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The Hero's Workshop


The Hero
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I need a place to put all my misc stuff...

They were scattered around in various posts or just given to people when they asked for it, but it'd be nice to have them all (?) at one place.

 

Various tools can be found here:

http://gta.rockstarvision.com/utils/

 

 

Here you can find high-res versions of generic.txd for III and VC:

http://gta.rockstarvision.com/workshop/hires_txds/ (also has screenshots)

 

This is a mostly-PS2 particle.txd for VC but with coloured water:

http://gta.rockstarvision.com/workshop/particle_VC.txd

 

 

This fixes LODs without non-LOD counterpart in III (the cranes and lit windows e.g.)

http://gta.rockstarvision.com/workshop/lodfix.dll (src: http://gta.rockstarvision.com/workshop/lodfix.cpp)

 

 

This DLL makes III,VC,SA use gamedir/userfiles instead of "My Documents/GTA bla User Files", so it's like a portable GTA installation (Thanks Claude_Lib for the idea):

http://gta.rockstarvision.com/workshop/portablegta.dll (src: http://gta.rockstarvision.com/workshop/portablegta.cpp)

 

 

If you don't like replays or they cause bugs for you (III, VC, SA 1.0):

http://gta.rockstarvision.com/workshop/noreplay.dll

 

 

This fixes streaming in VC so that special models (e.g. player models, cutscene actors) can be loaded from other cdimages than gta3.img:

http://gta.rockstarvision.com/workshop/extradirfix.dll (src: http://gta.rockstarvision.com/workshop/extradirfix.cpp)

 

 

My take on the beta Deluxo (of which there are no screenshots). Tried to make it look as much as a Delorean as possible:

http://gta.rockstarvision.com/workshop/deluxo.dff

 

 

deluxo1.png

deluxo2.png

 

 

Other recreated beta cars of mine are the Infernus, Cop car and Phoenix: http://gtaforums.com/topic/421254-relscr-beta-inferno-phoenix-and-cop-car/(link is in the signature, but whatever)

 

 

An attempt to remake the late beta playermodel (my first character model!):

http://gta.rockstarvision.com/workshop/player.DFF

http://gta.rockstarvision.com/workshop/player_latebeta.bmp

bonus kent paul skin:

http://gta.rockstarvision.com/workshop/kent.bmp

 

 

betaplayer1.png

betaplayer2.png

 

 

The shirt is CSkent brought into the shape of player3 with the lower part improvised a bit from pre-release screenshots, movies and from other player models. The arms are from player3 (left arm is a mirrored and adjusted right arm because of the watch). Legs are from CSplay5 and were adjusted a bit. Length of neck is that of player2 as i felt the neck of player3 was a bit too short.

 

 

And the same model again but with a differently unwrapped shirt to be compatible with diaz' and gonzales' shirt:

http://gta.rockstarvision.com/workshop/playerx1.DFF

http://gta.rockstarvision.com/workshop/gonz.bmp

http://gta.rockstarvision.com/workshop/diaz.bmp

 

 

gonzskin.png

diazskin.png

 

 

 

I hope I will post some screenshots of the graphical changes at some point....

 

Have fun with this stuff.

Edited by The Hero
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Cool to see you opened a workshop! That Deluxo looks brilliant, especially the reflections!

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Thanks! PS2 vehicles have the MatFX environment coefficient set to 1.0, unlike the PC vehicles, and of course you need skygfx.

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Now do you have a workshop, aap? Interesting.

The portableGTA plugin is just a must have, everything now will be in one directory.

 

Looking forward more small but useful stuff from you. :D

Edited by gts.
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I need a place to put all my misc stuff...

They were scattered around in various posts or just given to people when they asked for it, but it'd be nice to have them all (?) at one place.

 

This is a high-res version of III's generic.txd:

http://aap.papnet.eu/gta/workshop/generic_III.txd

In the PC version all textures in generic.txd were downsampled to 64x64. I tried to find higher resolution versions of the textures, many of which are still in III in other txds, others were taken from the PS2 game.

 

This is a mostly-PS2 particle.txd for VC but with coloured water:

http://aap.papnet.eu/gta/workshop/particle_VC.txd

 

This fixes LODs without non-LOD counterpart in III (the cranes and lit windows e.g.)

http://aap.papnet.eu/gta/workshop/lodfix.dll (src: http://aap.papnet.eu/gta/workshop/lodfix.cpp)

 

This DLL makes III,VC,SA use gamedir/userfiles instead of "My Documents/GTA bla User Files", so it's like a portable GTA installation (Thanks Claude_Lib for the idea):

http://aap.papnet.eu/gta/workshop/portablegta.dll (src: http://aap.papnet.eu/gta/workshop/portablegta.cpp)

 

My take on the beta Deluxo (of which there are no screenshots). Tried to make it look as much as a Delorean as possible:

http://aap.papnet.eu/gta/workshop/deluxo.dff

 

 

deluxo1.png

deluxo2.png

 

 

Other recreated beta cars of mine are the Infernus, Cop car and Phoenix: http://gtaforums.com/topic/421254-relscr-beta-inferno-phoenix-and-cop-car/(link is in the signature, but whatever)

 

I hope I will post some screenshots of the graphical changes at some point....

 

Have fun with this stuff.

Graphical changes? Tell me please something more about new potential stuff

  • Like 1
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Added extradirfix

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Added beta player model.

  • Like 3
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I've been working on getting cutscene characters to work in game.

It's only a test but please see if this works: http://aap.papnet.eu/gta/workshop/vc_anim.dll

You have to rename some dff files so the game would use them in game or use some other tricks to do it.

I should also mention that this replaces big parts of the animation system, so it may collide with other mods that touch it too (like MVL).

EDIT: Here's a version of vc_debug, that allows you to switch to CS characters from the debugmenu: http://aap.papnet.eu/gta/workshop/vc_debug.dllIt's using the game logic to do that so it's not perfect, if the game doesn't know about the model relation, it just goes to CSplay.

EDIT: updated vc_debug again, it can change to more CS models now.

EDIT: updated vc_anim with more fixes. Right now I don't notice any bugs.

 

And a nice screenshot:

csplay.png

Edited by The Hero
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Added player model compatible with diaz and gonzales skin.

  • Like 3
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Fixed vc_anim (see two posts above) in two ways: some cutscene animations were not working correctly due to some badly reversed code. Animations should now not depend on cop.dff at all.

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  • 2 weeks later...

Updated hi-res generic.txd for III and made one for VC.

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Load with any dll or asi loader, done!

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The only issue I have with gtaportable.dll is that it doesnt save the .set file (III) only the savegame in the game directory. Shouldnt the settings file automatically save there too instead of needing to move it over?

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hm, it works for me :/ Although I have noticed that the order in which the plugins are loaded matters. e.g. in SA SilentPatch should be loaded before gtaportable.

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hm, it works for me :/ Although I have noticed that the order in which the plugins are loaded matters. e.g. in SA SilentPatch should be loaded before gtaportable.

Didnt say it was not working, my gta3 savegame appears in the game directory as it should, but the .set file doesnt. That remains in the my documents directory. Dont think the order matters since IIIsilentpatch is further up the list and gtaportable.dll is at the end. Just wanted to know why the set file is being ignored

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The only issue I have with gtaportable.dll is that it doesnt save the .set file (III) only the savegame in the game directory. Shouldnt the settings file automatically save there too instead of needing to move it over?

Just use saveloader instead of this nonsense. Edited by ThirteenAG
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  • 5 weeks later...
BeyondTheVeilOfDeath

You may add trims and louvre on the deluxo.

Edited by Ken Kaneki
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  • 1 month later...

Handmade, by finding the most hi-res textures that were still in some of the games.

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Portablegta now works properly with SilentPatch.

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  • 1 month later...

I've been working on getting cutscene characters to work in game.

It's only a test but please see if this works: http://aap.papnet.eu/gta/workshop/vc_anim.dll

You have to rename some dff files so the game would use them in game or use some other tricks to do it.

I should also mention that this replaces big parts of the animation system, so it may collide with other mods that touch it too (like MVL).

EDIT: Here's a version of vc_debug, that allows you to switch to CS characters from the debugmenu: http://aap.papnet.eu/gta/workshop/vc_debug.dllIt's using the game logic to do that so it's not perfect, if the game doesn't know about the model relation, it just goes to CSplay.

EDIT: updated vc_debug again, it can change to more CS models now.

EDIT: updated vc_anim with more fixes. Right now I don't notice any bugs.

 

And a nice screenshot:

csplay.png

I'm sorry, but I don't understand how install it, can anyone do a tutorial?

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I'm sorry, but I don't understand how install it, can anyone do a tutorial?

Download UAL(Ultimate-ASI-Loader.zip), extract it into game folder, create "scripts" folder and put vc_anim.dll into this "scripts" folder.
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I'm sorry, but I don't understand how install it, can anyone do a tutorial?

Download UAL(Ultimate-ASI-Loader.zip), extract it into game folder, create "scripts" folder and put vc_anim.dll into this "scripts" folder.

And It's done? How I access to the debug menu? Thanks for help

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You also have to rename the file to .asi if you're using UAL. Link to the debug menu is in my signature.

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