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VCUE4 - Vice City conversion to Unreal Engine 4


ryczek02
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Hello,


For the past two weeks I was working n Vice City to UE4 conversionI have already converted few animations, sounds, models and textures straight from game files. I converted them using:

 

As you can see my project is in early stage of production but this is the beginning. So far i converted:

  • Movement from Vice City with animations (in my project that movement is more     like GTA SA movement, Tommy is not attached to camera yaw when he is idle)
  • Vehicle physics
  • Post process effects
  • Two parts of map

 

Screenshots:

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Video:

 

Edited by ryczek02
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Inverno Nuclear

Amazing! this is my favorite GTA, and see it with those awesome UE graphics is amazing.
Remake the game missions from scratch is absolutely possible, there is even ways to convert the animations from .ifp to .fbx https://github.com/thelink2012/ifpconvert

 

However, would take quite some time. I know that all game functions (even missions) are located in the main.scm file, so there is a possibility to somehow make UE4 load this file with missions and all? do that can be impossible or even more complicated than remade everything from scratch, but it's an idea.

 

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I'd avoid using Kam's. The Hero did a much better 3ds max tool :)

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My advice for importing everything is with kams script map.ipl, reset X-transform on all models except for the reused ones, and reimport only those that have errors in there mesh with eg. rwio2015 to import single meshes without errors. you can then export the map as one fbx and import a level scene in ue4, this way you have to place no single mesh by hand.

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@Inverno Nuclear I know about the conversion of animations from IFP to Unreal, for example walking animation is taken from Vice City, but thanks


About transfering missions. Considering file type I assume it's possible, but it would take a lot of time. If i decide to move it however, I think the main.scm will only be a helpful file (and nothing more)

 

@Jinx. I've switched to Blender so I'm no longer using Kam's scripts

 

@apfelbaum I use Blender to import single IPL files as a whole mesh, then I add everything together (without poles and lights) and I create individual collision object. I've left poles and lights so I can add physics to it eventually (like a car hit)

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47 minutes ago, ryczek02 said:

so then

47 minutes ago, ryczek02 said:

 

@apfelbaum I use Blender to import single IPL files as a whole mesh, then I add everything together (without poles and lights) and I create individual collision object. I've left poles and lights so I can add physics to it eventually (like a car hit)

good choice then to make a vice city remake and not san andreas like me :D that would take waaaay too much time. good luck!

 

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  • 5 weeks later...
On 3/26/2020 at 7:57 PM, apfelbaum said:

 

The best choice would be to have 2 maps VC and SA at the same time converted. :)

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  • 2 months later...

Great progress so far. In my opinion everything looks good except the animations, now i know they are also in the original game but i think they are to clunky, why not using the ones from LCS instead ? They are very similar to VC but looks and feels better. It’s only a sugestion, you don’t have to listen 

Edited by Elissay
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  • 1 month later...
  • 6 months later...
GamingWithJumbo
On 3/26/2020 at 1:09 PM, Jinx. said:

I'd avoid using Kam's. The Hero did a much better 3ds max tool :)

i'm very sure that there's not an ifp tool that the hero made

there's only the dff importer and the exporter, which also doesn't work with ifp io from kams

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