GTA 3 Liberty City [Removed]

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

  1. swift502

    swift502
    Expand Collapse

    Joined:
    Oct 30, 2018
    Messages:
    103


    0.93 Released!


    Changelog:
    • AI paths in Portland
    • Fixed #6 by @DAYTONAAAAA
    • Fixed #7 by @DAYTONAAAAA
    • Fixed model and texture glitches
    • Improved LODs in Portland
    • Adjusted LOD distances in Portland
    • Lights in tunnels now glow

    If this is still relevant, I think waypoints are the way to go. No terrain or roads necessary, just waypoints and a map.json file in the levels root folder.

    upload_2019-8-3_11-12-28.png

    The junctions are quite limited, but that might also apply to the classic path creating method, I don't know.

    I wrote a python script to generate the map.json code blocks, respecting a node1, node2, node3 etc. node naming pattern, so I don't have to write them myself.
     

    Attached Files:

    #181 swift502, Aug 3, 2019
    Last edited: Sep 7, 2019
    • Like Like x 7
  2. DAYTONAAAAA

    DAYTONAAAAA
    Expand Collapse

    Joined:
    Jun 14, 2016
    Messages:
    151
    The seaside bug is fixed and Portland is as alive as ever.
    upload_2019-8-3_13-52-14.png
    Though, I have to admit: I didn't think that implementing AI would be that complicated.
    I honestly thought that implementing AI is just tinkering around with the map editor, but it seems to be more than just that.
    Impressive as always, swift!
     
    #182 DAYTONAAAAA, Aug 3, 2019
    Last edited: Aug 4, 2019
    • Like Like x 1
    • Agree Agree x 1
  3. tsunamidrew

    tsunamidrew
    Expand Collapse

    Joined:
    Apr 5, 2016
    Messages:
    380
    Very cool map, Love flying from Francis International
     
  4. DeathCore

    DeathCore
    Expand Collapse

    Joined:
    Dec 6, 2018
    Messages:
    18
    Can't really say how excited I am to get home and try this! Thank you man! this is awesome!
     
    • Like Like x 1
  5. DAYTONAAAAA

    DAYTONAAAAA
    Expand Collapse

    Joined:
    Jun 14, 2016
    Messages:
    151
    Anyone know if there have been any GTA cars ported to BeamNG (released on this site)?
    I can't seem to find a car as basic as the Admiral.
    (The Pessima doesn't count)
     
  6. steven99brains

    steven99brains
    Expand Collapse

    Joined:
    Jul 25, 2017
    Messages:
    58
    There are a few
    Here are some that have been updated recently to modern BeamNG standards.
    https://www.beamng.com/threads/updated-asea.63772/ (Asea Sedan)
    https://www.beamng.com/threads/updated-vapid-sadler.63225/ (Vapid pickup truck)
    https://www.beamng.com/threads/updated-feroci.63777/ (Feroci Sedan)
     
    • Like Like x 1
    • Informative Informative x 1
  7. DAYTONAAAAA

    DAYTONAAAAA
    Expand Collapse

    Joined:
    Jun 14, 2016
    Messages:
    151
    As far as I understand, BeamNG is looking to make a new UI and/or system for scenario creation in BeamNG.
    Though, I don't follow it that much. Is it purely a feature to improve ease for scenario creation or are there other modding features they're looking to add?
     
    • Like Like x 1
  8. DAYTONAAAAA

    DAYTONAAAAA
    Expand Collapse

    Joined:
    Jun 14, 2016
    Messages:
    151
    A week ago, I contacted the developers and told them that there's an issue with the top down camera working properly.
    Since then, they fixed it. It now works just as it did in GTA 3!

    Now we have official traffic, a top down camera, and a literal port of the entire map.
    We are incredibly close to porting GTA 3 to this game (with the exclusion of peds and an M Rating).
    This is stupidly exciting me :>
     
    • Like Like x 2
  9. CarWrecker123

    CarWrecker123
    Expand Collapse

    Joined:
    Feb 14, 2014
    Messages:
    6
    Thanks for the map! :)
     
    • Like Like x 1
    • Agree Agree x 1
  10. swift502

    swift502
    Expand Collapse

    Joined:
    Oct 30, 2018
    Messages:
    103
    Yeah it's pretty crazy. This project was so much fun to work on.
    Btw I'm looking into porting the NFSU2 map, but there's a lot less modding and documentation around that game, so it might not be possible.

    Thanks, glad you like it! Let's enjoy it before it gets taken down by Take-two. :D
     
    #190 swift502, Aug 20, 2019
    Last edited: Aug 20, 2019
    • Like Like x 3
  11. progamer

    progamer
    Expand Collapse

    Joined:
    Oct 8, 2013
    Messages:
    3
    all the people who is yelling about the bugs of the map i dont care hahah
    Its fucking cool

    but i was wondering maybe you could make gta vice city san andreas and gta iv to that would be awesome
     
    • Like Like x 1
  12. Blood-PawWerewolf

    Blood-PawWerewolf
    Expand Collapse

    Joined:
    Jan 18, 2016
    Messages:
    654
    i’m currently trying to get San Andreas into Beam, but i keep getting roadblocked by engine limitations and editor/game crashes.

    and to add, using a half a decade old Blender tool since the DragonFF tool currently only supports importing GTA III IPLs...
     
    • Like Like x 1
  13. swift502

    swift502
    Expand Collapse

    Joined:
    Oct 30, 2018
    Messages:
    103
    My method should be applicable to VC and SA. But it is tedious. I split the map into ~25 map segments where each one has 3 LOD models.
    SA specifically is a huge map. But again, I think it's doable, just time consuming. In the worst case you'd just have to make 3 separate maps (Los Santos, San Fiero and Las Venturas), to keep the memory consumption down.

    The memory limitation will always be there as long as there's no way for us to stream textures. I personally think it's ridiculous how much memory even maps like Italy take and that the devs don't consider it a problem. But I never experienced crashes of any kind while porting.

    Yeah I recently added GTA 3 IPL import support to DragonFF. I plan to add VC and SA support and then make the tutorial. You could however make it yourself. It's not that difficult if you know Python, it's literally just about telling the addon where to find the IPL files. I'm just always struggling to find some free time to work on it.
     
    #193 swift502, Aug 21, 2019
    Last edited: Aug 21, 2019
    • Like Like x 1
    • Informative Informative x 1
  14. progamer

    progamer
    Expand Collapse

    Joined:
    Oct 8, 2013
    Messages:
    3
    Take your time man i think you could make it
     
  15. mumboking

    mumboking
    Expand Collapse

    Joined:
    Jun 11, 2015
    Messages:
    1,401
    Would it be better to have things that appear many times (e.g: traffic lights, street lights, wrecked cars, trees) as their own objects placed in the map instead of being lumped in the same mesh as the buildings and terrain?
    That way they can each have their own LODs instead of one that only affects everything at once.
     
  16. swift502

    swift502
    Expand Collapse

    Joined:
    Oct 30, 2018
    Messages:
    103
    Yes definitely! As well as all the other props, all buildings, and basically all of the static models.

    The problem is that I don't know how to import many static objects into BeamNG. Can you write import scripts in BeamNG? Even then you'd have to read the prop positions, maybe from a special dae file with imported positions from the GTA's IPL positioning file, telling the import script where to put each lamp, bench ect. Then populate these positions with the actual models and their LODs.

    If you had any info on this, please let me know. But I don't know how we would go about doing it, without literally doing it by hand.

    I think we're lucky that the old GTA maps are so low poly that separating them into several chunks per island is enough of an optimisation for their performance to be comparable to the official maps.
     
    • Agree Agree x 1
  17. mumboking

    mumboking
    Expand Collapse

    Joined:
    Jun 11, 2015
    Messages:
    1,401
    I'm sure it would be possible to make something that converts the IPL into BeamNG's items.level.json format.

    There's also the forest files. I don't know too much about these apart from some maps use them even for buildings and such.
     
    #197 mumboking, Aug 24, 2019
    Last edited: Aug 24, 2019
  18. swift502

    swift502
    Expand Collapse

    Joined:
    Oct 30, 2018
    Messages:
    103
    Oh yeah that'd be easy actually. I didn't think of it that way.

    I might do it one day, for fun. I think the map already has very acceptable performance...
     
  19. kongfeh

    kongfeh
    Expand Collapse

    Joined:
    Oct 2, 2013
    Messages:
    32
    Thank you for adding traffic! Even if it was not so important for you!
    Now the map is even more fun!
    Nostalgia and joy of playing, what more could you want? Thank you!
     
  20. swift502

    swift502
    Expand Collapse

    Joined:
    Oct 30, 2018
    Messages:
    103
    Yeah, it was a bit of an unexpected workload that came with this project. But it's been fun nonetheless.
    I'm about to release the rest of the traffic paths (the entire map) today or tomorrow. Hold on tight. :)
     
    • Like Like x 2
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice