MAJEST1C_R3 Posted September 18, 2016 Share Posted September 18, 2016 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 If I remember correctly - pixelated textures in VC version maps were only on preconverted and uploaded maps before releasing even SMC v1.0 Link to comment Share on other sites More sharing options...
H-G Posted September 19, 2016 Share Posted September 19, 2016 @guard3: I just realized that this memory address: 0x004C9F5D, is not needed at all. Take this memory address off your mod, only these memory addresses matter: 0x004C9E5F0x004C9F080x004CA1570x004CA199 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 20, 2016 Author Share Posted September 20, 2016 What do they do? Link to comment Share on other sites More sharing options...
sharpie_eastern Posted September 20, 2016 Share Posted September 20, 2016 They're the backface culling addresses and I don't suggest removing the value he mentioned, he has no idea what he's talking about. The map may seem normal for the most part but you will hit certain angles, especially when flying, that will show unflipped faces Rachel Amber, 609_uu, Evanjellydonut and 2 others 5 Link to comment Share on other sites More sharing options...
guard3 Posted September 20, 2016 Author Share Posted September 20, 2016 I already have the adresses. They're 5+1 The Hero mentioned. Link to comment Share on other sites More sharing options...
H-G Posted September 21, 2016 Share Posted September 21, 2016 (edited) He has no idea what he's talking about. Not only I have no idea what I'm talking about, but I also have no idea why I love you so much. ANYWAYS! @guard3: That memory address (0x004C9F5D) controls the backfacing on player+peds and right now I'm working on a ferry script, and once I'll get done with it. I'll work on a subway script. Edited September 22, 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...
H-G Posted September 22, 2016 Share Posted September 22, 2016 (edited) Any progress? Edited September 22, 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...
guard3 Posted September 22, 2016 Author Share Posted September 22, 2016 No Link to comment Share on other sites More sharing options...
guard3 Posted September 30, 2016 Author Share Posted September 30, 2016 Little stuff: hoxi, 609_uu, Jugend84 and 5 others 8 Link to comment Share on other sites More sharing options...
Ash_735 Posted September 30, 2016 Share Posted September 30, 2016 You're nearly there! I still don't know why you're manually doing it, but you're getting there champ! guard3, Evanjellydonut, 609_uu and 3 others 6 Link to comment Share on other sites More sharing options...
Rachel Amber Posted September 30, 2016 Share Posted September 30, 2016 nice little progress guard3 and 609_uu 2 Link to comment Share on other sites More sharing options...
guard3 Posted September 30, 2016 Author Share Posted September 30, 2016 Thank you! Link to comment Share on other sites More sharing options...
H-G Posted October 1, 2016 Share Posted October 1, 2016 Great job! I can't wait to play around in the full LC map! Take this and relax! Ivan1997GTA and 609_uu 2 H-G's Workshop https://gtaforums.com/topic/905964-h-gs-workshop/ Link to comment Share on other sites More sharing options...
H-G Posted October 3, 2016 Share Posted October 3, 2016 What's up with them paths? H-G's Workshop https://gtaforums.com/topic/905964-h-gs-workshop/ Link to comment Share on other sites More sharing options...
H-G Posted October 3, 2016 Share Posted October 3, 2016 (edited) Hey, guard3. I think that the following mods will be perfect for your mod: Project 2DFX Vice City - Sky Full of Stars! Seabed mod for GTA 3 I'm pretty sure that these three mods will make your mod look cool. Edited October 3, 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...
guard3 Posted October 3, 2016 Author Share Posted October 3, 2016 What's up with them paths?It's all fine, thanks for asking Hey, guard3. I think that the following mods will be perfect for your mod: Project 2DFX Vice City - Sky Full of Stars! Seabed mod for GTA 3 I'm pretty sure that these three mods will make your mod look cool. Nice one! That's why everyone can manually install them, so no worries 609_uu 1 Link to comment Share on other sites More sharing options...
Ash_735 Posted October 12, 2016 Share Posted October 12, 2016 Yeah those kind of mods would be overkill, at least stick to including mods that would match the game, such as SilentPatch (Which I still think Lucid took a look at as most of the things fixed in SilentPatch were suddenly fixed in LCS Mobile) or SkyGFX, give that low quality map a bit of a boost with Xbox effects: Personally I'd be tempted to go through and restore the low quality textures too with the GTA3 ones, just edit them, I mean look at this quality, and the "Remade" ones for Mobile are too HD pack like that don't fit: guard3, Z i X, Rachel Amber and 2 others 5 Link to comment Share on other sites More sharing options...
guard3 Posted October 12, 2016 Author Share Posted October 12, 2016 Not only are they "too HD", but they don't fit LC atmosphere Link to comment Share on other sites More sharing options...
Ash_735 Posted October 12, 2016 Share Posted October 12, 2016 Not only are they "too HD", but they don't fit LC atmosphere EXACTLY RIGHT!!?? I mean, sh*t, come on Lucid/Rockstar if I can do THIS without any input/help at all and I'm just one guy doing minimal effort, then just really... hoxi, EternalFlakko, Igor Bogdanoff and 10 others 13 Link to comment Share on other sites More sharing options...
The Hero Posted October 12, 2016 Share Posted October 12, 2016 Keep in mind these are the guys who are using PS2 geometry in an OpenGL game and are shipping *two* sets of unused textures for everything. Igor Bogdanoff 1 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
Evanjellydonut Posted October 12, 2016 Share Posted October 12, 2016 Keep in mind these are the guys who are using PS2 geometry in an OpenGL game and are shipping *two* sets of unused textures for everything.Unused.=.best.use Link to comment Share on other sites More sharing options...
guard3 Posted October 14, 2016 Author Share Posted October 14, 2016 Fixed Staunton tree shadows. Wrong IDE flags caused flickering and graphical glitches: Z i X, 609_uu, cosmys and 2 others 5 Link to comment Share on other sites More sharing options...
Rachel Amber Posted October 15, 2016 Share Posted October 15, 2016 Nice progress anyway this map is awesome guard3 1 Link to comment Share on other sites More sharing options...
guard3 Posted October 15, 2016 Author Share Posted October 15, 2016 Thanks! Rachel Amber 1 Link to comment Share on other sites More sharing options...
guard3 Posted October 16, 2016 Author Share Posted October 16, 2016 Old Subway! Τρομαχτικό: Z i X, cosmys and Rachel Amber 3 Link to comment Share on other sites More sharing options...
Rachel Amber Posted October 16, 2016 Share Posted October 16, 2016 Nice anyway does interiors like savehouses are converted and added teleport marker to them? Link to comment Share on other sites More sharing options...
guard3 Posted November 25, 2016 Author Share Posted November 25, 2016 (edited) Nice anyway does interiors like savehouses are converted and added teleport marker to them? Interiors are converted but there's no marker atm Speaking of safehouses, here's the exterior of Staunton's one: Edited December 3, 2016 by guard3 cosmys, Jinx., Rachel Amber and 1 other 4 Link to comment Share on other sites More sharing options...
guard3 Posted December 3, 2016 Author Share Posted December 3, 2016 (edited) Normal objects done! LODs are awaiting... Some new highlights: Επιτέλους! Edited December 3, 2016 by guard3 GeneralSteve93, Z i X, Perkele6666 and 5 others 8 Link to comment Share on other sites More sharing options...
Jsonic3000 Posted December 15, 2016 Share Posted December 15, 2016 I 100% support this topic Link to comment Share on other sites More sharing options...
AZS9 Posted December 24, 2016 Share Posted December 24, 2016 Will there be any Beta 4? Link to comment Share on other sites More sharing options...
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