nkjellman Posted January 8, 2017 Share Posted January 8, 2017 1. Is there a graphics difference? (will it look like gta 4 or will the textures look nice like GTA 5) I assume V's more advanced shaders, lighting, timecycle etc will make LC look much brighter and have a different tone, but LC itself would still be using the same assets from IV so it won't look different otherwise. The OpenIV team or modders in general would have to manually replace the assets. Well with that in mind, and the fact that this is converting the map only, I may use summer vegetation for LC in my game so the GTA V peds fit in LC. Link to comment Share on other sites More sharing options...
GooD-NTS Posted January 8, 2017 Author Share Posted January 8, 2017 (edited) subway trains are working?Not in the first version. 1. Is there a graphics difference? (will it look like gta 4 or will the textures look nice like GTA 5)Because of GTA V rendering it will look different to GTA IV graphics. 2. Are you the guys that will work on ped & traffic if so will you add trams?If you mean PED and cars models - no. If you mean ped & traffic going around the city - yes.But the PEDs and cars paths will not be in the first version. 3.When will see another teaser. (i can't wait even some screen shots please) Few weeks or so... © Rockstar Games Edited January 8, 2017 by GooD-NTS Gummy , Dock, Hans-Hermann Hoppe and 1 other 4 Link to comment Share on other sites More sharing options...
Igor Bogdanoff Posted January 8, 2017 Share Posted January 8, 2017 How about timecyc? Will you convert it only for the IV map? Link to comment Share on other sites More sharing options...
_CP_ Posted January 8, 2017 Share Posted January 8, 2017 Time cycle? It's really useless to put this to V, also it can't be recreated well. Link to comment Share on other sites More sharing options...
El Dorado Posted January 8, 2017 Share Posted January 8, 2017 (edited) wonder how certain surfaces will look like gta 4 have shiny grass, not exactly "realistic" gta 5 have rain puddles and all the like some useful stuff about this shiny grass http://gtaforums.com/topic/480614-ivrel-iv-texture-overhaul/?p=1060594176 and this http://gtaforums.com/topic/480614-ivrel-iv-texture-overhaul/?p=1064842615 Edited January 8, 2017 by El Dorado Ivan1997GTA and Z i X 2 Link to comment Share on other sites More sharing options...
_CP_ Posted January 8, 2017 Share Posted January 8, 2017 Will look the same but puddles will be on the surface, so it will be a bit covered. R* laziness. Link to comment Share on other sites More sharing options...
Pursuit Posted January 8, 2017 Share Posted January 8, 2017 Wow ! That looks awesome. Thank you ! Link to comment Share on other sites More sharing options...
AVARITIA Posted January 8, 2017 Share Posted January 8, 2017 GooD-NTS, either I'm reading this wrong, but it seems like you've announced this too early as there's still a lot your team doesn't know how to do properly, your answers to people are incredibly vague, even to people who have been pushing map modding via other methods, surely it'd be best to work WITH these people to try and find out any wrongs that could be righted? It's either that or you guys are being your usual selfs and being vague on purpose because you don't want to share methods with the community and you still dislike working with people who are not Russian. Alvarez, Ash_735, Lowi and 4 others 7 Link to comment Share on other sites More sharing options...
The Gator Posted January 8, 2017 Share Posted January 8, 2017 will there be any missions in LC map? Link to comment Share on other sites More sharing options...
Igor Bogdanoff Posted January 8, 2017 Share Posted January 8, 2017 This is map conversion, not a game conversion. We will not convert missions, scripts, or radio stations. I hope this mod might be kinda like base for other community mods like ped and car packs from IV The Gator and UltraGizmo64 2 Link to comment Share on other sites More sharing options...
zanesix Posted January 8, 2017 Share Posted January 8, 2017 (edited) This isn't a total conversion, it's just the map... Fukn ninja'd as usual Edited January 8, 2017 by zanesix The Gator and RokkuDayo 2 Link to comment Share on other sites More sharing options...
The Gator Posted January 8, 2017 Share Posted January 8, 2017 Gotcha. Thanks Link to comment Share on other sites More sharing options...
SprunkieMonkey Posted January 9, 2017 Share Posted January 9, 2017 Will your mod support realtime reflections like in V? For example reflections of a city on cars, in mirrors, etc Link to comment Share on other sites More sharing options...
Claude_Lib Posted January 9, 2017 Share Posted January 9, 2017 Yes, Liberty City will reflect in mirrors, because this time it will have LODs. Link to comment Share on other sites More sharing options...
Ash_735 Posted January 9, 2017 Share Posted January 9, 2017 Yes, Liberty City will reflect in mirrors, because this time it will have LODs.It had LODS anyway, just not as many levels, so high level stayed in the engine longer in IV than it does for V, if this is a straight convert, then the same issue will be here and it'll be interesting to see how V will handle the missing levels, which in terms of reflections could mean lower quality, or, highest level, which would kill performance, ...But look good. Also liking how the OpenIV stans are quoting me without noticing how it was me who helped get this mod so much attention on gaming websites! You can support a project AND be critical. Jestic 1 Link to comment Share on other sites More sharing options...
Claude_Lib Posted January 9, 2017 Share Posted January 9, 2017 Nah, what I meant was that all earlier map mods, including Liberty City, didn't have any LODs, which was the reason behind vehicles lacking reflections. Link to comment Share on other sites More sharing options...
_CP_ Posted January 9, 2017 Share Posted January 9, 2017 Ash understand as highest detailed models are also LODs but called internally SLOD0. Link to comment Share on other sites More sharing options...
El Dorado Posted January 9, 2017 Share Posted January 9, 2017 btw, V have some weird reflections. vehicles are ok, I'm talking about (some) buildings. Even more evident when using VisualV, start at Michael house and you can see buildings in central LS reflecting sidewalks located just ahead of the player view Link to comment Share on other sites More sharing options...
GooD-NTS Posted January 9, 2017 Author Share Posted January 9, 2017 Yes, Liberty City will reflect in mirrors, because this time it will have LODs. It had LODS anyway, just not as many levels, so high level stayed in the engine longer in IV than it does for V, if this is a straight convert, then the same issue will be here and it'll be interesting to see how V will handle the missing levels, which in terms of reflections could mean lower quality, or, highest level, which would kill performance, ...But look good. GTA V have seven different LOD levels: HD LOD SLOD1 SLOD2 SLOD3 SLOD4 (Not used in PC/NG version, but you can use it anyway in your maps) ORPHANHD (HD model without any lods) Liberty City without any improvments have only those levels: HD LOD SLOD1 ORPHANHD We are going to add SLOD2 and SLOD3. Also liking how the OpenIV stans are quoting me without noticing how it was me who helped get this mod so much attention on gaming websites! You can support a project AND be critical. And this is great. But, please, be more specific in critic, that all I asking. Link to comment Share on other sites More sharing options...
_CP_ Posted January 9, 2017 Share Posted January 9, 2017 @GooD Is it really necessary to add two more LOD levels for LC models? Game could load them fine, just extend draw distance for the SLOD1 to 15km. RokkuDayo 1 Link to comment Share on other sites More sharing options...
GooD-NTS Posted January 9, 2017 Author Share Posted January 9, 2017 (edited) The SLOD2 is required because it's used while protagonists switching (it's ignores draw distance, we have 15000 for SLOD1 now and the models are not shown). Edited January 10, 2017 by GooD-NTS UltraGizmo64 1 Link to comment Share on other sites More sharing options...
El Dorado Posted January 9, 2017 Share Posted January 9, 2017 I guess you are copying SLOD1 values to 2 and 3 to accommodate V's engine requirements, or are actually MAKING new lods? Link to comment Share on other sites More sharing options...
GooD-NTS Posted January 9, 2017 Author Share Posted January 9, 2017 I thought about merging some SLOD1 models into one SLOD2 while conversion process, but it is not not implemented yet. (Not even sure it will be possible to do it automatically ) Link to comment Share on other sites More sharing options...
Pursuit Posted January 9, 2017 Share Posted January 9, 2017 Well, a program that automatically makes the mod on the target machine is a big project. Though, if you can't make it convert the SLOD1 automatically, you can still add the SLOD2 as an external resource that will be downloaded. If you have the right to do it that is. Link to comment Share on other sites More sharing options...
nkjellman Posted January 9, 2017 Share Posted January 9, 2017 (edited) The SLOD2 is required because it's used while protagonists switching (it's ignores draw distance, we have 15000 for SLOD1 now and the models is not shown). Interesting. Does this allow the game to load two areas in detail so it is fluid? I also remember the business tutorial cut scene. The camera went around the map to many different locations without any loading screens. I wonder if this used the same technique as switching. Edit: Also, I have two questions regarding features in this mod. 1. Will LC water tables be supported? As in pools/lakes/fountains filled, and water removed from under the islands. Also, waves reduced around LC, along with dirty looking water around LC. 2. Have you guys figured out how to add light pollution zones? In GTA V's map, there is light pollution glow around bright objects (which even seems to still be there after removing the map). Also, the lighting is different in the city area as well. It would be nice to see this effect in Liberty City. Also, speaking of water, if crossing under rivers in the subway and road tunnels is a problem, there may be a way to solve it with an ASI script. Method 1: (Perhaps the best option if there is no other more practical way to stop subway and road tunnels crossing under rivers from being flooded) -A while back, there was a cheat engine script that removed most of the water. Perhaps an asi script that knows when the player is in one of the tunnels, and removes the water when they enter, and restores it when they exit. If it is done at the right time, the player won't ever notice that the water is being deleted. If you do this though, you will wanna scan for boats and make them static when the water is removed, and restore them to dynamic when it is restored. This way the player won't hear them explode, and there won't be boats popping up out of the water if they exit a tunnel and happen to go by the water as soon as they exit. Method 2: -The underwater visual effects are apparently a timecyc modifier. It may be possible to remove them if the player is in a tunnel. However, since the game uses different lighting in interiors, this may happen on its own. I think when someone used the tsunami mod and went into an interior, the lighting looked like they weren't underwater. I am not sure if the audio effects go away though. -When the player drives under a water tile from not being under one in a car, apparently the underwater physics don't take effect. However, I am not sure about spawned vehicles so AI may be an issue. I know that the physics don't take over because I bookmarked a glitched race in GTA Online, where part of it is under water. When you respawn at a checkpoint, you respawn under the map and fall down onto a track. The track goes under a lake, so the the underwater effects occur, but the vehicles physics are unaffected. -There is a glitch that lets the player walk under water. It seems to be random and usually occurs in GTA Online. Once the glitch takes effect, water doesn't effect the player at all until they die. They walk through it like it isn't there. Perhaps this could be recreated with scripts. Edited January 9, 2017 by nkjellman UltraGizmo64 1 Link to comment Share on other sites More sharing options...
Ash_735 Posted January 9, 2017 Share Posted January 9, 2017 (edited) The best part is, V has Radio Zones, no replacing required, so when the radio is ported it can literally be changed to IV's in-game just by flying to Liberty City, and luckily most of IV's logo's don't require that much heavy editing to fit into V's radio wheel: Edited January 9, 2017 by Ash_735 BS_BlackScout, Alvarez, _𝓐𝓖 and 4 others 7 Link to comment Share on other sites More sharing options...
RoscoeHussein Posted January 9, 2017 Share Posted January 9, 2017 The best part is, V has Radio Zones, no replacing required, so when the radio is ported it can literally be changed to IV's in-game just by flying to Liberty City, and luckily most of IV's logo's don't require that much heavy editing to fit into V's radio wheel: I hope it would have songs and talk shows from both IV games if possible of course... Link to comment Share on other sites More sharing options...
oCrapaCreeper Posted January 9, 2017 Share Posted January 9, 2017 (edited) The best part is, V has Radio Zones, no replacing required, so when the radio is ported it can literally be changed to IV's in-game just by flying to Liberty City, and luckily most of IV's logo's don't require that much heavy editing to fit into V's radio wheel: It's a shame R* didn't do much with the radio zones. I'm pretty sure the only thing the zones affect is whether or not WCTR or Blaine Country Radio plays, corresponding to being in Los Santos or Blaine County. Hopefully it can be utilized with LC's radio down the line. Edited January 9, 2017 by oCrapaCreeper UltraGizmo64 1 Link to comment Share on other sites More sharing options...
El Dorado Posted January 9, 2017 Share Posted January 9, 2017 Also liberty city ambient sounds, like seagulls near docks Igor Bogdanoff, Alvarez and UltraGizmo64 3 Link to comment Share on other sites More sharing options...
Mr.Arrow Posted January 9, 2017 Share Posted January 9, 2017 The best part is, V has Radio Zones, no replacing required, so when the radio is ported it can literally be changed to IV's in-game just by flying to Liberty City, and luckily most of IV's logo's don't require that much heavy editing to fit into V's radio wheel: *pic* I don't even know V has radio zones. I guess I never like hearing WCTR and Blaine County Radio. UltraGizmo64 and RokkuDayo 2 Link to comment Share on other sites More sharing options...
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