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More Visible Interiors


Attramet
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IT9csno.png

You may have noticed that sometimes the windows in the interior do not correspond to the texture that is outside, which is why the whole interior remains hidden from the player's eyes.
This mod will allow you to take a look at these interiors. In some cases, the doors will be replaced, because not all the windows can be changed.

SCREENSHOTS

Spoiler

_EyVMxM2HZE.jpg?size=1920x1080&quality=96&sign=381bd535b83a203ccab7976c505dfc26&type=album
fdF7aKHxJ_8.jpg?size=1920x1080&quality=96&sign=285a8034a40dbd6bb3dd9830d42150cc&type=album
aAnT6uiE8u0.jpg?size=1920x1080&quality=96&sign=8869cc3143895eb1941260c4de2bcc05&type=album
ALRBXushRdo.jpg?size=1920x1080&quality=96&sign=afcd2d1b9f0ab0094e05c098743766b0&type=album


DONE:
Drusilla's.
Cluckin' Bell.
Phil's office.
Bank of Liberty.
Comrades bar.
Faustin's house(has bug).
Roman's cab depot.
Pegorino's house.
Mr. Fuk's Rice box.
Steinway beer garden.
Playboy's window fix.
Alderney windows fix.

TO-DO
69th Diner (although it is available now, it still in development).
Michelle's apartment.
McReary's house.
Apartment in Algonquin.
Brucie's apartment.

DOWNLOAD

Edited by Attramet
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NerdGamingOP

What About Little Jacob Apartment and Faustin House?

Edited by NerdGamingOP
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On 7/29/2021 at 6:14 PM, NerdGamingOP said:

What About Little Jacob Apartment and Faustin House?

If it wasn't for your post, I wouldn't have found out that there are windows in Jacob's apartment.
In general, I have other interiors in my plans now.

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Update:
1. The interior of the "Comrades bar" is now visible through the windows in the door.
J264mhjosRc.jpg?size=1920x1080&quality=96&sign=14608f7f616c9ef5a17194a3050c602c&type=album

2. Added a glass texture to the window of Phil's office.
oC3xbZe80SU.jpg?size=1920x1080&quality=96&sign=3fc86396c04aafe7bfe6a0189547e2b3&type=album

3. Replaced the texture of the windows and made Roman's office visible from the outside.
_lusrINnB-o.jpg?size=1920x1080&quality=96&sign=a29b488d52106201cf2f20274032a772&type=album

4. Made the interior of Faustin's house visible from the outside (has one unpleasant bug).
bSAJfoRqgDA.jpg?size=1920x1080&quality=96&sign=42d2dc146f9056ef7991364d83cb0633&type=album

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Very good work my friend! I have worked on something similar for a while now too, i finished pegorinos house and the Algonquin apartment, also the Diner like it is in beta. I was stuck with romans cab windows, there were too dark, I realized it was the vertex colors. What is the bug with Faustins mansion? I may be able to help

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On 8/2/2021 at 8:23 AM, Scott1 said:

Very good work my friend! I have worked on something similar for a while now too, i finished pegorinos house and the Algonquin apartment, also the Diner like it is in beta. I was stuck with romans cab windows, there were too dark, I realized it was the vertex colors. What is the bug with Faustins mansion? I may be able to help

Thanks! The bug with the Faustin's mansion is related to the drawing distance.
This screenshot shows it.
rP9uH3BKLOs.jpg?size=1920x1080&quality=96&sign=7aee9b69d0cfaa9e25c72de28ffc5b81&type=album

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5 hours ago, Attramet said:

Thanks! The bug with the Faustin's mansion is related to the drawing distance.
This screenshot shows it.
rP9uH3BKLOs.jpg?size=1920x1080&quality=96&sign=7aee9b69d0cfaa9e25c72de28ffc5b81&type=album

https://drive.google.com/drive/folders/1533ST2SjBh2_-DNfbuzuymCgzbIT8jN5?usp=sharing

These two files will fix that problem, also copy this line to public2.ide at bottom of newmansionMILO0: 

    1, 0, 1.891956, 7.3263, -4.51281, 1.891956, 7.3263, -7.20781, -4.62147, 7.3263, -7.20781, -4.62147, 7.3263, -4.51281, 101, -1, -1, -1, 0, 16777215, 1

 

That'll widen the portal to cover the windows, also changing the flag 64 to 0 which meant outside wouldn't load when door is closed

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2 hours ago, Scott1 said:

https://drive.google.com/drive/folders/1533ST2SjBh2_-DNfbuzuymCgzbIT8jN5?usp=sharing

These two files will fix that problem, also copy this line to public2.ide at bottom of newmansionMILO0: 

    1, 0, 1.891956, 7.3263, -4.51281, 1.891956, 7.3263, -7.20781, -4.62147, 7.3263, -7.20781, -4.62147, 7.3263, -4.51281, 101, -1, -1, -1, 0, 16777215, 1

 

That'll widen the portal to cover the windows, also changing the flag 64 to 0 which meant outside wouldn't load when door is closed

Does not work. I did everything as you wrote, but the only thing I managed to achieve was the loss of the door and half of the interior.

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That's weird, I tested the changes in game myself and it was fine. Are there any other changes to public_2.ide you have made? The file fau2_a.cut will fix the draw distance issue in the cutscene you referenced above, it did on my game (BTW Replace the last line, not add a new one, I should've been more specific)

This line :     1, 0, -0.891956, 7.3263, -4.51281, -0.891956, 7.3263, -7.20781, -2.62147, 7.3263, -7.20781, -2.62147, 7.3263, -4.51281, 101, -1, -1, -1, 64, 16777215, 1

Replace with:     1, 0, 1.891956, 7.3263, -4.51281, 1.891956, 7.3263, -7.20781, -4.62147, 7.3263, -7.20781, -4.62147, 7.3263, -4.51281, 101, -1, -1, -1, 0, 16777215, 1

Edited by Scott1
needed to specify
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9 hours ago, Scott1 said:

That's weird, I tested the changes in game myself and it was fine. Are there any other changes to public_2.ide you have made? The file fau2_a.cut will fix the draw distance issue in the cutscene you referenced above, it did on my game (BTW Replace the last line, not add a new one, I should've been more specific)

This line :     1, 0, -0.891956, 7.3263, -4.51281, -0.891956, 7.3263, -7.20781, -2.62147, 7.3263, -7.20781, -2.62147, 7.3263, -4.51281, 101, -1, -1, -1, 64, 16777215, 1

Replace with:     1, 0, 1.891956, 7.3263, -4.51281, 1.891956, 7.3263, -7.20781, -4.62147, 7.3263, -7.20781, -4.62147, 7.3263, -4.51281, 101, -1, -1, -1, 0, 16777215, 1

I also did this, even changed the flags from 64 to 0 and vice versa, but nothing has changed. Are you using the standard public_2.ide or the one in this mod?

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18 hours ago, Attramet said:

I also did this, even changed the flags from 64 to 0 and vice versa, but nothing has changed. Are you using the standard public_2.ide or the one in this mod?

6fee847ae4cf5c1162a108d47c5d560f.jpgI used your version, here is the result. This is in combination with the modified fau2_a.cut. You can see the very tip of the house but rest is out of view

 

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On 8/4/2021 at 6:01 AM, Scott1 said:

6fee847ae4cf5c1162a108d47c5d560f.jpgI used your version, here is the result. This is in combination with the modified fau2_a.cut. You can see the very tip of the house but rest is out of view

 

Okay, I get it, but what about occlu.ipl? what is its meaning?

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Update:
1. Replaced texture of the windows at the "Steinway beer garden".
F0605dUwWRk.jpg?size=1920x1080&quality=96&sign=7514c8b1e2575f8083bdce3628f8f6f4&type=album

2. Made the interior of the Pegorino's house visible through door.
OBC2XNn_w9w.jpg?size=1920x1080&quality=96&sign=6092fee097524df28a1f3528dfb63007&type=album

3. The interior of the "Rice box" is now visible through the windows in the door.
R0ExAbZ8Q70.jpg?size=1920x1080&quality=96&sign=f5089b9a07d450f7e5bbd11b9f815b27&type=album

4. Fixed the texture of the window above the door to the Playboy's house.
I3Ik7pAm_rg.jpg?size=1920x1080&quality=96&sign=0a32ac066168a435c8e024d049e2feae&type=album

Maybe not quite on the topic of this mod, but let it be.
5. Fixed the texture of a dirty window on some establishments in Alderney.
7uu1gnVZ5LU.jpg?size=2560x1440&quality=96&sign=e245fb0f17dced40f5e3bbe491dbbbc4&type=album

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6 hours ago, NerdGamingOP said:

Can You Add China Shop in Dukes with Collision Interiors Fix

No.

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do i need to start a new game after installing this mod?

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BrynnaDaRosa
9 hours ago, adam9797 said:

do i need to start a new game after installing this mod?

 

used it myself, no need 👍

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5 hours ago, BrynnaDaRosa said:

 

used it myself, no need 👍

thanks

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  • 2 weeks later...
Datalvarezguy

unknown.png


Tried using this with The Complete Liberty City, and uh, well, this happened. Still, great mod! :D

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6 hours ago, Datalvarezguy said:

unknown.png


Tried using this with The Complete Liberty City, and uh, well, this happened. Still, great mod! :D

Strange, there are no such files that can break the saves.

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Precursors Fun World
6 hours ago, Attramet said:

Strange, there are no such files that can break the saves.

I think he meant he used it with that one mod that merges the iv map with the eflc map

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Datalvarezguy
22 hours ago, Attramet said:

Strange, there are no such files that can break the saves.

 

16 hours ago, Precursors Fun World said:

I think he meant he used it with that one mod that merges the iv map with the eflc map

Yup. I don't know if it was because I used it after starting the game, or if it was a combo of both mods, but that happened when I tried using them both. May be worth checking into, maybe its just a one-off, I figured it was worth saying at the very least, in case it was important.

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Precursors Fun World
7 hours ago, Datalvarezguy said:

 

Yup. I don't know if it was because I used it after starting the game, or if it was a combo of both mods, but that happened when I tried using them both. May be worth checking into, maybe its just a one-off, I figured it was worth saying at the very least, in case it was important.

I Think that this mod's files overwrites some of the mixed map files, so that may be it

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Datalvarezguy
15 hours ago, Precursors Fun World said:

I Think that this mod's files overwrites some of the mixed map files, so that may be it

Probably. Normal mod conflict, oh well.

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