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Liberty City Stories Mobile Map for Vice City


guard3
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im all for this mod. :p

 

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

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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!

Thanks for tut, though I already know how to do that (I wouldn't have started the mod if I didn't :p)

And I'll think about the seabed. The idea doesn't intrigue me, but I'll keep it in mind

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Here's some progress:

Regarding COMMER

RKAx4PP.png

dTURZvb.png

JAx3ylD.png

32PCTvs.png

 

Regarding Fixes

Original PSP:

m5DZT6Y.png

Fixed:

Ivj62d6.png

 

Original PSP:

5hiXR3H.png

Before:

kvp26NN.png

After:

G9tVxgC.png

 

Έπεται και συνέχεια ;)

 

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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 by EddoWilliams2016
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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 :D

Edited by guard3
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accidental

Edited by guard3
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ia2OtMq.png

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)

 


R9qkzFs.png

 

46RUj61.png

RKAx4PP.png

dTURZvb.png

wSNRXP5.png

QBGkjn2.png

sD9Wx4Y.png

Edited by guard3
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Backface is completely disabled. And the map is moved east, because of map boundaries

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And the map is moved east, because of map boundaries

How much?

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And why?

HHnErXC.png


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And the map is moved east, because of map boundaries

 

Why just not to edit boundaries and place map as is with original coords?

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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.

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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.

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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 by guard3
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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!!!

1S3CN3L.jpg

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No. The map will be left with a hole, yolo!

Sarcasm. I mean yes :)

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You know what that map would be a cool start for gta lcs pc edition mobile :lol:

 

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 by EddoWilliams2016
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He didn't make guard3 work on that, though...? Accept people's opinions and stop getting so triggered by them.

Edited by Jinx.
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You know what that map would be a cool start for gta lcs pc edition mobile :lol:

 

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

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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 :cookie:! (The only way to destroy this cookie is to eat it.)

Edited by The Eddo
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You mean like these rooftops? :p

BrZTJHS.png

Why textures are pixelated? You need to enable linear filtering through TXD filter flags

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sharpie_eastern

 

You mean like these rooftops? :p

 

BrZTJHS.png

 

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 by sharpie_eastern
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