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AztecaEh

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dkluin

 

Judging by that bridge, it definitely looks like Portland was much further away from Staunton Island. We wouldn't want to move Portland. I say use the design, and shrink it down so it fits the same length as the current bridge. It would be shrunk so it wouldn't be as tall, and it would only be two lanes, one in each direction.

good idea . so it gives us players options to transport. like ferries and such but im curious . how will dkluin make the ferries work . and in further releases . maybe a completed callahan bridge with LCS Road textures would be there . and ferries would be shutdown due to porter tunnel .

 

I'm liking that idea aswell. Thinking about it.

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undertaker fan

About lods removal and bigger draw distance, people like me still have low end pc's so it will make us hard to play the game coz of low fps. But its your choice tho.

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dkluin

About lods removal and bigger draw distance, people like me still have low end pc's so it will make us hard to play the game coz of low fps. But its your choice tho.

LODs will be re-added again. Anyways, I'm thinking of replacing the Stories maps with the non-stories maps, because then we can improve these maps better.

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undertaker fan

So what in what time you will set the maps 2005?

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dkluin

So what in what time you will set the maps 2005?

Itll be done soon.

My ideas:

The VC interstate:

I will edit the maps, removing everything that's being under construction, and adding LC/VC buildings to replace them. I can even add in a replacement for the Ocean Beach buildings, the hotel, and more. Maybe some cool skyscrapers would fit in nicely? We'll see. About the interstate in VC, there could be once above the Ocean Beach road, or we can do tunnels. Right now, moving all of the VC stuff, like paths, parked vehicles, zones, enterable interiors, and all that stuff will come aswell.

 

There are a bunch of ideas for the interstate. I can make some surrounding landmasses around VC, and add the interstate on the surrounding land.

Or, we can make the interstate near the airport, making a ringway around Escobar Int. With the freeway on the extended land masses, with exit ramps, and a new neighbourhood added and halfly finished, a bridge around VC port area, with some new piers and other stuff around the VC port area. We can then combine the previous ideas;

 

The interstate will circle from Little Haiti, around Downtown, with a main bridge going to Ocean Beach, going over there with a nice bridge aswell, some beach houses possibly? The interstate will then go over the Ocean Beach Hotel areas, then continuïng to the Port area, where another main bridge comes. Then it'll circle around Escobar International, and back to Little Haiti. With some new landmasses, city areas, and some exits, I'm sure this idea will work out. In these newly added areas, we'll try to make a junction that goes to SA, and LC. There must be another junction, because just one junction isn't a bit enough.

 

The VC extended maps:

I will add in some cool landmasses surrounding the 1986 VC, housing area's, the interstate plans, and more. I would like to replace the buildings that were under construction in 1986 with existing buildings from SA, LC, or VC. Or, we can make our own custom ones. The extended maps will have housing areas, and the Interstate surrounding the origional VC. I would want these maps to be placed next to Little Haiti, and stretching from Downtown to the Airport. The interstate to SA could be connected to the LV-LS highway. I would like to add some landmasses in between. It'll take 5 minutes for the player to reach LC from VC.

 

As you can see, the possibilities are endless. This plan of mine, sounds pretty cool doesn't it? With the SA tuning garages,and other SA features added to them, I'm sure it'll be awesome!

But, let's face the reality. Without the proper tools, people, and knowledge, this isnt possible. Luckily we have the knowledge, and tools, just not the people willing to help.

I've got so many ideas for this mod. I want to be creative and add in these features. Maybe the rocky mountains would fit near SA? Tunnels? Mountain climbing? I've got all kinds of ideas like this. To make the map alive, as a complete USA map in the way R* might have wanted it to be back in the day.

 

So, thats that. Note, these ideas are not likely to be added anytime soon. If I ever get onto adding these features, I will. Now's just not the time. I don't have the knowledge, people, and tools to help me out. But we're close.

Edited by dkluin

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eagle152

Do you have any ideas about adding Upstate Liberty to the north of LC landmass in the Shoreside Vale? I am talking about that closed tunnel that leads to nowhere. So called 'ghost town' could be part of it. IMO it should have the size of Portland and theoretically should include places that were mentioned in GTA III (like Liberty City penitentiary). But that's of course is something that should be planned on far future.

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dkluin

Do you have any ideas about adding Upstate Liberty to the north of LC landmass in the Shoreside Vale? I am talking about that closed tunnel that leads to nowhere. So called 'ghost town' could be part of it. IMO it should have the size of Portland and theoretically should include places that were mentioned in GTA III (like Liberty City penitentiary). But that's of course is something that should be planned on far future.

IMO that should be added later. Right now I'm cleaning my GTA:SA, removing LODs, and sorting everything into IMG files. I will delete all LODs, merge IMG archives, and place them into the SOL folder. Then, VC will be added, i'll need a tool to shift IDs. It will be hours of work to shift these without a proper tool. Its like renaming thousands of files. I'm not going to do that without a tool to do that for me. I'm honestly too lazy to do that.

 

The things we're able to:

With the LC map moved to 8000, 12000 (or anything that'll place LC far far away, northeast of LV) it's going to take a while to reach LC. With VC right under it, 24000 units away, at about -12000, itll take 5 minutes to reach VC. Or even more when you disable the plane speed limit.

LC will possibly have it's shops, and all features from SA aswell. Just need a lot of time to do this. Tuning garages, Hair shops, and ofcourse, the airplane icons we've seen on the screenshots. And, how about the vehicles?

cj2000 will convert these. Infact, he already did. I have to add them (not replacing) to the game. The new vehicle IDs will be at 40.000 - 42.000. Also, peds will possibly be converted. If all of these things work perfectly, water mapping, and all the other stuff, I'll release b10.0.

The base release II.

The first base release is yet to be uploaded, it's an unfinished version with many bugs in them, I'm not continuing that version, feel free to finish it. Just give me credit when doing so.

 

Those changes will possibly allow me to have SA missions remaining, it'll take ages for me to remove those. About traffic, fastman92 is working on this in his LA. Will possibly also take ages for me to finish the LC and VC paths.

Radar mapping is very very difficult as I see. There isnt any tool to support this. It'll be very very difficult to get this working without labelling every chunck of radar with its radar name. With LC radar added, to the right maps, and all of the red colors converted to blue ones, it just might work.

Note: These things aren't just ideas. These things are accually planned to be added.

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Fenton

So it will take 1 year or less to complete this mod?

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dkluin

So it will take 1 year or less to complete this mod?

Possibly

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AztecaEh

also you mentioned using non stories map . well . i think the essence of this mod is stories map . my suggestion is : continue with stories map . its much better than non Stories . however : its your choice .

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dkluin

also you mentioned using non stories map . well . i think the essence of this mod is stories map . my suggestion is : continue with stories map . its much better than non Stories . however : its your choice .

It's not if we want the game to be set in 2010.

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GeneralSteve93

 

Do you have any ideas about adding Upstate Liberty to the north of LC landmass in the Shoreside Vale? I am talking about that closed tunnel that leads to nowhere. So called 'ghost town' could be part of it. IMO it should have the size of Portland and theoretically should include places that were mentioned in GTA III (like Liberty City penitentiary). But that's of course is something that should be planned on far future.

IMO that should be added later. Right now I'm cleaning my GTA:SA, removing LODs, and sorting everything into IMG files. I will delete all LODs, merge IMG archives, and place them into the SOL folder. Then, VC will be added, i'll need a tool to shift IDs. It will be hours of work to shift these without a proper tool. Its like renaming thousands of files. I'm not going to do that without a tool to do that for me. I'm honestly too lazy to do that.

 

The things we're able to:

With the LC map moved to 8000, 12000 (or anything that'll place LC far far away, northeast of LV) it's going to take a while to reach LC. With VC right under it, 24000 units away, at about -12000, itll take 5 minutes to reach VC. Or even more when you disable the plane speed limit.

LC will possibly have it's shops, and all features from SA aswell. Just need a lot of time to do this. Tuning garages, Hair shops, and ofcourse, the airplane icons we've seen on the screenshots. And, how about the vehicles?

cj2000 will convert these. Infact, he already did. I have to add them (not replacing) to the game. The new vehicle IDs will be at 40.000 - 42.000. Also, peds will possibly be converted. If all of these things work perfectly, water mapping, and all the other stuff, I'll release b10.0.

The base release II.

The first base release is yet to be uploaded, it's an unfinished version with many bugs in them, I'm not continuing that version, feel free to finish it. Just give me credit when doing so.

 

Those changes will possibly allow me to have SA missions remaining, it'll take ages for me to remove those. About traffic, fastman92 is working on this in his LA. Will possibly also take ages for me to finish the LC and VC paths.

Radar mapping is very very difficult as I see. There isnt any tool to support this. It'll be very very difficult to get this working without labelling every chunck of radar with its radar name. With LC radar added, to the right maps, and all of the red colors converted to blue ones, it just might work.

Note: These things aren't just ideas. These things are accually planned to be added.

 

 

About tuning garages in LC,I think that Joey's garage is a perfect place to be a tuning shop.That's just my opinion.

Edited by GeneralSteve93

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nkjellman

Recommendation for when you start producing the maps for a different time period.

 

If we are visiting the city in a time that is after the time we visited it in the real game, I'd start with the III, VC map. If it is before, I'd start with the stories map. Obviously you would then alter them.

So here are some sample time periods.

1. Pre 1984: Lets use 1978 for an example. You would want to use Stories map for both cities.Make the least amount of changes to the VCS map, medium amount of changes to the SA map, and the most changes to the LCS map.

2. During 1984: Same thing as #1, exept you would leave the VCS map alone.

3. Post 1984, Pre 1986: Use the VC map as its higher quality. Then you would want to turn it into a hybrid of the VCS and VC map. You would use the LCS map for LC and alter it more than you would alter SA.

4. During 1986: Same thing as #3, exept you would leave the VC map alone.

5. Post 1986, Pre 1992: You would want to use the LCS map and alter it to be in the past. You would want to use the VC map and alter it lesss. Same for SA. You would want to alter it less.

6. During 1992: You would want to start with the LCS map, the VC map, and the SA map. You would alter the VC map about as much as the LCS map (with the exception of Winter), and not modify the SA map. (Unless its something like restoring missing props or fixing a bug).

7. Post 1992, Pre 1998: Same thing as #6, except you would want to alter SA as well.

8. During 1998: You would want to use the LCS map, and not alter it. Then you would want to use the original VC map and alter it. You would want to alter SA less than you would alter VC.

9. Between 1998, and 2001: Use the GTA III map as it is higher quality. Then you would want to turn it into a hybrid of the LCS and GTA III map. You would want to use the VC map and alter it more than SA.

10. During 2001: Same thing as #9, but you would leave the GTA III map alone.

11. Post 2001: Lets use 2015 for an example. You would want to use the III and VC map. You would alter VC a lot, alter SA a little less than VC, then alter III a little bit.

 

If you want to stay true to the series, I'd consider some things to follow.

-The more time between the map your starting with, and the time your creating should determine how much you change it.

-If your going into the past for a map, you would want to reverse construction sites, possibly make 1 or 2 buildings that were always there be under construction. I'd try and pick buildings that look newer.

-If your going into the future for a map, you would want to finish up construction sites so they are a complete building. Possibly replace 1 or 2 crappy old looking buildings with a new finished building or a construction site. If a building was destroyed during the campaign of a game, I'd definitely replace it with something.

-I wouldn't do anything unrealistic that wouldn't stay true to the series. This would include things like putting LC, VC, and SA too close together so you can see them from each other (unless there are technical limitations), add bridges between LC, VC, or SA, add islands or change the geography of the current maps (unless we are talking islands that can't be seen from the LC, VC, or SA, or Upstate Liberty)

-I'd try and place the maps in realistic locations, which are relative to where they would be in real life. I'll type up a little diagram. Hopefully it shows up correctly on your screen.

_______________|      ^      ||      N      ||   W     E   ||      S      ||_____________|______________________________________________________________________________|                                                                                 (LC)      ||                                                                                           ||                                                                                           ||                                                                                           ||                                                                                           ||   (SA)                                                                                    ||                                                                                           ||                                                                    (VC)                   ||___________________________________________________________________________________________|

This is about how I would lay them out. Taking into account distances and relative position being somewhat correct to the relation of the real life locations that the GTA maps are based off of.

Edited by nkjellman

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dkluin

Recommendation for when you start producing the maps for a different time period.

 

If we are visiting the city in a time that is after the time we visited it in the real game, I'd start with the III, VC map. If it is before, I'd start with the stories map. Obviously you would then alter them.

So here are some sample time periods.

1. Pre 1984: Lets use 1978 for an example. You would want to use Stories map for both cities.Make the least amount of changes to the VCS map, medium amount of changes to the SA map, and the most changes to the LCS map.

2. During 1984: Same thing as #1, exept you would leave the VCS map alone.

3. Post 1984, Pre 1986: Use the VC map as its higher quality. Then you would want to turn it into a hybrid of the VCS and VC map. You would use the LCS map for LC and alter it more than you would alter SA.

4. During 1986: Same thing as #3, exept you would leave the VC map alone.

5. Post 1986, Pre 1992: You would want to use the LCS map and alter it to be in the past. You would want to use the VC map and alter it lesss. Same for SA. You would want to alter it less.

6. During 1992: You would want to start with the LCS map, the VC map, and the SA map. You would alter the VC map about as much as the LCS map (with the exception of Winter), and not modify the SA map. (Unless its something like restoring missing props or fixing a bug).

7. Post 1992, Pre 1998: Same thing as #6, except you would want to alter SA as well.

8. During 1998: You would want to use the LCS map, and not alter it. Then you would want to use the original VC map and alter it. You would want to alter SA less than you would alter VC.

9. Between 1998, and 2001: Use the GTA III map as it is higher quality. Then you would want to turn it into a hybrid of the LCS and GTA III map. You would want to use the VC map and alter it more than SA.

10. During 2001: Same thing as #9, but you would leave the GTA III map alone.

11. Post 2001: Lets use 2015 for an example. You would want to use the III and VC map. You would alter VC a lot, alter SA a little less than VC, then alter III a little bit.

 

If you want to stay true to the series, I'd consider some things to follow.

-The more time between the map your starting with, and the time your creating should determine how much you change it.

-If your going into the past for a map, you would want to reverse construction sites, possibly make 1 or 2 buildings that were always there be under construction. I'd try and pick buildings that look newer.

-If your going into the future for a map, you would want to finish up construction sites so they are a complete building. Possibly replace 1 or 2 crappy old looking buildings with a new finished building or a construction site. If a building was destroyed during the campaign of a game, I'd definitely replace it with something.

-I wouldn't do anything unrealistic that wouldn't stay true to the series. This would include things like putting LC, VC, and SA too close together so you can see them from each other (unless there are technical limitations), add bridges between LC, VC, or SA, add islands or change the geography of the current maps (unless we are talking islands that can't be seen from the LC, VC, or SA, or Upstate Liberty)

-I'd try and place the maps in realistic locations, which are relative to where they would be in real life. I'll type up a little diagram. Hopefully it shows up correctly on your screen.

_______________|      ^      ||      N      ||   W     E   ||      S      ||_____________|______________________________________________________________________________|                                                                                 (LC)      ||                                                                                           ||                                                                                           ||                                                                                           ||                                                                                           ||   (SA)                                                                                    ||                                                                                           ||                                                                    (VC)                   ||___________________________________________________________________________________________|

This is about how I would lay them out. Taking into account distances and relative position being somewhat correct to the relation of the real life locations that the GTA maps are based off of.

I think it's more realistic for VC to be placed under LC. I've looked at the US map for this. About the 2010 map, we will place the game time into 2010. No more changes. 1978? Oh god, Tommy Vercetti becomes the Harwood butcher.

That would've been cool to add in our game. I'm thinking of Tommy's son, Claude, and CJ. Wouldn't that be great? Tommy's son, Claude and CJ. Now that's something I would love to see. Some GTA V character switching just like X-Seti brought up for SOL in 2005, 8 years before GTAV. We can have Grove street HQ, or Tommy Crime Ring HQ, drug deals, and so on. Possibilities are endless.

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universetwisters

Tommy became the Harwood Butcher in 1971, not 1978. Only thing that happened in that year is evidently Diaz arriving in America.

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dkluin

Tommy became the Harwood Butcher in 1971, not 1978. Only thing that happened in that year is evidently Diaz arriving in America.

Whatever, you get what I mean. I've only fully played VCS, so I don't know much about everything that happend in the 3D era.

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universetwisters

VC's a great game. You should give it a go if you get a chance.

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dkluin

VC's a great game. You should give it a go if you get a chance.

Firstly I want the VC and III map converted.

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goodidea82

Firstly I want the VC and III map converted.

Absolutely. I would say that this should even be goal and outcome of your project: to have the original games (without any additions/modifications) converted and be ready to be pluged-in into SA. Based on this subsequent projects can be started. I personally would like to have VC and III (or stories version) to be simple modloader plug-ins that do not modify SA (also not the gameplay) but only extend the map. Then additional mods could be used to add and modify stuff.

 

Question: in some post you wrote that you use ID intervals that overlap with the SA id interval. However, I think fastman's LA changes int16 to uint16 which should give twice as many IDs. Isn't it possible to IDs in the interval ~32000-65,535?

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Tadzik

Frank S. had the III map converted with bugs fixed IIRC.

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dkluin

 

Firstly I want the VC and III map converted.

Absolutely. I would say that this should even be goal and outcome of your project: to have the original games (without any additions/modifications) converted and be ready to be pluged-in into SA. Based on this subsequent projects can be started. I personally would like to have VC and III (or stories version) to be simple modloader plug-ins that do not modify SA (also not the gameplay) but only extend the map. Then additional mods could be used to add and modify stuff.

 

Question: in some post you wrote that you use ID intervals that overlap with the SA id interval. However, I think fastman's LA changes int16 to uint16 which should give twice as many IDs. Isn't it possible to IDs in the interval ~32000-65,535?

 

The converted III IDEs will conflict with the SA ones. That's what I meant. We can use up to 40.000 IDs atm, we're setting newly added vehicles from 40.000 to 42.000. We can import a ton of new vehicles, peds, and other stuff.

The III ID range will go from 20.000 to possibly 27.000. VC ID range is just above the III range, no free space between them.

 

About the plug-ins thing, we will look into that later. We will release a base release that has the origional straight-converted maps. The mod will possibly (has to be tested) support un-modded SA clients, untill we decide to move SA to the map borders. There's a huge map for us to fiddle around in. ModLoader compability will come later on, let's just wait untill me and IgorX have converted III to SA.

Frank S. had the III map converted with bugs fixed IIRC.

Me and IgorX are currently working on the III conversion. We've got OpenVice ready to be used, we can include it in the mod. If we're accually going to include that conversion, we'll need permission first. Also, I'd like to keep the things origional, our own conversions, you see.

 

Also, as for III maps, we'll have to shift the IDs manually with Notepad :O

 

Info about vehicles:

We will include a lot of III vehicles, LCS ones, and VC ones. We can use a script to reduce the spawn rate for VC ones, like they're very rare to find. You'll never find a VC Deluxo. Some vehicles are more common then others, we'll see.

 

Airplanes:

Airplanes/helicopters will be converted, we might have LC helicopters, SWAT teams, FBI groups, or other possible options. Same for VC, maybe the ped models?

 

Info about PED models

HazzardX is looking for a PED modeller for the custom peds. HazzardX and I have decided to set the game year to 2010. Not 2005.

We will have Tommy's son as the protagonist, and maybe CJ and claude? Ideas, just ideas.

Edited by dkluin

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goodidea82

If you have time I have some more questions:

>The converted III IDEs will conflict with the SA ones.

Isn't it possible to rename file and object names (e.g., using some prefix) to avoid conflicts with SA's IDEs? Adding such a prefix could perhaps be done using Excel or OpenOffice Calc. I would be suprised if they don't support string concatenation functions. For renaming files, a script could be used.

 

> The III ID range will go from 20.000 to possibly 27.000. VC ID range is just above the III range, no free space between them.

Does this mean that there will be no conflicts with SA IDs?

 

>About the plug-ins thing,..

Btw, what I meant with plug-in is just making it ordinary mods that are placed in the modloader folder. I did not mean another mechanism for ML.

 

> The mod will possibly (has to be tested) support un-modded SA clients, untill we decide to move SA to the map borders.

Not sure I understand. Will there be one version where SA remains un-modded (hence at original coordinate) and III and VC are at the map borders? And another version where you will move SA to the map borders and place III and VC inside the border?

Can you confirm that SA will be fully playable with all missions and side-activities?

 

>Also, as for III maps, we'll have to shift the IDs manually with Notepad

Can't Excel or OpenOffice Calc help? Just writing write a simple foruma "X+offset" and drag it down for the entire colum of x-coordinates and like-wise for y. Wouldn't this work? If not, then why not write a small program to do that automatically?

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dkluin

If you have time I have some more questions:

 

>The converted III IDEs will conflict with the SA ones.

Isn't it possible to rename file and object names (e.g., using some prefix) to avoid conflicts with SA's IDEs? Adding such a prefix could perhaps be done using Excel or OpenOffice Calc. I would be suprised if they don't support string concatenation functions. For renaming files, a script could be used.

 

> The III ID range will go from 20.000 to possibly 27.000. VC ID range is just above the III range, no free space between them.

Does this mean that there will be no conflicts with SA IDs?

 

>About the plug-ins thing,..

Btw, what I meant with plug-in is just making it ordinary mods that are placed in the modloader folder. I did not mean another mechanism for ML.

 

> The mod will possibly (has to be tested) support un-modded SA clients, untill we decide to move SA to the map borders.

Not sure I understand. Will there be one version where SA remains un-modded (hence at original coordinate) and III and VC are at the map borders? And another version where you will move SA to the map borders and place III and VC inside the border?

Can you confirm that SA will be fully playable with all missions and side-activities?

 

>Also, as for III maps, we'll have to shift the IDs manually with Notepad

Can't Excel or OpenOffice Calc help? Just writing write a simple foruma "X+offset" and drag it down for the entire colum of x-coordinates and like-wise for y. Wouldn't this work? If not, then why not write a small program to do that automatically?

Excel will help yes, ModLoader will not be supported for now. We will try to have everything working on a clean SA installation. You can still play the storyline possibly with LC and VC in it. In theory its possible, we'll see if that works. SA will be placed at the edge of the new map border, at around 12.000 units. The center is 0 by 0, LC will be at 12.000, -12.000, VC will be at -12.000 by -12.000.

All of this just isnt sure.

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nkjellman

 

Recommendation for when you start producing the maps for a different time period.

 

If we are visiting the city in a time that is after the time we visited it in the real game, I'd start with the III, VC map. If it is before, I'd start with the stories map. Obviously you would then alter them.

So here are some sample time periods.

1. Pre 1984: Lets use 1978 for an example. You would want to use Stories map for both cities.Make the least amount of changes to the VCS map, medium amount of changes to the SA map, and the most changes to the LCS map.

2. During 1984: Same thing as #1, exept you would leave the VCS map alone.

3. Post 1984, Pre 1986: Use the VC map as its higher quality. Then you would want to turn it into a hybrid of the VCS and VC map. You would use the LCS map for LC and alter it more than you would alter SA.

4. During 1986: Same thing as #3, exept you would leave the VC map alone.

5. Post 1986, Pre 1992: You would want to use the LCS map and alter it to be in the past. You would want to use the VC map and alter it lesss. Same for SA. You would want to alter it less.

6. During 1992: You would want to start with the LCS map, the VC map, and the SA map. You would alter the VC map about as much as the LCS map (with the exception of Winter), and not modify the SA map. (Unless its something like restoring missing props or fixing a bug).

7. Post 1992, Pre 1998: Same thing as #6, except you would want to alter SA as well.

8. During 1998: You would want to use the LCS map, and not alter it. Then you would want to use the original VC map and alter it. You would want to alter SA less than you would alter VC.

9. Between 1998, and 2001: Use the GTA III map as it is higher quality. Then you would want to turn it into a hybrid of the LCS and GTA III map. You would want to use the VC map and alter it more than SA.

10. During 2001: Same thing as #9, but you would leave the GTA III map alone.

11. Post 2001: Lets use 2015 for an example. You would want to use the III and VC map. You would alter VC a lot, alter SA a little less than VC, then alter III a little bit.

 

If you want to stay true to the series, I'd consider some things to follow.

-The more time between the map your starting with, and the time your creating should determine how much you change it.

-If your going into the past for a map, you would want to reverse construction sites, possibly make 1 or 2 buildings that were always there be under construction. I'd try and pick buildings that look newer.

-If your going into the future for a map, you would want to finish up construction sites so they are a complete building. Possibly replace 1 or 2 crappy old looking buildings with a new finished building or a construction site. If a building was destroyed during the campaign of a game, I'd definitely replace it with something.

-I wouldn't do anything unrealistic that wouldn't stay true to the series. This would include things like putting LC, VC, and SA too close together so you can see them from each other (unless there are technical limitations), add bridges between LC, VC, or SA, add islands or change the geography of the current maps (unless we are talking islands that can't be seen from the LC, VC, or SA, or Upstate Liberty)

-I'd try and place the maps in realistic locations, which are relative to where they would be in real life. I'll type up a little diagram. Hopefully it shows up correctly on your screen.

_______________|      ^      ||      N      ||   W     E   ||      S      ||_____________|______________________________________________________________________________|                                                                                 (LC)      ||                                                                                           ||                                                                                           ||                                                                                           ||                                                                                           ||   (SA)                                                                                    ||                                                                                           ||                                                                    (VC)                   ||___________________________________________________________________________________________|
This is about how I would lay them out. Taking into account distances and relative position being somewhat correct to the relation of the real life locations that the GTA maps are based off of.
I think it's more realistic for VC to be placed under LC. I've looked at the US map for this. About the 2010 map, we will place the game time into 2010. No more changes. 1978? Oh god, Tommy Vercetti becomes the Harwood butcher.

That would've been cool to add in our game. I'm thinking of Tommy's son, Claude, and CJ. Wouldn't that be great? Tommy's son, Claude and CJ. Now that's something I would love to see. Some GTA V character switching just like X-Seti brought up for SOL in 2005, 8 years before GTAV. We can have Grove street HQ, or Tommy Crime Ring HQ, drug deals, and so on. Possibilities are endless.

I did place VC under LC. If the lines on the edge don't make a clear border than the map doesn't show properly on your screen.

Edited by nkjellman

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dkluin

 

 

Recommendation for when you start producing the maps for a different time period.

 

If we are visiting the city in a time that is after the time we visited it in the real game, I'd start with the III, VC map. If it is before, I'd start with the stories map. Obviously you would then alter them.

So here are some sample time periods.

1. Pre 1984: Lets use 1978 for an example. You would want to use Stories map for both cities.Make the least amount of changes to the VCS map, medium amount of changes to the SA map, and the most changes to the LCS map.

2. During 1984: Same thing as #1, exept you would leave the VCS map alone.

3. Post 1984, Pre 1986: Use the VC map as its higher quality. Then you would want to turn it into a hybrid of the VCS and VC map. You would use the LCS map for LC and alter it more than you would alter SA.

4. During 1986: Same thing as #3, exept you would leave the VC map alone.

5. Post 1986, Pre 1992: You would want to use the LCS map and alter it to be in the past. You would want to use the VC map and alter it lesss. Same for SA. You would want to alter it less.

6. During 1992: You would want to start with the LCS map, the VC map, and the SA map. You would alter the VC map about as much as the LCS map (with the exception of Winter), and not modify the SA map. (Unless its something like restoring missing props or fixing a bug).

7. Post 1992, Pre 1998: Same thing as #6, except you would want to alter SA as well.

8. During 1998: You would want to use the LCS map, and not alter it. Then you would want to use the original VC map and alter it. You would want to alter SA less than you would alter VC.

9. Between 1998, and 2001: Use the GTA III map as it is higher quality. Then you would want to turn it into a hybrid of the LCS and GTA III map. You would want to use the VC map and alter it more than SA.

10. During 2001: Same thing as #9, but you would leave the GTA III map alone.

11. Post 2001: Lets use 2015 for an example. You would want to use the III and VC map. You would alter VC a lot, alter SA a little less than VC, then alter III a little bit.

 

If you want to stay true to the series, I'd consider some things to follow.

-The more time between the map your starting with, and the time your creating should determine how much you change it.

-If your going into the past for a map, you would want to reverse construction sites, possibly make 1 or 2 buildings that were always there be under construction. I'd try and pick buildings that look newer.

-If your going into the future for a map, you would want to finish up construction sites so they are a complete building. Possibly replace 1 or 2 crappy old looking buildings with a new finished building or a construction site. If a building was destroyed during the campaign of a game, I'd definitely replace it with something.

-I wouldn't do anything unrealistic that wouldn't stay true to the series. This would include things like putting LC, VC, and SA too close together so you can see them from each other (unless there are technical limitations), add bridges between LC, VC, or SA, add islands or change the geography of the current maps (unless we are talking islands that can't be seen from the LC, VC, or SA, or Upstate Liberty)

-I'd try and place the maps in realistic locations, which are relative to where they would be in real life. I'll type up a little diagram. Hopefully it shows up correctly on your screen.

_______________|      ^      ||      N      ||   W     E   ||      S      ||_____________|______________________________________________________________________________|                                                                                 (LC)      ||                                                                                           ||                                                                                           ||                                                                                           ||                                                                                           ||   (SA)                                                                                    ||                                                                                           ||                                                                    (VC)                   ||___________________________________________________________________________________________|
This is about how I would lay them out. Taking into account distances and relative position being somewhat correct to the relation of the real life locations that the GTA maps are based off of.
I think it's more realistic for VC to be placed under LC. I've looked at the US map for this. About the 2010 map, we will place the game time into 2010. No more changes. 1978? Oh god, Tommy Vercetti becomes the Harwood butcher.

That would've been cool to add in our game. I'm thinking of Tommy's son, Claude, and CJ. Wouldn't that be great? Tommy's son, Claude and CJ. Now that's something I would love to see. Some GTA V character switching just like X-Seti brought up for SOL in 2005, 8 years before GTAV. We can have Grove street HQ, or Tommy Crime Ring HQ, drug deals, and so on. Possibilities are endless.

I did place LC under VC. If the lines on the edge don't make a clear border than the map doesn't show properly on your screen.

 

I meant directly under LC, anyways, liking the map locations, thinking about it. Difficult to have only 2000 units of space for the map.

 

 

Progress Updates:

Me and IgorX are working on the LC conversion. We have parts of VC currently done, positioned at -8000 -8000. I'd like to place LC at 8000 -9000. The boundairies will be at 12.000 by 12.000, this explains the "having only 2000 units of space for LC to be placed, as it can be placed at 10.000 by 10.000, but then, it'll be at the other side of the map, which we do not want to happen.

Portland DFFs and TXDs are, i'd say, converted.

Edited by dkluin

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Ss4gogeta0

Quick Idea... This might be useful for buying plane tickets...

 

http://gta.wikia.com/Banamericana

 

 

Banamericana Travel System is an company located in Las Colinas, Los Santos, San Andreas. It has various branches in the same district. Its slogan is "Nadie Vuela Mas Barato", which is Spanish for "Nobody flies cheaper". Its name is a reference to the term Panamerican, which is used to collectively refer to the Americas (North America, Cenral America, South America). The company advertises and sells Taylair, Vice City Air and East Sky Airlines plane tickets to their customers. They are inaccessible to the player and play no role in the storyline whatsoever.

 

East Sky Airlines - Liberty City/Vice City

Vice City Air - Vice City

Taylair - ???

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nkjellman

Wouldn't VC being placed at -8000, -8000 put it south west from SA, and LC being placed at 8000, -9000 put it south east of SA? VC should be east of SA, maybe a little south and LC should be north east of SA. More so east.

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dkluin

North east? If we placed it north east, we would see LC from VC.

Anyways, we're working on the Stauton plaza in LC that was under construction in 2001.

HazzardX is doing CC models, IgorX is doing LC, I'm working on VC and LC.

 

The buildings that were under construction back in 2001 LC, will be modern-looking buildings with mostly circular entries.

HazzardX has informed me that we might have someone working on PEDs aswell. Would be nice.

cj2000 has converted vehicles from LC, VC and SA, and the list can go on and on.

Note: Topic poll added, you can now decide what you'd like to see in the project.

The poll may decide what I'm going to release in the future. Most votes count!

Edited by dkluin

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cj2000

 

>Also, as for III maps, we'll have to shift the IDs manually with Notepad

Can't Excel or OpenOffice Calc help? Just writing write a simple foruma "X+offset" and drag it down for the entire colum of x-coordinates and like-wise for y. Wouldn't this work? If not, then why not write a small program to do that automatically?

I mean X-Sety mentioned some tool, that can do it, bu even if there is no such tool, it´s not a big problem to write one. If necesary, I could make such tool.

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X-Seti

 

I would forget about ENBSeries tbh. Use the PS2 Reflections and use something like ReShade, with MasterEffects. Much more friendly environment.

 

What would be good, would be a custom timecyc for each city :^: Dunno how one would implement that .. CityX using timecycX.dat and CityY using timecycY.dat maybe.

Great progress so far, keep it up :^:

Custom timecyc for each city huh, would sound pretty interesting. Will be looking it up after I'm done with organizing the mod files (IMG files like game_vc, game_lc, game_sa, game_lv, game_ls, game_sf and so on) and sorting the IMG against IDE files.

Another tip, why don't you use Manhunt levels too? There are level converters out there.

Manhunt levels? Could you send me some tools?

 

 

I'd cool your adopting the SOL layout, your going to find it a lot easier to manage files and ultimately find problems.

 

I have a tool in the works to aid better with ID issues..

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