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GTA SA in UE 4 - (Cancelled Project with new future)


apfelbaum
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I remember these tools....Woah good job mate...

Are you willing to share? Just the map really would do for me but anyway. Will you release this when you are done ?

Is there any thing I can help you with in return ? I can know my way around shaders in ue4.

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  • 2 weeks later...

I believe the reason rockstar doesn't come after 3d era game mods is because they use the renderware engine (which is not Rockstars). The hd era games use their in-house RAGE engine.

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  • 1 month later...

Is there someone knowing how the animation system works exactly for the game? The information I find in the internet are not enough. If there is someone that can answer some questions please contact me that would be really helpful.

btw. the current status of the project. the project is running again after the examsbreaks, is reorganized and popcycle is working for cars.

best regards

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1 hour ago, apfelbaum said:

Is there someone knowing how the animation system works exactly for the game? The information I find in the internet are not enough. If there is someone that can answer some questions please contact me that would be really helpful.

btw. the current status of the project. the project is running again after the examsbreaks, is reorganized and popcycle is working for cars.

best regards

Hey, i literally just sigbed up to message and be apart of this thread.

 

I came across this forum with a google search. I am creating a Batman game based on a universe stemming from the 1989 movie with Michael Keaton and Jack Nicholson. Its just a passion project that I will be offering for free download for fans to play.

 

I have a lot of the assets and characters made already, but Im struggling with the AI in the city. Would you be willing to email me a demo of this so i can use as a template? All credit will be given to you. 

My email is [email protected] 

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1 hour ago, BatmanLegacy said:

Hey, i literally just sigbed up to message and be apart of this thread.

 

I came across this forum with a google search. I am creating a Batman game based on a universe stemming from the 1989 movie with Michael Keaton and Jack Nicholson. Its just a passion project that I will be offering for free download for fans to play.

 

I have a lot of the assets and characters made already, but Im struggling with the AI in the city. Would you be willing to email me a demo of this so i can use as a template? All credit will be given to you. 

My email is [email protected] 

sorry but at the moment it is not in a state to be published or used as a template.

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-Gaming4Life-

Can you post a progress demonstration video in March or April? You started this mod a year ago so after all these months it's been getting updated? I'm very excited to see how the game looks now

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yeeees i am working every day for hours currently, i would really like to show something but nothing is at a state i would like to share with you. i hope the next update will be big. i cannot promise anything but it is getting better and better! stay tuned!

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BatmanLegacy
On 2/28/2020 at 10:56 AM, apfelbaum said:

sorry but at the moment it is not in a state to be published or used as a template.

Ahhh okay, :(

 

Would you be okay with helping me with doing a little blueprinting at least? Just for crowds to walk around/run in fear, and be autonomous.

Enter and exit vehicles. 

I dont need anything extra beside that

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12 hours ago, BatmanLegacy said:

Ahhh okay, :(

 

Would you be okay with helping me with doing a little blueprinting at least? Just for crowds to walk around/run in fear, and be autonomous.

Enter and exit vehicles. 

I dont need anything extra beside that

pm me and we can disucss that 😉

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  • 3 weeks later...
Dimas_Petrov

Development stopped or not why is there no news ? I'm from Russia. Sorry about the language. Thank You Yandex.Translator!

In the form of development support our youtubers from Russia made videos that your game will be released soon ! I would like to know what you have achieved during this time ! And if the game is already in the public domain then how and where can I get it ! And for how much !

Edited by Dimas_Petrov
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On 3/19/2020 at 6:29 AM, Dimas_Petrov said:

Development stopped or not why is there no news ? I'm from Russia. Sorry about the language. Thank You Yandex.Translator!

In the form of development support our youtubers from Russia made videos that your game will be released soon ! I would like to know what you have achieved during this time ! And if the game is already in the public domain then how and where can I get it ! And for how much !

Не знаю, что там твои ютуберы говорят, но не о каком скором релизе здесь ещё никогда речь не шла.

Just explained him, that here never was said anything about any release, specially soon.

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No development is not stopped and there is no release date yet. I go on until i think others can dive into the world too without dying by bugs or loneliness in this empty world. But I am making great progress, It looks more and more .....round I think. Stay tuned!

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  • 1 month later...

2dfx-prev.jpg

 

Just a little update. 2DFX section "lights" as known in GTA SA is implemented, performance is also good (I have Vsync enabled so counter doesn't reflect max fps). It can be enabled and disabled by the user to boost performance.

Edited by apfelbaum
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18 hours ago, apfelbaum said:

2dfx-prev.jpg

 

Just a little update. 2DFX section "lights" as known in GTA SA is implemented, performance is also good (I have Vsync enabled so counter doesn't reflect max fps). It can be enabled and disabled by the user to boost performance.

What about other 2dfx types?

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59 minutes ago, cj2000 said:

What about other 2dfx types?

2dfx is just a term to cover effects or special behavior on meshes in gta. for example the light coronas are actually 2d sprites that add a graphical effect to (a) defined point(s) of a mesh. other things like a mesh being an attraction object for peds is not a 2d effect, it is a special flag in the mesh files but is not reproduced like that in the unreal engine. there are other ways to realize them (and they certainly are already). others like explosions are just particle systems that are placed manually or spawned at runtime on dynamic actors, light shafts are calculated by the lighting system in realtime without having an object to specially "cast" them, scrits to animate escalatorsteps are not attached to an object or however it is handled by the rw-engine.

for example project2dfx for gta sa is commonly used for 2d sprites effects i believe (besides other things like increased view distance)  and that is what i wanted to reproduce. it is not a specific plugin or option in the unreal engine to have such a huge amount of lightbulb-coronas (try to google ue4 coronas, you don't even find something similar to what this is referred to in gta) or a system to add them dynamically and change them at runtime (that is a point where i could manipulate them dynamically but it is a costly operation and to completely write a similar batching system is time consuming, you need to delve deep the engine code and/or i am not that good). i like the graphical illusion, it adds much more life in the distance to the game. for the moment it works perfectly fine.

i want to finish the destructible vehicle system now and then i show more. there are so many things in progress but not much that is completely finished and ready to be presented. but stay tuned hehe

Edited by apfelbaum
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At least you show that you care about the vanilla aesthetics. That fog is a very nice solution for not limiting the drawdistances severely, which makes the map still feel relatively big.

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-Gaming4Life-
1 hour ago, LaDiDa said:

At least you show that you care about the vanilla aesthetics. That fog is a very nice solution for not limiting the drawdistances severely, which makes the map still feel relatively big.

i know what you mean that fog resembles the gta sa ps2 atmosphere and made the map feel like it was very big...

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This thing is absolutely awesome. Will you continue to keep it up in original game mechanics? Do you think it's a future of GTA Modding and Multiplayer that would beat both MTA with SA:MP?

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1 hour ago, xHype said:

This thing is absolutely awesome. Will you continue to keep it up in original game mechanics? Do you think it's a future of GTA Modding and Multiplayer that would beat both MTA with SA:MP?

I neither played mta nor sa:mp and this project is not there to outperform other projects, mods and games. it's just a nice addition that people shall be able to play and have fun and extend in future. the original mechanics shall be programmed and serve as a base for more.

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19 hours ago, apfelbaum said:

I neither played mta nor sa:mp and this project is not there to outperform other projects, mods and games. it's just a nice addition that people shall be able to play and have fun and extend in future. the original mechanics shall be programmed and serve as a base for more.

Will be it open source? Can people contribute to this project?

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gtaeditor01

Great work @apfelbaum!

 

I'm working on a project utilizing GTA V assets, wondering if you have a better way to export and import them into UE4.

 

Currently, I'm using Open IV > Open Format 3ds Max > Export FBX.

 

It's quite a time consuming process, and I can't imagine you did this for every asset in GTA:SA otherwise you'd probably still be exporting assets... Any help here with a better workflow would be appreciated!

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apfelbaum
3 hours ago, gtaeditor01 said:

Great work @apfelbaum!

 

I'm working on a project utilizing GTA V assets, wondering if you have a better way to export and import them into UE4.

 

Currently, I'm using Open IV > Open Format 3ds Max > Export FBX.

 

It's quite a time consuming process, and I can't imagine you did this for every asset in GTA:SA otherwise you'd probably still be exporting assets... Any help here with a better workflow would be appreciated!

i have plugins to bulk import (for gta sa files) /export meshes in 3ds max , i had to organize them manually in the engine. the first 12 months i did it one by one and found out step by step how to automate the process. But the meshes are full of errors: bad uv's and bad smooth groups and the UE4 amplifies the problems extremely so i have to fix those meshes in the next months one by one. to mass export i recommend OS3D Mass export.

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gtaeditor01
8 hours ago, apfelbaum said:

i have plugins to bulk import (for gta sa files) /export meshes in 3ds max , i had to organize them manually in the engine. the first 12 months i did it one by one and found out step by step how to automate the process. But the meshes are full of errors: bad uv's and bad smooth groups and the UE4 amplifies the problems extremely so i have to fix those meshes in the next months one by one. to mass export i recommend OS3D Mass export.

I am equal parts impressed and terrified. Thank you for your recommendation and good luck on your project!

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On 4/25/2020 at 7:25 PM, apfelbaum said:

2dfx is just a term to cover effects or special behavior on meshes in gta. for example the light coronas are actually 2d sprites that add a graphical effect to (a) defined point(s) of a mesh. other things like a mesh being an attraction object for peds is not a 2d effect, it is a special flag in the mesh files but is not reproduced like that in the unreal engine. there are other ways to realize them (and they certainly are already). others like explosions are just particle systems that are placed manually or spawned at runtime on dynamic actors, light shafts are calculated by the lighting system in realtime without having an object to specially "cast" them, scrits to animate escalatorsteps are not attached to an object or however it is handled by the rw-engine.

for example project2dfx for gta sa is commonly used for 2d sprites effects i believe (besides other things like increased view distance)  and that is what i wanted to reproduce. it is not a specific plugin or option in the unreal engine to have such a huge amount of lightbulb-coronas (try to google ue4 coronas, you don't even find something similar to what this is referred to in gta) or a system to add them dynamically and change them at runtime (that is a point where i could manipulate them dynamically but it is a costly operation and to completely write a similar batching system is time consuming, you need to delve deep the engine code and/or i am not that good). i like the graphical illusion, it adds much more life in the distance to the game. for the moment it works perfectly fine.

i want to finish the destructible vehicle system now and then i show more. there are so many things in progress but not much that is completely finished and ready to be presented. but stay tuned hehe

I know, was wondering about particle and posibly roadsign efects.

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  • 2 weeks later...

So here it is, a discord server for this project. everyone is free to enter the server and read a few channels or talk about the project. if you want to contribute you gain access to everything.

 

https://discord.gg/YT6ECEW

 

best regards

Edited by apfelbaum
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  • 2 months later...
On 5/22/2020 at 6:36 PM, apfelbaum said:

So here it is, a discord server for this project. everyone is free to enter the server and read a few channels or talk about the project. if you want to contribute you gain access to everything.

 

https://discord.gg/gj5mWp8

 

best regards

Invalid again

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