GTA 3 Liberty City [Removed]

Discussion in 'Terrains, Levels, Maps' started by swift502, Jun 14, 2019.

  1. swift502

    swift502
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    upload_2019-6-17_21-38-45.png
    It really is fucked. Thanks for clarifying Rockstar.
     
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  2. loba04

    loba04
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    is it in saint mark? if no my second guest would be in shortside vale
     
  3. swift502

    swift502
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    It's the one in Portland, right next to ind_fuckedroad_l0

    upload_2019-6-17_23-17-18.png
     
  4. Alex_Farmer557

    Alex_Farmer557
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    Ah, rockstar, you silly people
     
  5. rottenfitzy

    rottenfitzy
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    How very Rockstar.
     
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  6. loba04

    loba04
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    ok, in between Trenton and Saint Mark. yes, mabye i spent a little bit of time, just a tiny bit, on GTA 3
     
    #26 loba04, Jun 18, 2019
    Last edited: Jun 18, 2019
  7. GotNoSable!

    GotNoSable!
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    Would it be possible to remove the cones on ind_fuckroad_10?
    Wanna jump an I-series over that shit.
     
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  8. bwc1976

    bwc1976
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    This is amazing! Keep up the great work, and don't listen to those who are too young and spoiled to appreciate how groundbreaking GTA3 was when it came out.
     
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  9. swift502

    swift502
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    Textures work, materials work, vertex colors work, LODs work (somehow).
    Performance looks fine. It all looks fine.

    upload_2019-6-20_0-20-36.png

    Now I just need to apply this importing process to ~12 map segments, fix geometry bugs, wrong normals, separate vegetation, then fix vertex color contrast, and correct all transparent materials in BeamNG. I estimate... 2 weeks to a month? Maybe more? (Maybe never, this project does have bus factor of 1)

    Feedback wanted:
    I'm a huge GTA 3 fan, and I'm the last person who'd want to change anything about the map. But driving around in BeamNG, the texture quality doesn't match the rest of the game. The textures just looks bad. And I personally could get used to it, but I'm considering using the Natural HD Textures mod (updated just this month, wow), which retains the original art direction, but bumps most of the textures to much nicer resolutions.

    What do you think?

    upload_2019-6-20_0-20-46.png
    --- Post updated ---
    Probably... I thought it'd be great to have them as physics objects which you could move around, so you could smash through them.
     
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  10. carsmin

    carsmin
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    cool!
     
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  11. kicars7

    kicars7
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  12. umustbeloggedintododat

    umustbeloggedintododat
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    That's how you can tell Rockstar Games isn't in that "rated E for everyone" zone.
     
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  13. BrynCoops

    BrynCoops
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    If better textures are readily available, I don't see why not.
    You'd save a few peoples eyes in the process.
     
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  14. JeffTesta

    JeffTesta
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    Swift, this is incredible. I want to encourage you to keep going!
    Nicer textures would be great to have, but not required. Simply driving around the map is enough of a nostalgia trip for most fans to enjoy.
     
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  15. swift502

    swift502
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    Yeah it's fun. I'll probably use the hd texutres then. It's one of the easier things to do. :)
     
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  16. loba04

    loba04
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    1st: Hello Tony, how's mamma?

    2nd: sure thing, hd textures are a great idea and would bump the quality of the mod up immensely.
     
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  17. BeamCarHomeTrade

    BeamCarHomeTrade
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    clickbait "OMG GTA 3 REALISTIC PHYSYIKS MOD" videos coming soon :/
    jk great progress
     
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  18. KrukasKlep

    KrukasKlep
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    I would probably consider to give the props the same treatment as italy, by making them act like bushes.
     
  19. Projekt535

    Projekt535
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    As other have suggested, I would also recommend the HD texture pack. Maybe you could offer the lower textures for download for people with lower end cards? or that want the truly nostalgic feel? I'm not sure how big of a difference it would make but maybe an option.

    Couldn't you replace the cones with BeamNG Props via the level editor? I haven't made a map before but I don't see why this wouldn't work. Correct me if I'm mistaken. :)

    Keep up the great work, looking forward to it! :D
     
  20. swift502

    swift502
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    Yeah I'll definitely use the HD textures. I wouldn't know anything's different if I didn't know they were there. They really look completely identical to the original, just better resolution.
    Yeah I have to try it and figure it out. I've also never made a map before. :D

    Btw all of the map segments are prepared for export.
    Now just import them into BeamNG, setup LODs, setup lots of transparent textures, and finally vertex colors.
    I think I'm about 70% done? It's hard to estimate the progress...

    --- Post updated ---

    It's late and I should sleep but I managed to put something together. Textures obviously still need a lot of work, there's no water, and so on. But it works! And I think it looks pretty good already!



    CPU and GPU performance looks great. I'm getting smooth 60fps. Any drops you see are caused by OBS.
    RAM is a little higher than I expected (3-4 GB), but that's totally fine for me. I'll need feedback from people to know if the performance is alright. Though I can't think of many ways to lower it any further, if people struggled to run this.

    The only thing I have to do is to remove duplicate materials. Currently there's 4500+ materials in the materials.cs file. But many of them are duplicates.
     
    #40 swift502, Jun 23, 2019
    Last edited: Jul 7, 2019
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