GooD-NTS Posted January 4, 2017 Author Share Posted January 4, 2017 How about the emergency jurisdictions though? If there's a second or maybe the third version, are you guys planning to add it? It feels so wrong to see San Andreas emergency vehicles in LC.I don't think they will be automatically converted (like map). But sure, then can be added by community later. when you have a wantedlevel in LC, do police cars and officers spawn? When we will have paths for cars and peds - yes. Without paths for - no. So lampposts and other props models are also converted even if they are in WFT?Yes they are.I know you hope to see some secret YFT format which we didn't share, but no, they are converted as static YDR models for now. Link to comment Share on other sites More sharing options...
rollschuh2282 Posted January 4, 2017 Share Posted January 4, 2017 this means we can't break light poles? Link to comment Share on other sites More sharing options...
GooD-NTS Posted January 4, 2017 Author Share Posted January 4, 2017 At the current moment - yes. Link to comment Share on other sites More sharing options...
_CP_ Posted January 4, 2017 Share Posted January 4, 2017 Does your conversion include all lights info attached to models? Agem 1 Link to comment Share on other sites More sharing options...
Yorpie Posted January 4, 2017 Share Posted January 4, 2017 How far is LC from the San Andreas map? Like a 2 minute flight in a plane? Also, once paths are supported, will they all have to be created from scratch or will it be possible to use the ones from GTA IV as a base and edit the coordinates of those? Link to comment Share on other sites More sharing options...
RoscoeHussein Posted January 4, 2017 Share Posted January 4, 2017 I'm glad you got the priorities straight. Since your focus is just the map as a base, the community can make add on mods that will make this like it was a TC. Also, bear in mind, some stuff is fixed in my IV/EFLC Graphical Bug Fixes. For example, someone at Rockstar made a typo on the shader for the dirt overlay texture on the exterior of the TBOGT Bahama Mama's. You should keep this in mind so when it is converted to GTA V, it knows what shader to use. Otherwise it will have the same problem in V. i suppose downloading a previous patch (1.1.2.0) from here won't work? Link to comment Share on other sites More sharing options...
nabbie Posted January 5, 2017 Share Posted January 5, 2017 Can't wait to return to Liberty City Logo I made for the Liberty City mod, not official or anything, just something I put together. darkdrifter, RoscoeHussein and MrGTAmodsgerman 3 Link to comment Share on other sites More sharing options...
Gravarty Posted January 5, 2017 Share Posted January 5, 2017 Well as long YFT models for GTA V doesn't exist, why not just use GTA V lampposts? i don't think that they're much different Link to comment Share on other sites More sharing options...
_CP_ Posted January 5, 2017 Share Posted January 5, 2017 (edited) V props will be floating a bit in the air. Edited January 5, 2017 by _CP_ Link to comment Share on other sites More sharing options...
GooD-NTS Posted January 5, 2017 Author Share Posted January 5, 2017 Does your conversion include all lights info attached to models?Yes. How far is LC from the San Andreas map? Like a 2 minute flight in a plane?Not far. Also, once paths are supported, will they all have to be created from scratch or will it be possible to use the ones from GTA IV as a base and edit the coordinates of those?They will be automatically converted from IV. I take it all shaders will be converted as well? Normal, specular, relection maps all working?This is in progress now. Well as long YFT models for GTA V doesn't exist, why not just use GTA V lampposts? i don't think that they're much different We are not searching for easy ways. Jestic, dr0yed and Hans-Hermann Hoppe 3 Link to comment Share on other sites More sharing options...
dr0yed Posted January 5, 2017 Share Posted January 5, 2017 (edited) The first thing I'm going to do in this mod is play as @ngclan's Niko model and have his Johnny & Luis peds as bodyguards. We're going to fly from Los Santos airport to the liberty city airport and explore Evey part of liberty city on V's engine. Then when PED paths & traffic are made, I can see a ton of script mods working there! I can't wait. I'll definetly be donating soon because I won't be playing without this mod! Thank you guys for all your work. Edited January 5, 2017 by dr0yed Link to comment Share on other sites More sharing options...
rollschuh2282 Posted January 5, 2017 Share Posted January 5, 2017 (edited) when the mod is released, and it get's a Update. do we need to convert Liberty City after every, Update again? EDIT: i means when the mod get's updated. Edited January 5, 2017 by rollschuh2282 Link to comment Share on other sites More sharing options...
GooD-NTS Posted January 5, 2017 Author Share Posted January 5, 2017 I will try make update system flexible, so you will no need to convert the whole city every time. But, I think, some global updates will require full convert anyway. MrGTAmodsgerman and RokkuDayo 2 Link to comment Share on other sites More sharing options...
MrGTAmodsgerman Posted January 5, 2017 Share Posted January 5, 2017 (edited) Will this tool beable to convert GTA IV maps to GTA 5? All shaders with normal maps and so on too? This tool will be specific to convert Liberty City and possibly will have unintentional issues with converting other map mods if they are not done right. What about a modded GTA IV map (replacement)? Will we beable to convert them too? Edited January 5, 2017 by MrGTAmodsgerman Link to comment Share on other sites More sharing options...
GooD-NTS Posted January 5, 2017 Author Share Posted January 5, 2017 We can't guarantee proper converter work on any modded map. MrGTAmodsgerman 1 Link to comment Share on other sites More sharing options...
MrGTAmodsgerman Posted January 5, 2017 Share Posted January 5, 2017 We can't guarantee proper converter work on any modded map. ok, thanks. Otherwise i can convert the modded part by hand Link to comment Share on other sites More sharing options...
RokkuDayo Posted January 5, 2017 Share Posted January 5, 2017 (edited) I very hyped for this tool. It will be very useful and liberty city is going to be awesome in 60 fps Edited January 5, 2017 by ArthurLopes Link to comment Share on other sites More sharing options...
Mr.Arrow Posted January 5, 2017 Share Posted January 5, 2017 (edited) Oh my god, reading those youtube comments are so cancerous.... Edited January 5, 2017 by Mr.Arrow RokkuDayo 1 Link to comment Share on other sites More sharing options...
ralyer Posted January 5, 2017 Share Posted January 5, 2017 And when can we use this convertion ? Since the first map mod on GTA V, I waited for this Link to comment Share on other sites More sharing options...
nkjellman Posted January 5, 2017 Share Posted January 5, 2017 Also, bear in mind, some stuff is fixed in my IV/EFLC Graphical Bug Fixes. For example, someone at Rockstar made a typo on the shader for the dirt overlay texture on the exterior of the TBOGT Bahama Mama's. You should keep this in mind so when it is converted to GTA V, it knows what shader to use. Otherwise it will have the same problem in V. Did you report this to Rockstar? I wonder why they didn't fix it in the latest patch I did, but I don't think they fixed it. However I only tested the new patch on IV. Link to comment Share on other sites More sharing options...
_CP_ Posted January 5, 2017 Share Posted January 5, 2017 @ralyer It it not a first map mod. Link to comment Share on other sites More sharing options...
ralyer Posted January 5, 2017 Share Posted January 5, 2017 @ralyer It it not a first map mod. I know, I am waiting for a conversion of GTA IV map since I view some map mod on GTA V a year ago Link to comment Share on other sites More sharing options...
RokkuDayo Posted January 5, 2017 Share Posted January 5, 2017 Some youtube videos are soo annoying and clickbait cancer. Its sad see a amazing work being used of a wrong way just to other people win money. Link to comment Share on other sites More sharing options...
Z1000 Posted January 5, 2017 Share Posted January 5, 2017 (edited) I had tons of questions, but after reading most of yt comments, openIV website comments and this whole thread I see that your primary goal is to bring IV map as base into V game, and then modding scene can do something about peds, traffic, interiors... As for the map questions why can't be placed a bit further from LS, game boundaries? It would be more realistic if flights would take little bit longer. And one more, can you do same conversion for North Yankton and place it in V game so it can be accessible same as LC? Btw whatever you do with this project you have huge respect from me Edited January 5, 2017 by Z1000 Link to comment Share on other sites More sharing options...
_CP_ Posted January 5, 2017 Share Posted January 5, 2017 As for the map questions why can't be placed a bit further from LS, game boundaries? Not all limits could be easily changed like it's possible in gameconfig.xml. I belive that Happiness Island is touching limits where engines are starting to break down. (but hey, it's changeable) Link to comment Share on other sites More sharing options...
nkjellman Posted January 5, 2017 Share Posted January 5, 2017 (edited) As for the map questions why can't be placed a bit further from LS, game boundaries? Not all limits could be easily changed like it's possible in gameconfig.xml. I belive that Happiness Island is touching limits where engines are starting to break down. (but hey, it's changeable)I will admit, having to update my mods every patch is worth it. Due to GTA Online's updates, the game practically has its own built in limit adjuster. Just hoping that they can get LC to be north east with some distance between the locations. Edited January 5, 2017 by nkjellman Link to comment Share on other sites More sharing options...
reditec Posted January 5, 2017 Share Posted January 5, 2017 I know it's a bit offtopic, but can someone explain me the term 'limit'? And why can someone adjust them? Jestic 1 Link to comment Share on other sites More sharing options...
_CP_ Posted January 5, 2017 Share Posted January 5, 2017 (edited) @reditec Default limit for drawables is about 63000 entries. LC has about 18000 entries, so if you add whole LC without increasing limits, game won't like it. Simple as that. Edited January 5, 2017 by _CP_ reditec 1 Link to comment Share on other sites More sharing options...
fastman92 Posted January 5, 2017 Share Posted January 5, 2017 (edited) I know it's a bit offtopic, but can someone explain me the term 'limit'? And why can someone adjust them?What kind of question is this? Edited January 5, 2017 by fastman92 Jestic 1 Link to comment Share on other sites More sharing options...
reditec Posted January 5, 2017 Share Posted January 5, 2017 (edited) @reditec Default limit for drawables is about 63000 entries. LC has about 18000 entries, so if you add whole LC without increasing limits, game won't like it. Simple as that. So it's just a text file saying 'max_draw_entries=63000'? Or is it because of some data type? How to adjust such a limit? What kind of question is this? Didn't know there are 'kind' of questions.I simply never cared about any limits and never used your limit adjuster, just heard about it. Edited January 5, 2017 by reditec Link to comment Share on other sites More sharing options...