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Released GTA 3 Liberty City 1.0

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

  1. umustbeloggedintododat

    umustbeloggedintododat
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    Cool! Will the map have AI support?
     
  2. swift502

    swift502
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    If I learn how to make it work, sure... If you know any good tutorials let me know. This is my first BeamNG map.
    Though I'll probably look into bus routes first.
     
  3. umustbeloggedintododat

    umustbeloggedintododat
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    https://www.beamng.com/threads/how-to-add-navigation-and-ai-support-to-a-map.30248/
    --- Post updated ---
    Also if you wanna do bus routes:
    https://www.beamng.com/threads/adding-bus-routes-to-map.61613/
     
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  4. kicars7

    kicars7
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    1. Are you going to fix the the trees or replacing them with the generic Beam.ng Drive tree's?
    2. Are you going to revamp other GTA games like Vice city and San Andreas to Beam.ng drive?
     
  5. mumboking

    mumboking
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    I think the pay and spray shops could actually be made functional, but that's something that could come later.
     
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  6. kicars7

    kicars7
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    How would that work?
     
  7. CrimsonCrocodile

    CrimsonCrocodile
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    Something to do with LUA triggers I think.

    I think it's been done before as a proof of concept, but I may be mistaken...
     
  8. kicars7

    kicars7
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    Would be cool if your car is repainted or a cut-scene would be played as the garage door closes and opens with the car being a different color.
     
  9. CrimsonCrocodile

    CrimsonCrocodile
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    I don't think cut-scenes are possible in freeroam.
     
  10. swift502

    swift502
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    1. I want to just fix them by enabling transparency on them. I want this to be a straight port, not a remake in any way. I guess people can make their own versions of this map with proper trees or whatever they want once I release this. Same with 3D grass patches. I personally don't feel the need to add them, not would I know how.

    2. No, i grew up on GTA 3 and Liberty City is the only map I wanted to port. And I'm already burnt out. I couldn't do another map. It's up to people to do it themselves. The tools I used are open source, and I'll be happy to advise anyone on the porting process.
     
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  11. kongfeh

    kongfeh
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    This map brings back memories of the time when the game was released! That was a (at least for me) real milestone and so much fun! The map already looks really great and I can not wait to make the first tour!
    Thank you very much, that you have started this project and want to share with us! Thank you!
     
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  12. mumboking

    mumboking
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    Yeah, I'm sure you could even make it change the colour to one of the pre-sets for that vehicle.

    They are, or at least camera changes are possible... Try jumping off this platform on Gridmap:
    upload_2019-6-24_14-22-56.png
     
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  13. WhistlerXPWhistler7

    WhistlerXPWhistler7
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  14. BrynCoops

    BrynCoops
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    A Lua Trigger set to trigger a different camera, an audio cue, and to change the paint all at the same time would probably work.
    How you go about doing that, I'm not entirely sure - the cameras are easy, the audio should be too, and didn't someone make paint that changes colour by it's self at one point?
     
  15. Srockzz

    Srockzz
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    So it is possible to import renderware maps into beam with not-that-many problems?
    oh yes.
    Now, who is going to import San Andreas and Vice City...
    Either way, great work!
     
  16. kicars7

    kicars7
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    I was thinking about it.
     
  17. swift502

    swift502
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    Yeah. I guess Vice City would be easy to port as well. It's not that much bigger than Liberty City is it?
    Also it'd probably be easier and faster to make a bad port of any map. I'm taking my time to release what I deem to be a polished map, but you could definitely cut down on the time factor by setting up the LODs and textures in different ways.
    Also I wrote the Blender importer for GTA 3. If there's special objects in VC / SA they might not get imported, and the map importer would need to get extended for them.

    But yes, it's certainly possible.
    Here's my branch of the DragonFF Blender importer: https://github.com/swift502/DragonFF
    I'll be happy to advise anyone interested in porting VC / SA.
     
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  18. BrynCoops

    BrynCoops
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    I used Ninja Ripper to rip a couple of things from SA recently, you could rip the entire map but I’d advise against it.
    It’s good to use if you’re looking to rip specific objects, or in my case; interiors.

    It gets the job done but there’s a lot of clean up to do once it’s in blender.
     
  19. bob.blunderton

    bob.blunderton
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    While this could be fun, anything but the most off-road capable truck will SLAM those slopes and the suspension will be shot in one go. You'd have to taper the bottoms and tops of road slopes, if you wanted any speed with cars. Stairs in GTA games are also always slopes (I am making them all that way in my Los Injurus city map, too). You can see the collision shine on steps at night in SA of all games, with the headlight reflections, not sure if it needs to be rainy or not.
    Your main enemy: Draw calls. Know what these are, and keep them under 3000 or otherwise as low as you can. If you don't know what draw calls are - look them up please, it will save you and others much pain if you understand them from the get-go.

    --Good luck!
     
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  20. swift502

    swift502
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    Oh wow thanks a lot!

    1. It is hard on the suspension. But I think it's still fun. I want to refrain from editing the map too much, as I want this to be a straight port. Maybe after I release the "vanilla" version, someone else can take it and make it more BeamNG friendly.

    2. Stairs seem to work fine without artificial collision planes. I'll probably only touch them if anyone reports issues with getting stuck in them.

    3. Well, we might be in trouble then...


    I already merged the entire city into ~12 meshes with LODs. The problem is, there's about 4800 materials. I could probably bake the textures for the LOD models, so every LOD segment will have one texture and material, but I don't know how else to lower the draw calls. I guess more smaller segments, and more LODs?

    I really don't want to merge and bake the highest LOD materials into mega textures, because I it would inevitably reduce the texture quality, and possibly introduce mip-mapping bleeding artifacts.
     
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