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Released GTA 3 Liberty City 1.1

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

  1. loba04

    loba04
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    if you play the game on the PStool you can really watch for yourserlf the optimization that went in what was an early ps2 game from a mid-low budget (at the time) developer
     
  2. fufsgfen

    fufsgfen
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    It is indeed incredible, even today this map would be very useful to study by any level designer, all those shortcuts and 'secrets' that you can drive past without realizing, until 5th time on spot, how they made map feel bigger than it is with limiting amount of straights and making leveled up roads etc.

    It is like much bigger playground than what you would think that would fit in that space.

    Porting this map certainly has taken huge number of hours, some people think that getting 3d model is job almost done, but actually modeling the shape is just a start, UV mapping, putting it together, fixing issues that should not of happen, but from some gremlins decided to make them happen, there is so much other things that take lot of time.

    It is really great that you spend your free time with this, map is such important piece of gaming history and yet alone as a sample of great level design, that it can help people to learn how to make great maps even within size limits of BeamNG. Also it is simply lot of fun to break axles too, something I always wanted from original GTA3 :D
     
  3. swift502

    swift502
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    Oct 30, 2018
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    1.1 Released!
    Download


    Changelog:
    • Fixed couple of small texture and model glitches that have been bugging me
    Quite probably the last update for this mod. Just like GTA 3 itself, we seem to end up on version 1.1. Been quite a journey. I loved seeing people explore the map and have fun on it.

    Just a reminder that the Blender dff importer DragonFF should now be capable to also port VC and SA maps. If anyone wants to give it a shot, I'll be happy to guide them through the porting process. I meant to make a tutorial but there's so many ins and outs that I think it'll just be easier to help you with individual problems you encounter along the way. I'd love to see other maps ported, wish I had the time to do it myself, maybe some day.

    Cheers. :)

    claude_the_ice_cream_man_by_swift502_d689721-fullview.jpg
     
    #243 swift502, Nov 12, 2019 at 8:27 PM
    Last edited: Nov 12, 2019 at 8:37 PM
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    • Agree Agree x 1
  4. loba04

    loba04
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    if i saw that scene and happened to be at the Atlantic Quays warehouse in 2001 i would run for my life to get away from that MR: whoopee
     
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  5. STICH666

    STICH666
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    Aug 4, 2013
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    106
    Hey man thanks for all your hard work with this map! I personally have more nostalgia for Vice City but to be able to play around in this place again was awesome.
     
    • Like Like x 1
  6. swift502

    swift502
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    Thanks.
    Vice City could probably be ported in two weeks working on it ~2 hours a day.
    I'm open to guide anyone step by step. I'll even do the initial import, which should take about an hour. The time consuming part is the grunt work, cleaning up geometry, fixing materials and flipping normals and playing around in the BeamNG editor.
     
    • Like Like x 2
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