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Re: Liberty City Stories


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  • Ryadica926

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  • Staunton Assassin

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  • Ash_735

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Winner of The Best Conversion in GTAForums Annual Awards 2017, 2018, and 2019 Grand Theft Auto Re: Liberty City Stories (or Re:LCS) is a "Remake" of Liberty City Stories on PC with GTA Vice

Missions that I've been converted:   PORTLAND ISLAND Vincenzo Cilli 1. Home Sweet Home 2. Slacker 3. Dealing Revenge 4. Snuff 5. Smash and Grab 6. Hot Whee

Also, as thanks for people who voted this mod as the Best Conversion 2018, I'll drop some progresses here:  Updated map textures! I've LCS-matched colors better map textures from GTA3 PC (currentl

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Will it have an "xbox" improvement? (better cars textures, 3D car engine, reflections, hd hands).

I don't think so. This one, the main project is focused on do everything just like it is in the PS2 version. While *Niko Belic 605*'s project is using Mobile (iOS/Android) textures (and models?).
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Vannimon

Models on mobile are the same as PS2 (unfortunately)

 

But yes, this is intended to be accurate to PS2, while Niko Belic 605's work is to update it

Edited by Mr. Boredom 1603
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HackMan128

Nico Bellic should focus on the buildings/roads, he shouldn't touch the vehicles, they are always low poly anyway.

Would be nice if he could first make the map mod, then vehicles mod if he wants.

Edited by HM128
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Nico Bellic should focus on the buildings/roads, he shouldn't touch the vehicles, they are always low poly anyway.

Would be nice if he could first make the map mod, then vehicles mod if he wants.

The game has received a change in past few days and now I am following VCSPCE style that almost everybody wanted..

Salvatore's area in the new style..

sal_inside.png

sal_inside2.png

 

 

Edited by _Æ_
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gta lcs didnt had xbox port...

Sure, I know.

 

 

 

Will it have an "xbox" improvement? (better cars textures, 3D car engine, reflections, hd hands).

I don't think so. This one, the main project is focused on do everything just like it is in the PS2 version. While *Niko Belic 605*'s project is using Mobile (iOS/Android) textures (and models?).

 

Ok.

 

To be fair, he never asked us what we do with the map textures, he only asked about vehicle :p

It was just an exemple.

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i don't see difference tbh, between vcspce style and xbox style

Previously,

GTA III Xbox:512×512 texture

GTA III PC/PS2:128×128 texture

GTA LCS PS2/PSP:32×32 texture

Mine:GTA 3 gamma corrected 128×128 texture

 

To be fair, he never asked us what we do with the map textures, he only asked about vehicle :p

Because, I knew what were you doing with the map..

Correct me if I am wrong..

You guys used GTA VC PS2/PC textures and seperated them since VCS used joined textures and you guys seperated them via DFFs and used Lod models a reference..

 

Will this mod have the missions?

This mod already has some side missions done till now..they are not available in the current Beta 1.01 build..

Edited by _Æ_
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Sneed

tbh VC PC textures are up to 256x256. maybe stick to that quality? (i actually expected this quality from beggining :D)

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Sneed

try checking vc and sa for some textures, they may have reused them there
(iirc SA has on internet texture list by name)

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Ash_735

We separated them based on the original map zones of Vice City and we've used textures from VC PS2 but also GTA3 PC, San Andreas PS2, Manhunt PS2, etc since Stories games reuse assets like crazy, we really just aim to find the best version of a texture across their games.

 

Foliage though has been recreated at 256x and 512x since we've had the source for majority of them (and had to make a new one from scratch to match the original styles more).

 

San Andreas PS2 is a great source if you have time to dig through it since Rockstar used the low draw distance to push texture quality instead so there's a good chunk of 256x sized textures in there you can edit from.

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Sneed

What's different between finding SA PC texture in 512x512 and scaling it down to 256x256 and finding SA PS2 texture in 256x256?

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Ash_735

It's mainly that PS2 textures are PAL8/4 so for us to edit and work and then compress for PC, they turn out better quality wise where as PC ones tend to have DXT artifacts or banding, which scaling down would help with, we do use that sometimes and compare what looks best but I try and avoid recompressing DXT, at least now when we do use textures sourced from VC/SA PC, we at VCS PC have the benefit of YCoCg to do as little quality loss as possible but that's not an option here for this mod.

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You plan to add other languages in the game are the same as in GTA VCS PCE?

In some places on the map a few mistakes, as well as in vehicles.

You plan to add stuff from the beta?

In some places there are bad vehicles

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Rachel Amber

But... VCS PCE Was done mostly by a Polish team... thats why they did Polish Language and this project isn't PL but still if The Author wan't and will be doing other languages i can handle PL very well

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VCSPCE used textures from GTA VC PC/PS2...till now I was using Xbox Textures which are far high res from the GTA 3 PC/PS2..

Example of window texture in Sal's area:

GTA III Xbox:512×512 texture

They're not far high res on xbox - probably less than 1/10 of all textures were upgraded from 64x64 to 128x128 or 256x256. The rest are the same as on pc ver. Those 512x512 textures you're talking about are taken from Xbox Version HD mod and I can see that by just looking at sal's paintings texture

Edited by Bratha
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Ryadica926

 

 

I got all of your home-defense needs

gtalcs_2017-08-29_11-35-03-39.png

gtalcs_2017-08-29_11-35-14-58.png

gtalcs_2017-08-29_11-36-37-94.png

gtalcs_2017-08-29_11-36-45-39.png

gtalcs_2017-08-29_11-36-56-95.png

gtalcs_2017-08-29_11-39-29-34.png

gtalcs_2017-08-29_11-39-38-35.png

 

 

Edited by Gladion
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HackMan128

We have few goals we need to finalize before the update release :)

 

Keep your patience

Edited by HM128
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Rachel Amber

Yeah... i understand anyway HM128 could you do something to make a hud work without Widescreen fix...? if you remove it hud is messed up

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Yeah... i understand anyway HM128 could you do something to make a hud work without Widescreen fix...? if you remove it hud is messed up

Why do you even want to remove it? It works just fine on 4:3 aspect ratio.

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