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VC Map Fixes


Rocky24pl

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  • 3 months later...
  • 3 weeks later...
On 6/1/2021 at 7:13 AM, Rocky24pl said:

VC Map Fixes 2.2 has been released!

It's been a long time since the last update.

Over this period, I slowly developed this project and corrected bugs.

Thanks to all the users above who took their time to test the mod and report bugs.

 

DOWNLOAD

 

 

 

 

 

Nice mod man! Can u make it compatible with VCLF? Because when I put your mod inside modloader with the game crashes even though I already put higher priority than VCLF... Also, can u fix Ken Rosenberg's office location? In Beta Leftovers Fix, MrFinger sort of fixed it but he doesn't actually change the location he only changed the model of Ken rosenberg's office exterior to look like the one around Ken's final office so can u fix it by editing the ipl? Would be cool if u can do that because it's more correct 

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(apparently PMing people is frowned upon now so I'll post it here)
Tried the latest version of your mod and was surprised to see you didn't fix the numerous roads in Vice Point (the segment of the road going past Gonzalez's penthouse all the way up to the mall? comes to mind) along with roads in/around Escobar International as well as Starfish Island missing rain reflections. The Leaf Links to Little Haiti bridge & Ocean View to Vice Port bridges are missing rain reflections as well, along with the roads on Prawn Island. You should look into addressing this in a future release considering even the retarded Indians behind the so called "definitive edition" fixed these rain reflection bugs. You'd need to go around adding the IS_ROAD flag to every road missing it in their respective .IDE files I believe. Very tedious but doable. Could also be the DFFs themselves which is the worst case scenario. There's also this segment of a road in Washington Beach missing rain reflections:
gsdx_20211219083821.png
(screen from PCSX2)
A section of the 4 lane road that runs from Vice Port to Downtown is missing rain reflections too - roughly the segment that runs from Cam's shop to the Little Havana hospital I think.
You should also look into fixing the floating newspaper stand next to Escobar International, surprised you missed that. You also should fix the text on the cargo containers and the textures of the prop bars in the first airport parking lot. You also missed fixing the golf course hole markers.
ended up looking into the rain ref stuff myself and fixed it myself by editing all the .ides for areas with missing road refs, yep it's the IS_ROAD flag, also swapped every instance of 425, lamppost1 with 351, lamppost3 in littleha and both oceandn and oceandrv (along with 2 in haiti) due to that model having no rain refs
turns out lamppost1 just had the wet refs flag set to 0 instead of 1 in generic.ide (same bug in GTAIII along with lampost_coast), so I reverted all the lamppost3 changes

Edited by 86DX
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On 12/20/2021 at 7:19 AM, 86DX said:

(apparently PMing people is frowned upon now so I'll post it here)
Tried the latest version of your mod and was surprised to see you didn't fix the numerous roads in Vice Point (the segment of the road going past Gonzalez's penthouse all the way up to the mall? comes to mind) along with roads in/around Escobar International as well as Starfish Island missing rain reflections. The Leaf Links to Little Haiti bridge & Ocean View to Vice Port bridges are missing rain reflections as well, along with the roads on Prawn Island. You should look into addressing this in a future release considering even the retarded Indians behind the so called "definitive edition" fixed these rain reflection bugs. You'd need to go around adding the IS_ROAD flag to every road missing it in their respective .IDE files I believe. Very tedious but doable. Could also be the DFFs themselves which is the worst case scenario. There's also this segment of a road in Washington Beach missing rain reflections:
gsdx_20211219083821.png
(screen from PCSX2)
A section of the 4 lane road that runs from Vice Port to Downtown is missing rain reflections too - roughly the segment that runs from Cam's shop to the Little Havana hospital I think.
You should also look into fixing the floating newspaper stand next to Escobar International, surprised you missed that. You also should fix the text on the cargo containers and the textures of the prop bars in the first airport parking lot. You also missed fixing the golf course hole markers.
ended up looking into the rain ref stuff myself and fixed it myself by editing all the .ides for areas with missing road refs, yep it's the IS_ROAD flag, also swapped every instance of 425, lamppost1 with 351, lamppost3 in littleha and both oceandn and oceandrv (along with 2 in haiti) due to that model having no rain refs
turns out lamppost1 just had the wet refs flag set to 0 instead of 1 in generic.ide (same bug in GTAIII along with lampost_coast), so I reverted all the lamppost3 changes

 

On 2/19/2022 at 9:29 AM, 2165554112 said:

washbuild072 (lighting issue)

washbuild074(lighting issue)

od_pelican_nt (day version fixed, night version need fix)

miamiland177 (Texture Issue of corner of street when you turn toward Sunshine Autos)

 

 

 

On 12/2/2021 at 2:23 PM, MP5 said:

Same problem is present for me. Only map mod I have is this one, version 2.2.

 

Bump, Hope the author addresses these issues in the future.

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  • 1 year later...
  • 10 months later...
On 11/10/2023 at 9:28 PM, Fox98 said:

image-2023-11-10-212029769.png

 

I also have those weird stripes behind El Swanko Casa that lack texture, tho they're there even without this mod

i know it's been a year, but i'm here to clear this up - no, this textureless poly isn't actually like that if you are clever enough to predict that using VCLF alongside VC Map Fixes will never work as intended (your HUD is what gave it away)
i checked this using a clean copy w/ modloader, VC Map FIxes and an asi loader installed, nothing else

side note - this polygon's UV map is bugged, so yeah...there was something to fix here after all (i've attached a pic that showcases it)

Spoiler

image.png


also, the white lines on one of the road parts are an actual VC bug, checked it with MeD: (i was wrong abt something here) but they aren't as prominent in the game itself

Spoiler

image.thumb.png.f5c0ce09b6087c768fa1b8d9d99856d3.png

Spoiler

image.thumb.png.d4fc3fa6709910d9e4f560eb43af0f7c.png


MeD resembles how it looks in the mod, 2nd pic is how it always looked in-game
actually this looks like something that i'm capable of fixing myself, would have to either delete them entirely, or make them less prominent/thick

Update: I tried blending them with the background, but it's better off without them altogether (+ fixed the other issue on the screenshot above), i might attempt to fix all the other mentioned models too

A FIX FOR THAT ^ THING (nbt_road05.dff)

Edited by Matrix717
just adding sum info (+ formatting issues) (more formatting fixes XD)
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found more bugs, but i won't just report - i shall fix them too
missing textures (black.png) on some day-time buildings near Ocean Drive (not on PS2 - so i downloaded a PS2 iso and got them from there) + this mod never attempted to fix them at all, probably because it isn't as noticeable on night-time models

Spoiler

obraz_2024-10-02_124934047.thumb.png.9df4e034d2a0336b23e6d9f5af22c779.pngobraz_2024-10-02_125036947.thumb.png.9d5a36d0557a0fe8f6580ca2ff647315.pngobraz_2024-10-02_125145666.thumb.png.f0d3823ceb669364c45d210702c83928.png

all of them use xref_hotels.txd, so here's how they were supposed to look like:

Spoiler

obraz_2024-10-02_125600746.thumb.png.b2fdcc5a13f448fbba96df835bb7dd2a.pngobraz_2024-10-02_153954835.thumb.png.8da1cc340b838beb70eafa726777ec52.pngobraz_2024-10-02_125658771.thumb.png.1c2135efdcf792d50690916d0d283217.png

also found out that xod_leslie_nt has some f*cked up textures (neonh1.png missing), and lighting: (and this texture is missing from xref_hotels.txd too!)

Spoiler

obraz_2024-10-02_130210156.thumb.png.bb8d8ed12b6923425eef7e0d5c6befae.png

will fix soon, simple TXD texture addition (unless rocky24pl finally wakes up from his modding coma :P)

okay, after a couple of hours I found some more bugs:

Spoiler

a shadow (that has its own separate model - oddirtpass1.dff) turns white at the back of od_buildkb27_dy
obraz_2024-10-02_194719044.thumb.png.5981f26bbe419ea8908c88a94c4bb11b.png
missing texture at the back of odn_majestic2x_nt (and _dy) from odnhotelblk.txd
obraz_2024-10-02_195051906.thumb.png.4ec100484f71b3125aed3461c2bd4d1d.png
no floor on the balcony + additional texture glitch at night + why are there shadows under all the balconies (one with a hole lol), but not under the thing that Ocean View sign stands on? it should cast a shadow too...
obraz_2024-10-02_205701926.thumb.png.ea31d90774afa2c5cedc0fda7c8fe300.png
xod_starlite_nt.dff's lighting at the sides makes no sense, there should be more colors like on the rest of the building
obraz_2024-10-02_212857072.png.75ed7c0efc8d481178e802d910471bcd.png

it might take a while, new things to fix xD

Edited by Matrix717
formatting, again -.- (+ more things to fix)
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46 minutes ago, rggrgg said:

For all the people asking, I'm working on a compatibility patch for VCLF, since everyone is spamming this thread about it. Will release it soon.

nice! since you're doing that, i won't bother fixing stuff that VCLF could've already fixed
i'll release what i already tried to fix (successfuly) and yeah that's all

fixes:
xrefhotels.txd - fixes all white texture errors i've spotted so far and one neon (vclf doesn't fix that neon ;c)
odnhotelblk.txd - another white texture thingy
od_majestic2c_nt.dff - had to delete black.png entirely, it was completely broken (rendering issues)

od_hotels1.txd - another white thingy fix

and my personal favorite, xod_leslie_nt.dff - neons r fixed and i "overhauled" the lighting ;D pic below: (i checked and this model isn't fixed in VCLF)
obraz_2024-10-03_002701675.thumb.png.63ad3358cebbb7709b8416ced5f64d0d.png

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6 minutes ago, Matrix717 said:

nice! since you're doing that, i won't bother fixing stuff that VCLF could've already fixed
i'll release what i already tried to fix (successfuly) and yeah that's all

I'm only doing the ifp and ide files and a few dffs, i won't be doing all of the dffs since it will be too time consuming for me.

Edited by rggrgg
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1 hour ago, rggrgg said:

I'm only doing the ifp and ide files and a few dffs, i won't be doing all of the dffs since it will be too time consuming for me.

i could do all of them, got a lot of time - spent 3h of my life fixing a single building, could spend a week transfering and checking all of the files
we'll see, for now ima see how ur idea is gonna turn out

and btw i would also fix some VCLF errors -for example, it darkens the vegetation for like no reason?? why is it so damn dark
 

Spoiler

light palms - edited original, all dark vegetation - VCLF, i think something in between would be great
obraz_2024-10-03_014206785.thumb.png.8164f9eb26b276383481cba924f63366.png

 

Edited by Matrix717
(added the info abt VCLF's weird stylistic choices)
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GrandTheftSomeone
On 10/3/2024 at 2:04 AM, rggrgg said:

Here's the patch for VCLF and Map Fixes. Put Map Fixes above VCLF and the patch above both. https://mega.nz/file/XZwlGLJS#TMYuompLn4wipzMdFLUei1mf5pX6boWu-gPfcbZ9nNY

Thank you VERY much for your effort, I really appreciate it. It would be GREAT if "disableBackfaceCulling=1" in SkyGfx wasn't even relevant for all these fixes (VCLF, MapFixes etc). On my PC this leads to buggy surfaces in the North Point Mall, as well as buggy glass panes in several places on the map. Some people in the forum have already reported this problem, while others haven't had this issue (apparently). My 12 y/o laptop certainly doesn't have this "glitch" with said setting when I play VC on it. It's probably system-dependent. Nevertheless, I'd like backface culling to remain at the default setting ("=0") for VCLF and map fixes without having to worry about "holes" and "gaps". I wonder if that's possible at all.

Edited by GrandTheftSomeone
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  • 3 weeks later...
GrandTheftSomeone
On 10/3/2024 at 2:04 AM, rggrgg said:

Here's the patch for VCLF and Map Fixes. Put Map Fixes above VCLF and the patch above both. https://mega.nz/file/XZwlGLJS#TMYuompLn4wipzMdFLUei1mf5pX6boWu-gPfcbZ9nNY

I tried it three times, each time it crashed at about 85-90% of the loading bar. I don't think it's a mistake on my part. What I noticed: There is a file "nbeacht.ipl" in your patch archive. However there is no nbeacht folder in data/maps. Shouldn't it say "nbeachbt.ipl"?

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Just now, GrandTheftSomeone said:

I tried it three times, each time it crashed at about 85-90% of the loading bar. I don't think it's a mistake on my part. What I noticed: There is a file "nbeacht.ipl" in your patch archive. However there is no nbeacht folder in data/maps. Shouldn't it say "nbeachbt.ipl"?

rename it to nbeachbt.ipl, sorry.

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TheAlessandro08
6 hours ago, TheAlessandro08 said:

This texture is missing next to the skumole shack safehouse. 

12110_2.jpg

Just to report back, I fixed it by deleting the dw_scuz_kb.dff file. The biker's glass just bellow the safehouse have the wrong opacity btw, it's the bikeshop_glass and bikeshop_glass2 files, I deleted them for now.

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Are these fixes supposed to work with the VCLF (leftovers) + PS2 Feels?

I spent a few hours trying to make these Map Fixes work with them, but the game just crashes at the end of loading.

I tried different priorities with every fix from this topic or identify which file causes the crash but the only thing that worked was the removal of the Map Fixes folder from the Modloader : (

Edited by uncaged
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TheAlessandro08
On 10/2/2024 at 7:34 PM, Matrix717 said:

nice! since you're doing that, i won't bother fixing stuff that VCLF could've already fixed
i'll release what i already tried to fix (successfuly) and yeah that's all

fixes:
xrefhotels.txd - fixes all white texture errors i've spotted so far and one neon (vclf doesn't fix that neon ;c)
odnhotelblk.txd - another white texture thingy
od_majestic2c_nt.dff - had to delete black.png entirely, it was completely broken (rendering issues)

od_hotels1.txd - another white thingy fix

and my personal favorite, xod_leslie_nt.dff - neons r fixed and i "overhauled" the lighting ;D pic below: (i checked and this model isn't fixed in VCLF)
obraz_2024-10-03_002701675.thumb.png.63ad3358cebbb7709b8416ced5f64d0d.png

You're the GOAT! Those files fixed a road bug I've had, thanks.

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On 1/5/2025 at 8:06 PM, TheAlessandro08 said:

Just to report back, I fixed it by deleting the dw_scuz_kb.dff file. The biker's glass just bellow the safehouse have the wrong opacity btw, it's the bikeshop_glass and bikeshop_glass2 files, I deleted them for now.

I had the same problem and the solution was the same delete those files. This problem is present in VCLF

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