TheDoctor69 Posted April 30, 2020 Share Posted April 30, 2020 (edited) Hi, I don't know if I'm one of the few that have this problem or maybe there are more out there. Basically, from what I understand, mixing Updated SCM and VCLF in VC makes the "Demolition Man" building to remain intact after the mission. More info here: A fix is supposedly on the way but in the meantime, and as I don't like to rush people and modders, I came up with an ugly workaround in my mind. Could I take the textures and models from the broken building and replace with them the normal ones WHILE maintaining the normal ones names? That way I would be "hardcoding" the broken building all the time. I could enable/disable the "fix" with modloader, and at least the game experience would improve a little. Two problems thougth. One, I don't know if this is possible. Two, I don't know which files should I replace and/or where. Could you guys help me out? Thanks in advance. UPDATE I ended up using parts of different mods and managed to create a fix that patches the building look. Always damaged (apply after Demolition Man mission), even on very long distances. Remember that this mod is primarily meant to be used along with VCLF and UpdatedSCM. Use it at your own risk and feel free to contact me for any issues/questions. https://mega.nz/file/FdBEEAjS#_UOxCDIXqEJoK_25sBa42jALs5_oG2b9eaBGoNSS5Cw Mods used (all credits to the original modders, I'm not a modder myself, I just tried and put together some files along with some configuration, and just tweaked some stuff minimally): Correct_svhdb_final, by @ToD.: https://www.gtagarage.com/mods/show.php?id=6226 VC.ImprovedBuildingSiteFiles,from @The Eddo: Edited May 10, 2020 by TheDoctor69 Provided mod link Link to comment Share on other sites More sharing options...
ZAZ Posted April 30, 2020 Share Posted April 30, 2020 (edited) this is the code that changes the model of the construction building to the dameged model 03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESH to #BLDNGST2MESHDAM By searching with Mapeditor for BLDNGST2MESH and BLDNGST2MESHDAM can you find the models IDE 3908, bldngst2mesh, buildingsite2, 1, 135, 132 bldngst2mesh.dff buildingsite2.txd the dameged model: 3964, bldngst2meshdam, buildingsite2, 1, 135, 132 bldngst2meshdam.dff buildingsite2.txd It's only the facade around with the windows This is the cernel of the building 3830, buildingsite2, buildingsite2, 1, 108, 128 buildingsite2.dff buildingsite2.txd The IDE entries are inside of data\maps\nbeachw\nbeachw.ide Method to give different texture to intact and damged model: 1. Create a copy of buildingsite2.txd and modify the newscaffolding2_256 image and rename it to buildingsmod.txd 2. change the IDE entry to 3964, bldngst2meshdam, buildingsmod, 1, 135, 132 Edited April 30, 2020 by ZAZ Sloth- 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
TheDoctor69 Posted April 30, 2020 Author Share Posted April 30, 2020 Mmm that very useful info but what I want is the game to use the damaged texture and model by thinking it is the normal one, not to edit any image as I don't need that. Where are the textures, inside some img? Can I take the damaged txd/dff, rename them to the normal building ones, then replace those? That way the building would always be broken? Thanks! Link to comment Share on other sites More sharing options...
ZAZ Posted April 30, 2020 Share Posted April 30, 2020 (edited) Both models have same texture of same txd You can copy bldngst2meshdam.dff and rename it to bldngst2mesh.dff to realize the plan Either put this renamed file into modloader folder or install it inside gta3.img i would first rename bldngst2mesh.dff into bldngst2mesh-old.dff (so you can keep it as backup) then copy bldngst2meshdam.dff and rename it to bldngst2mesh.dff Edited April 30, 2020 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
TheDoctor69 Posted April 30, 2020 Author Share Posted April 30, 2020 (edited) OK, gonna try, thanks. UPDATE It works FLAWLESSLY: Even with its open spaces and all. I took a dff from a ps2 models folder I had. Thanks for the help! EDIT Sorry if not permitted by the rules, but in case anyone else is on the same page as me, here's what I'm using: https://mega.nz/file/VcQ0yYqD#0gzT7723VlZg8mqVhNN6CmKCXzQ4g-lbmHpq4ksS2JA Load dff with modloader or put in gta3.img, and asi in scripts folder. ASI is not mandatory but I think it makes the building better. It's taken from here, all credits to the original author: DFF file is from a ps2 mod, I think ps2 feels, I have a lot of mods and folders right now and don't know which one is which any more hehe Edited April 30, 2020 by TheDoctor69 ernestin1 1 Link to comment Share on other sites More sharing options...
TheDoctor69 Posted May 1, 2020 Author Share Posted May 1, 2020 @ZAZ I just noticed this does not work for long distances. I extracted the LODngst2meshdam.dff file from gta3.img and renamed it to LODngst2mesh.dff but it is not working. Any idea why? Thanks in advance. Link to comment Share on other sites More sharing options...
ZAZ Posted May 1, 2020 Share Posted May 1, 2020 LODngst2meshdam.dff ? this doesn't exist take copy of bldngst2meshdam.dff and rename it to LODngst2mesh.dff CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
TheDoctor69 Posted May 2, 2020 Author Share Posted May 2, 2020 (edited) I found one though, maybe I took it from a modded gta3.img as I have several mods on my VC and at this point I can't remember with one provides which file hehehe. I even check it with dff viewer and it is definetely a broken building model. Anyway, just tried your solution but still doesn't work. Maybe some file in the game is telling it to use a different file for this scenario. Could you help me find it? Maybe in the ide file? File I'm using: https://mega.nz/file/xYxyiISD#CbGDmJYI-K8Ck54W7EMUGk3YHcj4SprSteSmk8jYoic Thanks in advance. Edited May 2, 2020 by TheDoctor69 Link to comment Share on other sites More sharing options...
ZAZ Posted May 2, 2020 Share Posted May 2, 2020 hm.., what have you done with original LODngst2mesh.dff ? please show the ide and ipl these are the origin entries nbeachw.ide 3908, bldngst2mesh, buildingsite2, 1, 135, 132 3948, LODngst2mesh, LODnbeachwbig, 1, 2000, 0 3964, bldngst2meshdam, buildingsite2, 1, 135, 132 nbeachw.ipl 3908, bldngst2mesh, 0, 114.9089966, -366.1600037, 7.631000042, 1, 1, 1, 0, 0, 0, 1 3948, LODngst2mesh, 0, 114.9088821, -366.1600647, 7.630674839, 1, 1, 1, 0, 0, 0, 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
TheDoctor69 Posted May 2, 2020 Author Share Posted May 2, 2020 I do nothing with the original, I'm just replacing with modloader hehe. These are my lines, there are from the files provided by VCLF (I may have made some changes these past days in order to get the model I want working): ide: 3908, bldngst2mesh, buildingsite2, 1, 300, 132 3948, LODngst2mesh, LODnbeachwbig, 1, 2000, 0 3964, bldngst2meshdam, buildingsite2, 1, 300, 132 ipl 3908, bldngst2mesh, 0, 114.909, -366.16, 7.631, 1, 1, 1, 0, 0, 0, 1 3948, LODngst2mesh, 0, 114.909, -366.16, 7.63067, 1, 1, 1, 0, 0, 0, 1 Don't see anything weird Link to comment Share on other sites More sharing options...
TheDoctor69 Posted May 3, 2020 Author Share Posted May 3, 2020 Maybe it has something to do with the file "LODldingsite2.dff"? I've tried to replace it with the broken model using that name and it works, but I got a with model with no texture and also no interior of the building. Link to comment Share on other sites More sharing options...
TheDoctor69 Posted May 3, 2020 Author Share Posted May 3, 2020 Can anyone confirm if in the retail, no-modded game the building looks damaged from a very long distance? Thanks! Link to comment Share on other sites More sharing options...
TheDoctor69 Posted May 10, 2020 Author Share Posted May 10, 2020 Updated my own fix, check it on first post mixednuts 1 Link to comment Share on other sites More sharing options...
mixednuts Posted January 31, 2021 Share Posted January 31, 2021 (edited) On 5/10/2020 at 8:41 AM, TheDoctor69 said: Updated my own fix, check it on first post Thanks so much for this. Good stopgap until niltwill perhaps addresses the bug in his updated SCM. As as suggestion, instead of using gta_vc.dat, maybe just use a readme.txt with the required entries. More and more I'm finding the later method to be better for modloader use (modloader friendly, if you will). Edited January 31, 2021 by mixednuts Link to comment Share on other sites More sharing options...
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