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Intel iGPU (6xx series) crashesFixed drivers available!Instructions here
Discussion in 'Terrains, Levels, Maps' started by swift502, Jun 14, 2019.
It really is fucked. Thanks for clarifying Rockstar.
is it in saint mark? if no my second guest would be in shortside vale
It's the one in Portland, right next to ind_fuckedroad_l0
Ah, rockstar, you silly people
How very Rockstar.
ok, in between Trenton and Saint Mark. yes, mabye i spent a little bit of time, just a tiny bit, on GTA 3
Would it be possible to remove the cones on ind_fuckroad_10?
Wanna jump an I-series over that shit.
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.
Textures work, materials work, vertex colors work, LODs work (somehow).
Performance looks fine. It all looks fine.
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)
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?
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Probably... I thought it'd be great to have them as physics objects which you could move around, so you could smash through them.
That's how you can tell Rockstar Games isn't in that "rated E for everyone" zone.
If better textures are readily available, I don't see why not.
You'd save a few peoples eyes in the process.
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.
Yeah it's fun. I'll probably use the hd texutres then. It's one of the easier things to do.
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.
clickbait "OMG GTA 3 REALISTIC PHYSYIKS MOD" videos coming soon :/
jk great progress
I would probably consider to give the props the same treatment as italy, by making them act like bushes.
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!
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.
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...
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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.