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GTA3 Roads For ReLCS


H-G
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GTA3 Roads For ReLCS

by @H-G

 

About:

Spoiler

GTA3 Roads For ReLCS replaces all of the road textures in the Re: Liberty City Stories total conversion mod with the ones from GTA3 including low-quality and high-quality versions.
All road textures have their gamma edited to 1.5 to fit the game's atmosphere and match how all LCS textures use 1.5 gamma.

 

Screenshots:

Spoiler

OMV8VmV.png

 

Download:

Edited by H-G
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Update:

 

- Added road textures to "tunnel.txd" (somehow forgot that one and missed it during the replacing phase despite having whitelisted it already), includes both Performance Edition and Quality Edition versions.
  This fixes the "vanilla road textures still appearing inside the Porter Tunnel entrance by Francis International Airport" bug.

 

OP updated with the download link for the new version.

 

And now, a short yet constructive(?) rant (KEK).

 

No offense but I have to say R* Leeds were just plain f*cking stupid when it came to road textures, they're all spread over a huge course of 57(!) .TXD files and there are like hundreds of them all in total.
Not to mention the fact that I had to do all of the 57 .TXD files twice for this mod so that rounds it all up to a whooping total of 114 .TXD files for me.

 

Just imagine the exact same texture being loaded at 57+ points in memory as if it were an individual thing of it's own which only makes the game consume more RAM, video memory and basically overall PC power.

 

It's pretty ironic how they chose this way even though R* North used one master "generic.txd" file for such commonly-used textures in III and VC.

In fact, LCS was specially designed for, and to run on, a PSP which is a quite much weaker platform compared to a PC.
I believe optimization could've been way better on LCS PSP had they set up one master source function of sort for all the common things.

Edited by H-G
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9 minutes ago, H-G said:

Update:

 

- Added road textures to "tunnel.txd" (somehow forgot that one and missed it during the replacing phase despite having whitelisted it already), includes both Performance Edition and Quality Edition versions.
  This fixes the "vanilla road textures still appearing inside the Porter Tunnel entrance by Francis International Airport" bug.

 

OP updated with the download link for the new version.

 

And now, a short yet constructive(?) rant (KEK).

 

No offense but I have to say R* Leeds were just plain f*cking stupid when it came to road textures, they're all spread over a huge course of 57(!) .TXD files and there are like hundreds of them all in total.
Not to mention the fact that I had to do all of the 57 .TXD files twice for this mod so that rounds it all up to a whooping total of 114 .TXD files for me.

 

Just imagine the exact same texture being loaded at 57+ points in memory as if it were an individual thing of it's own which only makes the game consume more RAM, video memory and basically overall PC power.

 

It's pretty ironic how they chose this way even though R* North used one master "generic.txd" file for such commonly-used textures in III and VC.

In fact, LCS was specially designed for, and to run on, a PSP which is a quite much weaker platform compared to a PC.
I believe optimization could've been way better on LCS PSP had they set up one master source function of sort for all the common things.

To be fair, North did this too in GTA3 and VC (and even SA) in that there's copies of textures in other TXDs, this is due to the game unloading and loading on the fly so specific areas had to have their required textures in there. You mention generic.txd which is sorta used well but there's still chunks of the map which doesn't use them. Prime example of that is foliage.

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2 minutes ago, Ash_735 said:

To be fair, North did this too in GTA3 and VC (and even SA) in that there's copies of textures in other TXDs, this is due to the game unloading and loading on the fly so specific areas had to have their required textures in there. You mention generic.txd which is sorta used well but there's still chunks of the map which doesn't use them. Prime example of that is foliage.

In my opinion, they should've implemented some kind of EXE function with "generic.txd" that makes the game look for any missing map textures inside that TXD.

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48 minutes ago, H-G said:

In my opinion, they should've implemented some kind of EXE function with "generic.txd" that makes the game look for any missing map textures inside that TXD.

That's kinda what they did with SA with the introduction of TXD directory, if a txd is listed there, the game will also look for textures there if they can't be found in the linked txd.

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41 minutes ago, Ash_735 said:

That's kinda what they did with SA with the introduction of TXD directory, if a txd is listed there, the game will also look for textures there if they can't be found in the linked txd.

Yeah exactly, the TXDP system from SA, IV and V would've been great for optimization.

Edited by H-G
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Update:

 

- Redid "combroadwyrd.txd" from vanilla to NOT have GTA3's "pavepuddle" texture gamma-edited into LCS style. This replacement made no absolute sense because they were basically the exact same thing.
- Replaced "Road_blank256HV" in "cskytosh.txd" (forgot to whitelist that one), this fixes the slope to the garage below Donald Love's rooftop garden building still displaying the vanilla LCS texture.
- Replaced "alod_LO1road_128" with "Road_blank256HV" in "islod_com1.txd" (oops, missed a texture in there).
- Replaced the 128x128-sized "Road_blanktrans64HV" with an actually 64x64-sized version of it in "owaywall.txd".

 

- Replaced "Tar_mix128HV" and "Tar_1line128HV" in "block4grn.txd" with their (surprisingly unique) GTA3 counterparts (never knew about this one). I changed their gamma, of course.

 

OP updated. Now this mod modifies 59 .TXD files and contains a massive total of 118 .TXD files, and all changes above include both Performance Edition and Quality Edition versions.

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Yet another update:

 

- Replaced all instances of the "LO1road_128" road LOD texture with it's GTA3 counterpart, now roads in the distance look nice.
  Previously, I used the "Road_blank256HV" texture here instead of this new one which didn't look so nice. This change affects both Performance and Quality Editions.

 

- Island megaLOD textures now use a special 32x32-sized variant of the "LO1road_128" texture like in GTA3.
- Fixed high-quality "Road_blank256HV" texture accidentally being used in Performance Edition's "islod_com1.txd" file, it was 256x256 instead of 64x64.
- Replaced the "Road_blanktrans128HV" texture in Performance Edition's "owaywall.txd" with an actually low-quality (64x64-sized) one from vanilla GTA3's "generic.txd".

 

OP updated.

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  • 1 month later...

Update:

 

- Added one last .TXD, "dr_fs_d.txd", to the mod, this fixes the vanilla LCS road textures still appearing in the T-junction on the south-westernmost edge of Fort Staunton after "Bringing The House Down".

 

With this update, all road textures have now been replaced and the mod now uses 60 .TXDs per edition and a grand total of 120 .TXDs overall.
OP updated, enjoy your GTA3 roads in all their complete glory!

Edited by H-G
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