Popular Post The Hero Posted October 24, 2017 Popular Post Share Posted October 24, 2017 (edited) 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 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 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 I hope I will post some screenshots of the graphical changes at some point.... Have fun with this stuff. Edited March 29, 2018 by The Hero Jinx., kkjj, TheBlackVomit and 48 others 51 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
Jinx. Posted October 24, 2017 Share Posted October 24, 2017 Cool to see you opened a workshop! That Deluxo looks brilliant, especially the reflections! Link to comment Share on other sites More sharing options...
The Hero Posted October 24, 2017 Author Share Posted October 24, 2017 Thanks! PS2 vehicles have the MatFX environment coefficient set to 1.0, unlike the PC vehicles, and of course you need skygfx. RyanDri3957V, Jinx., H-G and 1 other 4 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
gts. Posted October 25, 2017 Share Posted October 25, 2017 (edited) 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. Edited October 25, 2017 by gts. Link to comment Share on other sites More sharing options...
4Arty Posted October 25, 2017 Share Posted October 25, 2017 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 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 Rachel Amber 1 Link to comment Share on other sites More sharing options...
Rachel Amber Posted October 25, 2017 Share Posted October 25, 2017 Cool stuff The Hero nice i love your beta infernus <_> ER2R_7023 1 Link to comment Share on other sites More sharing options...
LaDiDa Posted October 25, 2017 Share Posted October 25, 2017 Lets just wait for the screenshots to do the talking? :^) Link to comment Share on other sites More sharing options...
The Hero Posted October 28, 2017 Author Share Posted October 28, 2017 Added extradirfix Igor Bogdanoff, Rachel Amber, H-G and 1 other 4 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
The Hero Posted October 28, 2017 Author Share Posted October 28, 2017 Added beta player model. H-G, Jinx. and Rachel Amber 3 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
The Hero Posted October 29, 2017 Author Share Posted October 29, 2017 (edited) 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: Edited October 31, 2017 by The Hero 293518_738026, H-G, t0grul and 10 others 13 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
The Hero Posted October 29, 2017 Author Share Posted October 29, 2017 Added player model compatible with diaz and gonzales skin. Shagg_E, H-G, Jinx. and 1 other 4 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
The Hero Posted October 31, 2017 Author Share Posted October 31, 2017 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. Igor Bogdanoff, H-G, _Æ_ and 6 others 9 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
The Hero Posted November 11, 2017 Author Share Posted November 11, 2017 Updated hi-res generic.txd for III and made one for VC. Jinx., _Æ_, H-G and 2 others 5 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
ForeverL Posted November 15, 2017 Share Posted November 15, 2017 How do I use it? http://aap.papnet.eu/gta/workshop/extradirfix.dll Link to comment Share on other sites More sharing options...
The Hero Posted November 15, 2017 Author Share Posted November 15, 2017 Load with any dll or asi loader, done! re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
B_Smiles Posted November 15, 2017 Share Posted November 15, 2017 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? Link to comment Share on other sites More sharing options...
The Hero Posted November 15, 2017 Author Share Posted November 15, 2017 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. re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
B_Smiles Posted November 15, 2017 Share Posted November 15, 2017 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 Link to comment Share on other sites More sharing options...
ThirteenAG Posted November 15, 2017 Share Posted November 15, 2017 (edited) 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 November 15, 2017 by ThirteenAG Widescreen Fixes Pack || Project2DFX || SaveLoader || WindowedMode || CLEO Scripts Link to comment Share on other sites More sharing options...
_CP_ Posted November 15, 2017 Share Posted November 15, 2017 Chill the hell out, dude. EternalFlakko, Mr.Kurowski, H-G and 6 others 9 Link to comment Share on other sites More sharing options...
TheBlackVomit Posted December 15, 2017 Share Posted December 15, 2017 (edited) You may add trims and louvre on the deluxo. Edited December 27, 2017 by Ken Kaneki Link to comment Share on other sites More sharing options...
Gu1k Posted January 16, 2018 Share Posted January 16, 2018 which ones are xbox conversions? is the generic.txd handmade or a conversion? good job btw Link to comment Share on other sites More sharing options...
The Hero Posted January 16, 2018 Author Share Posted January 16, 2018 Handmade, by finding the most hi-res textures that were still in some of the games. Gu1k 1 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
Gu1k Posted January 16, 2018 Share Posted January 16, 2018 are they the same textures, similar textures or just higher res. sorry for bugging you a lot Link to comment Share on other sites More sharing options...
The Hero Posted January 20, 2018 Author Share Posted January 20, 2018 Portablegta now works properly with SilentPatch. Silent, Dominik_, RyanDri3957V and 1 other 4 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
Shagg_E Posted March 1, 2018 Share Posted March 1, 2018 Finally I took the time to make it: ShadowM, Takei01, firedihm and 4 others 7 Link to comment Share on other sites More sharing options...
PythonForce Posted March 2, 2018 Share Posted March 2, 2018 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: I'm sorry, but I don't understand how install it, can anyone do a tutorial? Link to comment Share on other sites More sharing options...
Shagg_E Posted March 2, 2018 Share Posted March 2, 2018 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. Link to comment Share on other sites More sharing options...
PythonForce Posted March 2, 2018 Share Posted March 2, 2018 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 Link to comment Share on other sites More sharing options...
The Hero Posted March 2, 2018 Author Share Posted March 2, 2018 You also have to rename the file to .asi if you're using UAL. Link to the debug menu is in my signature. Shagg_E 1 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
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