Outdated Vice City (GTA VC) - 2.1 (The Full Night Lights Update)

Discussion in 'Terrains, Levels, Maps' started by JorgePinto, Jun 29, 2020.

  1. JorgePinto

    JorgePinto
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    2.1 Version Available (August 3rd)

    540px-Grand_Theft_Auto_Vice_City_logo.png ___ screenshot_2020-08-03_01-00-15.png
    Port made by JorgePinto & swift502

    Original map by Rockstar Games



    (WARNING: This trailer was made in an alpha stage on a potato computer, quality doesn't reflect the final product!)

    Welcome to Vice City

    Inspired by @swift502 's port of GTA 3's Liberty City, I decided to team up with him to literally create the next step in the series, the 80tastic experience of Vice City!

    screenshot_2020-08-03_01-07-27.png screenshot_2020-08-03_01-05-08.png screenshot_2020-08-03_01-06-39.png screenshot_2020-06-29_16-16-35.png screenshot_2020-06-29_16-17-02.png screenshot_2020-08-03_01-09-45.png downtown_vc.png

    Features
    • Complete port of the whole Vice City map, with several spawn points included, including the following interiors built into the map itself (I suggest a Pigeon for entering these!):​
      • Malibu Club
      • Diaz's/Vercetti's Mansion
      • North Point Mall
      • Hyman Stadium Stunt Arena (Not directly accesible, only via spawn point , F7 key and/or world editor)
      • Pole Position Club
    • Added ambient sounds (beaches, mall and club music...) ground types behaviour (grass, sand, mud...), BeamNG Water (ocean, pools, particles...) and vertex lighting.​
    • Added dynamic night lighting* using BeamNG's light system to the entire map, as close to the original as possible, using more than 8.500 individual lights.​
    • +300 bug fixes and improvements on the original map, polishing the map for the modern and detailed times.​
    • AI Support and GPS Navigation support.​
    • Updated a few critical textures bastly used across the map.​
    • Optimised rendering using GTA VC's LOD models.
    • Several key points made BeamNG friendly, like access to Pay 'N' Spray shops (curb cuts added to the sidewalks) or certain iconic stunt stunts across the map. (to avoid wrecking your car on the first try...)
    • Mostly NSFW Friendly.
    • Added/changed a few Easter Eggs to suit BeamNG a bit more (Can you find them all?).
    • Animated blimp on Downtown area too!
    • Includes two Scenarios:
      • Demolition Van
      • Downtown Off-Road Challenge (Featuring a custom D-Series with a Landstalker replica config)
    • Includes a VCPD Skin-Config for the Police Grand Marshal and Vice City custom plates as well, which load automatically with the map.
    screenshot_2020-08-03_01-12-26.png screenshot_2020-08-03_12-57-51.png

    Known Bugs
    • SEVERAL TEXTURES (As of January 2022) ARE CURRENTLY BROKEN, the only workaround so far is to run the map unpacked, by following these steps below:​
    1. Download the map .zip as usual.
    2. Go to your local mod folder (C:\Users\User\AppData\Local\BeamNG.drive\0.24\mods as default) and open/create the unpacked folder within the mods folder
    3. Create a folder called vice.zip (for example) inside the unpacked folder, and copy all the contents from the .zip file inside, once it's finished, you can delete the file and run the map
    • Due to how water works in BeamNG, some specific areas of the map are flooded, like the underground mini-mall at Washington Beach, the underground parking garage at the marina, and the canal in Little Haiti (The option to avoid this is using water blocks, which along with the map itself, brings down the performance to unplayable levels, so sadly nothing can be done about it at the moment)
    screenshot_2020-06-29_15-59-28.png screenshot_2020-06-29_16-03-42.png screenshot_2020-07-09_13-25-24.png
    • Certain spots in areas with a lot of grass, like the golf club, can behave like asphalt. It is unknown why this happens since all grass textures are already coded to behave as grass, and no 'phantom' polys on top of it might exist that avoid contact with grass.
    screenshot_2020-06-29_19-51-42.png
    • *Performance is definitely far from optimized, at day most current computers should run it without major issues at all, but at night I would say no computer will be able to get more than 2 digits on FPS, so it is advised to use nighttime for pictures only.
    -Download-
    (INSTRUCTIONS: Put the downloaded zip file in "C:\Users\username\Documents\BeamNG.drive\mods")

    -Changelog-


    Feedback, help, and suggestions are welcome! :)
     

    Attached Files:

    #1 JorgePinto, Jun 29, 2020
    Last edited: Jan 6, 2022
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  2. Kueso

    Kueso
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    absolutely gobsmackingly beautiful
     
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  3. DankMemeBunny

    DankMemeBunny
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    nice, whats next? gta sa or gta 4.
     
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  4. swift502

    swift502
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    Finally a hero brave and bold enough to port Vice City. :)
    collab2.png

    Now who is crazy enough to take on San Andreas...?
     
    • Agree Agree x 14
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  5. 95Crash

    95Crash
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    I don't know. Hopefully someone can do it.
     
  6. Blood-PawWerewolf

    Blood-PawWerewolf
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    until there's a way to get every model imported into Beamng, then i really don't know. the SA map is too big for Beamng's map maker.
     
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  7. appesh1

    appesh1
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    Nice, I've always wanted this.

    Regarding this; just make a 3d mesh of a fence model similar to the texture, add a colmesh (since the mesh is 3d, the collision mesh will work better than a texture) and manipulate the pre-existing fence textures to fit with the 3d one. Here is a detailed explanation on how to get some map models in the game;
     
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  8. NaNe

    NaNe
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    One quick question,is it frame friendly
     
  9. crashmaster

    crashmaster
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    This is an amazing map! thanks a lot.

    A thing ive noticed while playing in it.
    There is a section between the airport and the military base that has weird road collisions.
    upload_2020-6-29_19-12-10.png
    upload_2020-6-29_19-12-28.png

    Also
    these skidmarks issues can be fixed with this in the materials.cs for the grass material.
    upload_2020-6-29_19-14-35.png
    Last one in the page
    https://wiki.beamng.com/Physics_Materials

    Keep up the good work! :)
     
  10. JorgePinto

    JorgePinto
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    Thank you! :)

    Yes, that's close to what I have in mind, it also looks bad being 100% 2D, so it's definitely going to go on that direction.

    Driving and going around, yes. On free cam moving quickly, it can lag a bit.

    I play on a computer with a 3.30 GHz i5 2500K, 16 Gb RAM, and a GeForce GTX 660, quite an average computer nowadays I guess, and it moves quite nicely most of the time.

    Thanks! Will look at that road, and disabling the skidmaks on the grass materials, will still behave like asphalt in those segments, but it's quite an improvement :)
     
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  11. loba04

    loba04
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    i really like it. i am quite expert in the 3d era games, i helped some what with the gta3 remake
     
  12. HeadlightsThePerson

    HeadlightsThePerson
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    Good map but...
    screenshot_2020-06-29_18-53-05.png
    There aint no water
    --- Post updated ---
    Wait NVM it loaded.
     
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  13. JorgePinto

    JorgePinto
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    Changelog

    1.0.1:
    • Fixed a gaping hole in Vice Point
    • Added "proper" 3D fences, which actually stops your car, and look a bit better as well. (Please report any missing fences so I can give them the same treatment!)
    • Some minor tweaks and adjustments
    1.0.2:
    • Disabled Full Reflections on all water bodies, increasing performance drastically.
    • Fixed clipping roof on the roof access hallway in Diaz's mansion (thanks to @DeusHorizon)
    • Fixed a ghost bump in the military base road (thanks to @crashmaster & @MarkosRuiz)
    • Lowered ocean a bit so it doesn't flood the stadium area roads (thanks to @Est)
    • Fixed invisible curbs in a Little Haiti road segment (thanks to @BrynCoops)
    1.1:
    • Added AI support to the whole map (Please report any issues you may find, help is also really welcome!)
    • Added GPS Navigation support
    • Adjusted some props and roads markings to align properly with the ground all over the city
    • Added interior lights to Kaufman Cabs
    • Added a missing roof in Washington Beach's Ammu-Nation
    • Deleted a ghost fence above the actual one near the sea in the North Point Mall area
    • Solved a mesh issue in one of the bridges connecting Vice Point's construction site with the main land (in one end it had grass and a small jump)
    • Solved as much as possible the Z-Fighting at the Ocean View Hotel (plus adjusted the sign so it touches the facade)
    1.1.1:
    • Added Cubemap Reflections (thanks to @SuperAusten64 )
    • Fixed a deformed sidewalk next to Washington Beach's Police Station (thanks to @Krishty )
    • Fixed a missing collision in a road near Kaufman Cabs (thanks to @roland91 )
    • Fixed some textures along the map
    1.1.2:
    • Fixed the Grand Marshal's VCPD skin (No more bright green parts!)
    • Fixed floating trees along the sidewalk in Ocean Drive (thanks to @Krishty )
    1.2:
    • Fixed several mesh and texture issues all over the map (thanks to @Krishty )
    1.2.1:
    • Fixed a texture issue on Ocean Drive (thanks to @Krishty )
    • Fixed walls in a house near Vice Point (thanks to @den_chik )
    • Fixed a hole in a road near Kaufman Cabs
    2.0:
    • Added all missing props:
      • Lamp Posts
      • Traffic Lights
      • Newspapers Boxes
      • Benches
      • Railings
      • And some more others
    • Added Night Lighting (Phase I ONLY, next release to contain all of it)
    • Added "ambient sound" to the Malibu Club
    • Increased the amount of distance required to change LODs
    • Modified some more original VC Stunt Jumps so they can be performed in BeamNG and fixed some not woking ones
    • Fixed sunken lamp posts all over the map
    • Fixed missing textures on hardware stores
    • Fixed the WK Chariot Hotel main sign
    • Fixed distant LOD being almost pitch black in lower Ocean Drive
    • Fixed missing interior doors segment at North Point Mall
    • Fixed gaping hole in the distant LOD in north Ocean Drive
    • Fixed invisible escalators at Esobar International Airport
    • Fixed many mesh and textures issues all over the map
    2.1:
    • Added full Night Lighting to the entire map, including roads, buildings, interiors, open areas...
    • Added a new Scenario based on the off-road challenge in the Downtown off-road track in GTA Vice City
    • Added fire effects to the torches within a pool in the Vice Point area
    • Added interactive props (Saw Horse Barriers in the Downtown area that you can hit and move)
    • Removed collisions in the middle window in the interior of the Downtown area skyscraper so player can jump to the next building.
    • Opened the gate at Pier 2 on Ocean Bay Marina
    • Closed the barriers at the underground garage on Ocean Bay Marina due to the current flooding
    • Redone the entire lighting in the Malibu Club, up to current standards.
    • Added beach sounds to the small beach near the Hyman Stadium in Downtown.
    • Fixed many more mesh and texture all over the map
     
    #13 JorgePinto, Jun 30, 2020
    Last edited: Aug 3, 2020
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  14. DeusHorizon

    DeusHorizon
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    I appreciate your effort on converting this great map :)

    Btw, I did find an issue in the Diaz's mansion, where a roof blocks a pathway to the helipad thru the stairway. If it is possible, it should be removed by modifying the model a little, or adding no collision there.
     

    Attached Files:

    • vcbug.jpg
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  15. JorgePinto

    JorgePinto
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    Thank you! Fixed for the next hotfix :)
     
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  16. andrzejserafin5

    andrzejserafin5
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    Please help.
    screenshot_2020-06-30_10-24-54.png
     
  17. _Archer_

    _Archer_
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    Nice one! Great work.
     
  18. JorgePinto

    JorgePinto
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    Please delete the cache folder at:

    C:\Users\username\Documents\BeamNG.drive

    If it still doesn't work, maybe the 'materials' files scattered around the main folder should be deleted, except the ones in the mod folder of course.

    Thank you :)
     
  19. andrzejserafin5

    andrzejserafin5
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    Still don't works.
     
  20. JorgePinto

    JorgePinto
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    Search for all 'main.materials' files at:

    C:\Users\username\Documents\BeamNG.drive

    and delete them, except the ones you may have in any unpacked mod folder, which will break even more things, should work with this.
     
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