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OpenIV Team presents Liberty City in GTA V


GooD-NTS
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I believe the converter will only convert whatever models and textures from your GTA 4 install. If you want any fancy 4k HDR lossless texture, the best you can do is install a mod of your preference before converting and hope everything goes well.

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Ok its Monday can we have those screenshot's one at night From LS i want to see if we can the LC lights from LS

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@Good

Remember IV had some extreme low ass res textures,like tress and other stuff,would you be replacing those with some HQ textures that you can grab from GTA4MODS ?

 

And a suggestion,since you have successfully placed LC within the map,can't you bring NY the same way as a third city ?

if they put "hq" textures that would ruin the experience, atleast for me.

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Remember IV had some extreme low ass res textures,like tress and other stuff,would you be replacing those with some HQ textures that you can grab from GTA4MODS ?

They will just convert the base map, without anything on top of that. If you install HQ textures before converting the map, they may or may not be converted successfully and OpenIV guys are not responsible for any errors and issues that may occur if you try and convert the map from the modded game.

 

And a suggestion,since you have successfully placed LC within the map,can't you bring NY the same way as a third city ?

Where are they supposed to take NY map from?

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Silly me. But still, why would they add it if it's already in the game? You only need one variable to load it up.

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Silly me. But still, why would they add it if it's already in the game? You only need one variable to load it up.

It is incomplete, lacks collision outside the road for most part, detailed materials and is floating in the sky.

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That would require a lot of work to turn NY into a complete town, and it's totally different from automated map conversion.

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I'd like to know more about prop contribution.

Will there be some guidelines how to submit improved buildings, which format, polycount, etc? Will it be separate buildings or should it be complete blocks/parts?

Things like that.

Edited by Alvarez
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You dont really need a template to follow when you can see R* patterns inside their own game

They love to make roads and anything related to traffic highways separated from the building blocks

They do building blocks and leave skycrapers to be alone and split into parts. When the buildings have extra details like dirt, glue, or signs they like to put the whole set of details for a determined building block into a separate file too

And alot more patterns like these to be found. I would think following R* pattern sounds the best

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Download Simple Trainer and Enable MP maps in Teleporting/Other teleports menu.

Also, you get the aircraft carrier by enabling MP Maps and teleporting to it. Or by installing Open Interiors and it will spawn at sea around where North Yankton is.

The game is crashes with PACK file error when I try to enable MP maps.

So, no screenshots from aircraft carrier.

 

 

File Pack error? Check your PM. I believe I can help you fix that.

 

A bit off topic, but can you share that with us all too? Is there an actual method of fixing it aside from minimizing the # of dlcpacks?

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Download Simple Trainer and Enable MP maps in Teleporting/Other teleports menu.

Also, you get the aircraft carrier by enabling MP Maps and teleporting to it. Or by installing Open Interiors and it will spawn at sea around where North Yankton is.

The game is crashes with PACK file error when I try to enable MP maps.

So, no screenshots from aircraft carrier.

 

 

File Pack error? Check your PM. I believe I can help you fix that.

 

A bit off topic, but can you share that with us all too? Is there an actual method of fixing it aside from minimizing the # of dlcpacks?

 

It is quite simple actually, but requires a bit more work than simply editing the dlclist.xml and dropping the dlc folder into dlcpacks. You just merge the data from the DLC pack to one of Rockstar's DLC packs.

 

 

I strongly recommend you use Notepad++. Entries typically start and end with <Item></Item>. Don't cut and paste the whole file, you have to merge each field so the entries for the add on cars are merged with the Rockstar cars. Also, I recommend that the DLC Pack has the required files you need. I use mpchristmas2. Finally you need to make sure that there are no patch files for that DLC in the dlc.rpf. With mpchristmas2, the carcols is in "update.rpf/dlc_patch/mpchristmas2/common/data". Also, not all mods will use all of the files specified, as some may not have any tuning kits, or have any text. so you don't need to worry about the files if they aren't in the mods dlc pack.

So:

vehicles.meta (Mod DLC Pack) -> vehicles.meta (R* DLC Pack)

Both the model and txd entries. Don't just copy the whole thing. You got to put each entry in the right spot.

 

handling.meta (Mod DLC Pack) -> handling.meta (R* DLC Pack)

Copy the handling data entry for the vehicle into Rockstar's.

 

carvariations.meta (Mod DLC Pack) -> carvariations.meta (R* DLC Pack)

Copy the entries for each vehicle and merge with Rockstar's.

 

carcols.meta (Mod DLC Pack) -> carcols.meta (R* DLC Pack) NOTE: MOST LIKELY LOADED FROM update.rpf -> dlc_patch files

Copy each entry for modkits with Rockstar's. Also copy each entry from the lights section as well. Some of Rockstar's files may have an empty lights section that looks like <lights />. If so, you will have to replace that with a <lights></lights> section.

 

vehicles.rpf (Mod DLC Pack) -> vehicles.rpf (R* DLC Pack) RPF FILE NAMES WILL BE DIFFERENT. To tell what goes where, you can open the files and view them so you know what they are.

Copy the vehicle yft and ytd files and merge them into the R* DLC Pack.

 

vehmods.rpf (Mod DLC Pack) -> vehmods.rpf (R* DLC Pack) NOTE: RPF FILE NAMES WILL BE DIFFERENT. To tell what goes where, you can open the files and view them so you know what they are. Also, there will be an RPF for each vehicle, but it doesn't matter what one they go into.

Copy the mod kit models and put them into one of the RPF's for Rockstar's vehicles. (Be sure that no files are overwritten. Rarely encounter this, but sometimes people give their files vague names.)

 

global.gxt2 (Mod DLC Pack) -> global.gxt2 (Rockstar DLC Pack) NOTE: You only need to worry about the language you are using. Also this is optional. but it will give you the name text and it will be easier to find the vehicle in Menyoo.

Export the global.gxt2 file in the Mod DLC Pack, and the R* DLC Pack to openFormats. Then merge each text entry from the mods file to Rockstar's. Then import the modified R* file back in. If OpenIV complains of duplicate entries, be sure to delete them.

I'll leave this here, as I believe that it may be helpful for those who want to get their add on cars to work with LC too. Since this mod will be a big expansion, and the OpenIV team is organized, there will be more RPF files being loaded.

Edited by nkjellman
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Download Simple Trainer and Enable MP maps in Teleporting/Other teleports menu.

Also, you get the aircraft carrier by enabling MP Maps and teleporting to it. Or by installing Open Interiors and it will spawn at sea around where North Yankton is.

The game is crashes with PACK file error when I try to enable MP maps.

So, no screenshots from aircraft carrier.

 

 

File Pack error? Check your PM. I believe I can help you fix that.

 

A bit off topic, but can you share that with us all too? Is there an actual method of fixing it aside from minimizing the # of dlcpacks?

 

It is quite simple actually, but requires a bit more work than simply editing the dlclist.xml and dropping the dlc folder into dlcpacks. You just merge the data from the DLC pack to one of Rockstar's DLC packs.

 

 

I strongly recommend you use Notepad++. Entries typically start and end with <Item></Item>. Don't cut and paste the whole file, you have to merge each field so the entries for the add on cars are merged with the Rockstar cars. Also, I recommend that the DLC Pack has the required files you need. I use mpchristmas2. Finally you need to make sure that there are no patch files for that DLC in the dlc.rpf. With mpchristmas2, the carcols is in "update.rpf/dlc_patch/mpchristmas2/common/data". Also, not all mods will use all of the files specified, as some may not have any tuning kits, or have any text. so you don't need to worry about the files if they aren't in the mods dlc pack.

So:

vehicles.meta (Mod DLC Pack) -> vehicles.meta (R* DLC Pack)

Both the model and txd entries. Don't just copy the whole thing. You got to put each entry in the right spot.

 

handling.meta (Mod DLC Pack) -> handling.meta (R* DLC Pack)

Copy the handling data entry for the vehicle into Rockstar's.

 

carvariations.meta (Mod DLC Pack) -> carvariations.meta (R* DLC Pack)

Copy the entries for each vehicle and merge with Rockstar's.

 

carcols.meta (Mod DLC Pack) -> carcols.meta (R* DLC Pack) NOTE: MOST LIKELY LOADED FROM update.rpf -> dlc_patch files

Copy each entry for modkits with Rockstar's. Also copy each entry from the lights section as well. Some of Rockstar's files may have an empty lights section that looks like <lights />. If so, you will have to replace that with a <lights></lights> section.

 

vehicles.rpf (Mod DLC Pack) -> vehicles.rpf (R* DLC Pack) RPF FILE NAMES WILL BE DIFFERENT. To tell what goes where, you can open the files and view them so you know what they are.

Copy the vehicle yft and ytd files and merge them into the R* DLC Pack.

 

vehmods.rpf (Mod DLC Pack) -> vehmods.rpf (R* DLC Pack) NOTE: RPF FILE NAMES WILL BE DIFFERENT. To tell what goes where, you can open the files and view them so you know what they are. Also, there will be an RPF for each vehicle, but it doesn't matter what one they go into.

Copy the mod kit models and put them into one of the RPF's for Rockstar's vehicles. (Be sure that no files are overwritten. Rarely encounter this, but sometimes people give their files vague names.)

 

global.gxt2 (Mod DLC Pack) -> global.gxt2 (Rockstar DLC Pack) NOTE: You only need to worry about the language you are using. Also this is optional. but it will give you the name text and it will be easier to find the vehicle in Menyoo.

Export the global.gxt2 file in the Mod DLC Pack, and the R* DLC Pack to openFormats. Then merge each text entry from the mods file to Rockstar's. Then import the modified R* file back in. If OpenIV complains of duplicate entries, be sure to delete them.

I'll leave this here, as I believe that it may be helpful for those who want to get their add on cars to work with LC too. Since this mod will be a big expansion, and the OpenIV team is organized, there will be more RPF files being loaded.

 

Isn't it better to just create your own DLC pack? I've found a guide for that online and I've been doing that lol. I actually thought there's an actual way to bypass this problem because I really hate this tedious process of copying data files

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BS_BlackScout

Screenshots? :D

PoS7lBs.png

A very crisp and sharp image showing literally nothing the silhouette of the city.

Taken from the video. PJSalt.png

EDIT: Oh, looks I've motivated someone. :) Nice :D

Edited by BlackScout
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@GooD

Just hit us with a new teaser for the love of Niko.

We're dry.

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One failed promise already, GooDS said there would be screenshots next week OVER ONE WEEK AGO, and no further communication about the reason, OpenIV needs a PR person.

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Probably R* shut them down because this mod would interfere with shark card sales for the upcoming map expansion for online

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Because it's nothing interesting to show, I guess.

@GooD

How will you handle specular maps? In IV a plenty of them were saved in color channels, so one texture stored three spec maps. V don't support this feature anymore.

Edited by _CP_

HHnErXC.png


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The fans are hungry and we ain't got sh*t to feed on ! except for that slice of screen Blackscout posted above,lol.

I believe the majority will find it very interesting to show some screenshots of one of the most anticipated mod to come to GTAV.

Edited by _MK_
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V don't support this feature anymore.

 

It's not true. V uses exactly the same approach as was in IV (each spec (almost) shader has the same SpecMapIntMask parameter)

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So why this technique is not used anymore on the map models?

HHnErXC.png


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I don't know, maybe artists became too lazy to combine three texture in one)) who cares about memory?))

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Am I wrong or there is no bump/spec maps?

HHnErXC.png


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Glad you guys finally uploaded them, gotta laugh at the heavy watermarking though, it's getting to fastman92 levels of self forced promo.

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