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The Beta Collection


Jinx.
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UPDATE:

-updated the PreRelease Mafia Sentinel front grille material
-added GermanTrailer and Clips Sentinel

 

unknown.png

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I think I figured out the builds of this game from E3 to final. I might make a spreadsheet with the changed stuff.

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The rear makes it look completely different. I'm personally waiting for your rendition of the Bobcat and Cartel Cruiser with the differently mapped back.

  • Like 2

DhF4CUK7S5mrQmZkTLK8DA.png

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xSapphirePlayz

I'm still wondering if the trunk bed was supposed to be an extra or was it the only design available?

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15 minutes ago, xSapphirePlayz said:

I'm still wondering if the trunk bed was supposed to be an extra or was it the only design available?

Had the trunk bed designs been extras, there would've been a case in the extra components' randomization where none of the extras would appear, leaving a big hole in the vehicle's model. There obviously must've been only one design for it.:)

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xSapphirePlayz

I mean, if Enhanced Vehicle Extras achieved having both bed and non-bed designs on the same model it's definitely possible

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2 minutes ago, xSapphirePlayz said:

I mean, if Enhanced Vehicle Extras achieved having both bed and non-bed designs on the same model it's definitely possible

Really? I didn't know that. I was merely speculating on the fact that there can be a situation where no extras can appear. Oh, well...

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It wasn't an extra. Cars didn't have those shapes at all. You can see it on several cars, like E3 Patriot, Linerunner, some pics with the Cartel Cruiser, Bobcat, etc.

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Anything, I guess.

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Hey Jinx, what about that mod? Are them related, cause I don't know, which one use in future. 👹

 

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No. This mod is separate from every other mod.

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  • 2 months later...

While I have no updates at the moment, the GTA3D team made a discord server for discussing beta content. Check it out if you want :)

 

Lately I have been researching the possible builds of the game, and I came to the following list:

-Test (+- 21st July 2020 -16th October 2000)
-Alpha(16th October 2000-January 2001)
-numerous minor edits(January 2001-February 2001)
-Feb2001 Trailer (February 2001)
-Gamespot Build (April 2001)

-PreE3 (before 17th May 2001)
-E3
(17th May 2001 - 19th May 2001)

-Clips (post-E3, 1st June 2001)

-German Trailer (after June 2001)

-BradyGames (July-August 2001?)

-Pre-Release(August-September 2001?)

-Pre 9/11 (before or during 11th September 2001)

-1.40 (24th September 2001)

 

Sooner or later I intend on making a 1.40 patch for the game, to restore it to that version :)

Edited by Jinx.
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@Jinx.: I thought I'd bring something new to the table. Here is a modified "pedgrp.dat" for making the buskers spawn in most of the zones around the city...

 

Quote

#
# file: pedgrp.dat
# description: contains the list of ped groups for each zone. Each ped
#                group should contain eight ped type names. Please dont
#                use 'male01' in any of the pedgroups
#

 

male02,        male03,        fatmale01,    fatmale02,    female01,    female02,    female03,    fatfemale01        # default
female01,     worker1,    scum_man,    pimp,        male03,        fatmale02,    prostitute2,    male02            # redlight
prostitute,     prostitute2,    male02,        fatmale02,    scum_wom,    pimp,        criminal01,    male03            # redlight night
li_man1,    li_man2,     li_wom1,    li_wom2,    cas_man,     cas_wom,     male01,        female03        # little italy
li_man1,    male03,     busker1,    li_wom2,    criminal02,     cas_man,     scum_wom,    li_man2            # little italy night
ct_man1,    ct_man2,    ct_wom1,    ct_wom2,    fatmale01,    fatfemale02,    male02,     female02        # china town
ct_man1,    ct_man2,    ct_wom1,    ct_wom2,    cas_man,    male03,            criminal02,    fatfemale01        # china town night
docker1,    docker2,    scum_man,    male01,        const1,        const2,        worker1,    worker2            # docks
docker1,    docker2         criminal01,    fatmale02,    scum_wom,    worker1,    busker2,    busker3            # docks night
p_man1,        p_man2,        p_wom1,        p_wom2,        scum_man,    busker4,    female01,    criminal01        # projects    
p_man1,        p_man2,        p_wom1,        p_wom2,        cas_man,    criminal02,    busker3,    busker2            # projects night
worker1,    worker2,    female01,    female02,    const1,     const2,        male02,        fatmale01        # industrial
worker1,    worker2,    female02,    male02,            criminal01,    busker1,    scum_man,    scum_wom        # industrial night
b_man1,     b_man2,        b_man3,        b_wom1,        b_wom2,        b_wom3,        mod_man,    mod_wom            # south area
b_man1,     b_wom1,        scum_man,    scum_wom,    b_man2,     criminal01,    p_man1,        p_man2            # south area night
st_man,        st_wom,        fan_man1,    fan_man2,    fan_wom,    stud_man,    male02,            female02        # stadium
st_man,        st_wom,        fan_man1,    fan_man2,    scum_man,    male03,        b_man3,        criminal01        # stadium night
hos_man,    hos_wom,    hos_man,    p_wom1            male02,        fatmale02,    female03,    fatfemale02        # hospital    
hos_man,    hos_wom,    hos_man,    b_wom1,            male02,            female01,    const2,        criminal02        # hospital night
const1,        const2,        const1,        const2,        worker1,    worker2,    fatmale01,    male03            # construction site
const1,        const2,        const1,        const2,        scum_man,    worker2,    criminal02,    scum_wom        # construction site night
shopper1,    cas_wom,    shopper2,    shopper3,    b_wom1,            b_man1,            mod_wom,    mod_man            # shopping
p_man1,        const1,        busker2,    scum_man,    scum_wom,    shopper2,    cas_man,    criminal01        # shopping night
stud_man,    stud_wom,    stud_wom,    female03,     male02,        fatmale01,    fatfemale02,    female02        # university
stud_man,    stud_wom,    stud_man,    b_man1,            scum_wom,    busker3,    fan_man1,    criminal02        # university night
cas_man,    cas_wom,    cas_man,    cas_wom,    cas_man,    male02,        female01,    female02        # park
cas_man,    cas_wom,    cas_man,    scum_man,    scum_wom,    busker4,    male02,        criminal02        # park night
male01,        male03,        fatmale01,    fatmale02,    female01,    female02,    female03,    fatfemale01        # airport
male02,        male03,        fatmale01,    fatmale02,    mod_man,    female02,    female03,    fatfemale02        # airport night
male02,        male01,        fatmale01,    fatmale02,    female01,    female02,    mod_wom,    mod_wom            # swanksville
male02,        male03,        fatmale01,    fatmale02,    female01,    mod_wom,    female03,    mod_wom            # swanksville night

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  • 4 weeks later...

@Jinx.: Sorry for bumping and double-posting but I have a suggestion.

 

The Hero did this neat map cut for Bedford Point that removes that huge row of buildings that lack proper LOD models in the middle of the area and turns the roads on the east side of the heart of Bedford Point into four-lane from the usual two-lane:

 

http://gta.rockstarvision.com/gta3d/comroad1.png

http://gta.rockstarvision.com/gta3d/comroad2.png

 

Sorry, embedding doesn't work. I wanted to take a screenshot but I'm in a hurry right now.

Anyway, if you want it, here's the link but I'd recommend getting The Hero's permission first: http://gta.rockstarvision.com/gta3_beta_work/comSW.ipl

 

NOTE: To make it look right, however, you must open the "CULLZONE.dat" file in your III folder's "data" folder, erase all data inside it (select everything and then delete it) and save your changes. Otherwise, the game's rendering will bug out real badly when you go to Bedford Point.

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I'll add it one day, I guess.

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  • 1 month later...
Swayybaby

Can anyone share a clip of this mod? I just wanna see what it will be like when I download it. 
 

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45 minutes ago, Swayybaby said:

Can anyone share a clip of this mod? I just wanna see what it will be like when I download it. 
 

You can always just download certain stuff yourself and try it out quickly with modloadee. It's not like the filesize is massive anyway.

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Swayybaby
10 hours ago, Jinx. said:

You can always just download certain stuff yourself and try it out quickly with modloadee. It's not like the filesize is massive anyway.

That’s the problem I don’t have a PC yet. I’m getting one in June. So I just want to see a preview of what it will look like once I get my PC.

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Swayybaby

Actually I have a laptop but can somebody tell me how to download this? It's my first time doing something like this.

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  • 2 months later...

@Jinx.: Just dropping by to let you know that the "fatfemale01.txd" has the ped's master texture inside it incorrectly named. It's being called "fatfemale01" instead of "fatfemale01_nu" which causes the ped model to show up white in-game. You should look into this when you have time.:)

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  • 2 months later...

@Jinx. I made this little map edit for my own use while attempting recreate the early BETA rendition of this part of Portland (somewhat) in final style. What do you think?

irC2E4Q.png

t0ozhH0.png

 

I still need to sort some stuff out with this:

 

1. No pre-lighting unlike vanilla map objects because the models have normal-mapping, which is needed for mods like DimZet13's Dynamic Lighting CLEO script (vanilla models don't load right in my ZModeler copy for some reason anyway).

2. No car/ped paths because their limit is already reached in the vanilla game. I worked around this by making duplicates of vanilla road pieces but didn't copy their path data over, so they're practically "path-less". Peds and cars following/chasing the player still work perfectly, though.

3. Still need to delete the big black building from the island megaLODs to complete the look (no pun intended).

4. Old alleyway boxes are still around, as seen in the 2nd screenshot above.

5. The little park-like thing (that's it's official name, no kidding) could do with a little decoration like benches, picnic tables or maybe the unused lion statue props still leftover in the game.

 

Despite all the work I've done on it, I really don't feel like releasing it TBH. What are your thoughts, though?

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Looks cool but it doesn't fit the mod's scope. This was seen only in an early map, where that area looked different.

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