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Vice City Stories: PC Edition


Ash_735
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The texture cargobobrotorblade should be remade. Nothing work. The SA Hunter model has no alpha transparency on model like in VC. When rotor starts to turn around alpha could slowly filled field. I tested it in VC. There is work great.

VC uses the alpha channel in order to render the textured rotors. SA blends the RGB channel by itself and fails.

 

I have just posted the needed findings for trying to make blurred rotors here, in case something was missed. Actually, I'm working on such modification.

Sorry buddy, but that's exactly what we were working on togethr with NTAuthority (the findings), it looks bad after updating CHeli::Render to apply alpha according to rotors speed confused.gif

 

There's something missing yet.

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SA rounding some values of alpha (<60 or something, it's equal 0). There are also some extra flags for map objects.

Disable Shadow Culling + Alpha Transparency 1 is nice workaround of this feature.

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I made this trailer for vcs pc edition. Hope you like it. colgate.gif

 

Edited by GTAguy234
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SA rounding some values of alpha (

Disable Shadow Culling + Alpha Transparency 1 is nice workaround of this feature.

Yeah, now I have noticed this problem. Looks like RenderWare issue?

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I think it's nice for trees, but not good for dynamic models, textures.

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I noticed that in original vcs trees fade in when you come close and fade out when you leave. But in pc version trees just pop out. Are you going to fix this.

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we've tried it already, it looks horrible! tounge.gif

Try to change rotor model, it won't look good with current model...

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undergroundvicious

 

Something tells me denis1379 is Rasta-Braza LOL

I specially agree. Just check the day when this profile was created. I don't believe in this "coincidence" sly.gif . ALERT: BAN INCOMING...

Edited by undergroundvicious
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The only one thing you should do, is code, which will change transparency (alpha channel) of blade static and blade blurred proportional to speed.

There is not needed to attaching model, because this blurred model is already in game (look at the nkjellman's screens), but alpha channel is set to 0, and static model is always 255.

These values should be variable.

That could work. Also note that the top blade isn't visible from the top and the rear blade isn't visible from the left. It could be set to be visible from both sides of the poly.

 

It might be possible to do it via vehicle component swapping.

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Damn Rockstar left a lot of small bugs on the map, some of these dating back to the original Vice City! tounge.gif I kinda feel guilty for pointing these out in the error logs, our map is beyond fixed in the small areas, I wonder if anyone will notice what we've fixed from the PS2 version? wink.gif

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Does that include the hole in this wall, that you can get into by riding a motorcycle in VC?:

user posted image

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No.

HHnErXC.png


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That whole area was remade anyway (Burger Off, Stoneweel J's, etc)

 

user posted image

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The annoying thing is, I can now spot an error in that picture, something that's actually Rockstar's fault. tounge.gif

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Model wise, or the rooftop texture not fitting the actual roof?

 

Those are the only bugs I can see.

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That whole area was remade anyway (Burger Off, Stoneweel J's, etc)

Not converted yet? Then will it be?

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That whole area was remade anyway (Burger Off, Stoneweel J's, etc)

Not converted yet? Then will it be?

Dude look up, I posted the pic, compare it to the VC one above it, it's already done, I was pointing out that that specific model was changed in VCS, so the bug was fixed by Rockstar.

 

@ManDog: In VCs, the building only has two sets of windows instead of three, which makes more sense size wise, but if you look at the bottom of the texture just before it joins the store, you can see the top of the third windows appear slightly, it's like this in the original game, so it's Rockstar's fault. tounge.gif

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Is it posibility to write more hours to timecyc? Would be cool see VCS gradients.

FOR ALL INFORMATION I'M NOT Rasta-Braza

Edited by denis1379
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Did someone say Widescreen? (...about 10 pages back)

 

user posted image

 

 

note: Still W.I.P

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Hell yeah, looks awesome Ash.

 

Already got a preview pic from Silent 20 mins ago tounge.gif

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That requires lots of work with menus confused.gif

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Did someone say Widescreen? (...about 10 pages back)

 

user posted image

 

 

note: Still W.I.P

haha, thanks, it was me biggrin.gif

Great work!

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Maybe you could include Vic's model to vehicle shadow model? That ghost shadow looks really weird.

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Maybe you could include Vic's model to vehicle shadow model? That ghost shadow looks really weird.

It is there, just at a dif angle, you can see the shadow of his legs, the vehicle shadows are harsher, why? Ask Rockstar, it's like that in San Andreas.

 

edit: for those that are curious, yes, it also means we're working on the menu to be displayed properly in your chosen Aspect ratio to, which, after seeing the menu stretched out for so long, looks pretty weird now to see it being displayed how it should...

 

user posted image

 

Note: Of course still a W.I.P before anyone points out the sliders and bottom text looks off.

Edited by Ash_735
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Let us finish this first, we want to make sure the game is properly displayed on major aspect ratios, we're taking a cue from GTA IV here, VCS PC will support 4x3, 5x4, 15x9, 16x9 and 16x10 Aspect Ratios and you'll be able to choose that from the Options Menu.

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I would like to see you work on headlights.

Why acting so bossy? Now that's gonna sound ignorant, but we usually do what WE want to do.

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