard3 Posted September 7, 2016 Author Share Posted September 7, 2016 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!Thanks for tut, though I already know how to do that (I wouldn't have started the mod if I didn't )And I'll think about the seabed. The idea doesn't intrigue me, but I'll keep it in mind Link to comment Share on other sites More sharing options...
guard3 Posted September 8, 2016 Author Share Posted September 8, 2016 Here's some progress: Regarding COMMER Regarding Fixes Original PSP: Fixed: Original PSP: Before: After: Έπεται και συνέχεια GeneralSteve93, Sweet Bellic, The White Death and 3 others 6 Link to comment Share on other sites More sharing options...
H-G Posted September 9, 2016 Share Posted September 9, 2016 (edited) Firstly, I see Shoreside Mountains in the background of the 2nd last screenshot. So does that mean SUBURB is also ported? Secondly, I see a tunnel in the down right corner of the 6th screenshot. Thirdly, the LCS's HUD and Radar look bigger than VC's. And fourthly, why the ped density and the car density is so low? The barren streets of LC remind me of the effects of the GHOSTTOWN cheat in SA. EDIT: I'm currently busy making an enter interiors script which will allow Tommy to enter the interiors around LC, I will send you the script once I'm finished working on it. Edited September 9, 2016 by EddoWilliams2016 guard3 and Sweet Bellic 2 H-G's Workshop https://gtaforums.com/topic/905964-h-gs-workshop/ Link to comment Share on other sites More sharing options...
guard3 Posted September 9, 2016 Author Share Posted September 9, 2016 (edited) I see Shoreside Mountains in the background of the 2nd last screenshot. So does that mean SUBURB is also ported? Nope. What you see in the second one is the horizon, lol! (I'm pointing south, whereas shore is north). But there is a LOD model from generic whom I increased the draw distance so that it's visible (as it should be - penultimate screenshot) I see a tunnel in the down right corner of the 6th screenshot. That's the city subway. the LCS's HUD and Radar look bigger than VC's. Radar is the same size as VC. HUD shouldn't bother you; it isn't included in the mod, but is available from HM128 at gtagarage why the ped density and the car density is so low? It's because I take the screenshot from a height (heli). Doesn't seem low when driving. Also drivers are aggressive. Those I think have to do with zones and scm (original game scm must control traffic, max speed, density etc) I'm currently busy making an enter interiors script which will allow Tommy to enter the interiors around LC, I will send you the script once I'm finished working on it. That'd be very nice! Looking forward to seeing it in-game Also, I plan to release a new updated version with all converted stuff and fixes by the end of the week, as school starts and I won't have enough time to work on it. A little treat Edited September 9, 2016 by guard3 Link to comment Share on other sites More sharing options...
guard3 Posted September 11, 2016 Author Share Posted September 11, 2016 (edited) accidental Edited September 11, 2016 by guard3 Link to comment Share on other sites More sharing options...
guard3 Posted September 11, 2016 Author Share Posted September 11, 2016 (edited) What's New!: generic temppart making leedsbits leedsbits2 indust (99%) indroads commer (32,4%) comroad Radar LOD fixes Missing Texture Fixes Dynamic objects, interiors, pickups, mission stuff and more! Transparency bug fixes Water fixes Double ID's deleted (no wanted level crash, working trafficlights) Beta 3 Shoplifter PS2: Click Me (ReadMe included -English/Ελληνικά) Edited September 11, 2016 by guard3 Jugend84 and cosmys 2 Link to comment Share on other sites More sharing options...
H-G Posted September 12, 2016 Share Posted September 12, 2016 (edited) Nice job, have some cookies! EDIT: On which things the backfacing is enabled on? Does the map use LCS PS2 coords? Edited September 12, 2016 by EddoWilliams2016 guard3 1 H-G's Workshop https://gtaforums.com/topic/905964-h-gs-workshop/ Link to comment Share on other sites More sharing options...
guard3 Posted September 12, 2016 Author Share Posted September 12, 2016 Backface is completely disabled. And the map is moved east, because of map boundaries Sweet Bellic 1 Link to comment Share on other sites More sharing options...
Silent Posted September 12, 2016 Share Posted September 12, 2016 And the map is moved east, because of map boundaries How much? Link to comment Share on other sites More sharing options...
_CP_ Posted September 12, 2016 Share Posted September 12, 2016 And why? Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted September 12, 2016 Share Posted September 12, 2016 And the map is moved east, because of map boundaries Why just not to edit boundaries and place map as is with original coords? 871761, Sweet Bellic, The Hero and 1 other 4 Link to comment Share on other sites More sharing options...
guard3 Posted September 13, 2016 Author Share Posted September 13, 2016 I did it the same way GTA:LC did. Moved it by x:-335, z:+6. I couldn't move the boundaries, just multiply their size. And water has harcoded stuff, so even if I edited it with water editor, there would be blocks that just wouldn't fit well (harwood and tunnels would be noticeable). To get it to fit correctly, I'd have to move the center of the water which is hardcoded. Plus, when editing boundaries, the water has bugs, like falling through visible water and drowning in ramdom non water places. Sweet Bellic 1 Link to comment Share on other sites More sharing options...
Silent Posted September 13, 2016 Share Posted September 13, 2016 Moved it by x:-335, z:+6. Should've been 400.0 on X axis. (harwood and tunnels would be noticeable) Indeed, custom cullzones have to be created for that. guard3 and Sweet Bellic 2 Link to comment Share on other sites More sharing options...
H-G Posted September 13, 2016 Share Posted September 13, 2016 (edited) I did it the same way GTA:LC did. Moved it by x:-335, z:+6. So, does that mean if I use some coords from GTA:LC SCM. It will work correctly? Edited September 13, 2016 by EddoWilliams2016 Sweet Bellic 1 H-G's Workshop https://gtaforums.com/topic/905964-h-gs-workshop/ Link to comment Share on other sites More sharing options...
guard3 Posted September 13, 2016 Author Share Posted September 13, 2016 (edited) Should've been 400.0 on X axis.By moving it, I also have to edit the radar. If I moved it by 400, radar whouln't fit.So, does that mean if I use some coords from GTA:LC SCM. It will work correctly?Yes Edited September 13, 2016 by guard3 Sweet Bellic 1 Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted September 13, 2016 Share Posted September 13, 2016 And water has harcoded stuff, so even if I edited it with water editor, there would be blocks that just wouldn't fit well (harwood and tunnels would be noticeable). To get it to fit correctly, I'd have to move the center of the water which is hardcoded. Plus, when editing boundaries, the water has bugs, like falling through visible water and drowning in ramdom non water places. Try (if you on 1.0 exe) to set float at address 0x69CC58 to 0.0 (default 400.0) and get PROFIT!!! Silent, cosmys, undertaker fan and 1 other 4 Link to comment Share on other sites More sharing options...
guard3 Posted September 13, 2016 Author Share Posted September 13, 2016 Thanks for that Link to comment Share on other sites More sharing options...
Evanjellydonut Posted September 15, 2016 Share Posted September 15, 2016 good.job.I.like.the.mod.(☆∀☆) guard3 1 Link to comment Share on other sites More sharing options...
H-G Posted September 15, 2016 Share Posted September 15, 2016 @guard3: Will you convert FORTSTAUNTON and FORTDESTROYED after fully porting COMMER? H-G's Workshop https://gtaforums.com/topic/905964-h-gs-workshop/ Link to comment Share on other sites More sharing options...
guard3 Posted September 15, 2016 Author Share Posted September 15, 2016 No. The map will be left with a hole, yolo! Sarcasm. I mean yes H-G and Rachel Amber 2 Link to comment Share on other sites More sharing options...
Rachel Amber Posted September 15, 2016 Share Posted September 15, 2016 You know what that map would be a cool start for gta lcs pc edition mobile guard3 1 Link to comment Share on other sites More sharing options...
H-G Posted September 16, 2016 Share Posted September 16, 2016 (edited) You know what that map would be a cool start for gta lcs pc edition mobile Two words: Hell. No. Let guard3 work on his mod. EDIT: And please, don't even think about mentioning a PC edition of LCS here. Edited September 16, 2016 by EddoWilliams2016 H-G's Workshop https://gtaforums.com/topic/905964-h-gs-workshop/ Link to comment Share on other sites More sharing options...
Jinx. Posted September 16, 2016 Share Posted September 16, 2016 (edited) He didn't make guard3 work on that, though...? Accept people's opinions and stop getting so triggered by them. Edited September 16, 2016 by Jinx. Rachel Amber 1 Link to comment Share on other sites More sharing options...
Rachel Amber Posted September 16, 2016 Share Posted September 16, 2016 You know what that map would be a cool start for gta lcs pc edition mobile Two words: Hell. No. Let guard3 work on his mod. EDIT: And please, don't even think about mentioning a PC edition of LCS here. i know im just joking guard3 1 Link to comment Share on other sites More sharing options...
H-G Posted September 16, 2016 Share Posted September 16, 2016 (edited) He didn't make guard3 work on that, though...? Accept people's opinions and stop getting so triggered by them. Sorry about that, I tend to go off like a bomb on rare occasions. ANYWAYS! @guard3: 1. You mentioned something about aggressive drivers a few pages back, right? Well, that can be fixed by some SCM editing bu it requires some properly implemented zones though. 2. You should add solid roofs to buildings because I'm planning to take a flight over LC (with a Dodo) after the mod is finished. 3. How you managed to move paths? I'm amazed! And for that I give you an indestructible ! (The only way to destroy this cookie is to eat it.) Edited May 7, 2018 by The Eddo Jinx. and Rachel Amber 2 H-G's Workshop https://gtaforums.com/topic/905964-h-gs-workshop/ Link to comment Share on other sites More sharing options...
Rachel Amber Posted September 16, 2016 Share Posted September 16, 2016 yeach make rooftops fix for this map would be amazing guard3 1 Link to comment Share on other sites More sharing options...
sharpie_eastern Posted September 16, 2016 Share Posted September 16, 2016 You mean like these rooftops? cosmys, Igor Bogdanoff, Evanjellydonut and 5 others 8 Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted September 17, 2016 Share Posted September 17, 2016 You mean like these rooftops? Why textures are pixelated? You need to enable linear filtering through TXD filter flags Link to comment Share on other sites More sharing options...
sharpie_eastern Posted September 18, 2016 Share Posted September 18, 2016 (edited) You mean like these rooftops? Why textures are pixelated? You need to enable linear filtering through TXD filter flags It's an old pic, I've already fixed that. I'm talkin "Stories Map Converter" days Edited September 18, 2016 by sharpie_eastern Link to comment Share on other sites More sharing options...
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