In light of recent events I'm removing this mod: https://kotaku.com/take-two-sues-gta-reverse-engineering-project-1847613341 Please refer to this mod as a replacement: https://www.beamng.com/threads/gt3-...ghts-water-and-working-day-night-cycle.67829/ Thank you for understanding.
Not to be rude or anything, that looks like garbage, couldve done a section to make it look alright and then shown that part.
Yeah sorry. I'll make sure to have something more substantial next time I post. I just thought if there's any GTA 3 fans, they'd appreciate to know that it's being worked on. Just getting to this stage took me about a month, looking for open source Blender dff importers, which I could expand to import .ipl map sections. Today I finally came to a point where I realised that it's possible to import the entire map, which I wasn't sure of until now, so it's somewhat of a milestone for me personally. Wanted to document it.
GTA 3 was groundbraking as the enjoiment comes from the gameplay not from the challenges that the game opposed you, like in other great 3d games like super mario sunshine, to stay in early 2000s theme. anyway the game used the renderware engine, wich helped with hiding the nintendo 64 levels of bad draw distance, the low poly count and, come on, it was early PS2. the map, even with the help of the game engine and not wearing glasses always looked a bit naif so i don't think that a straight concersion, visually, would look bad, especially if the player uses apropriately low poly vehicles like the Volksfgen and the kerr (yes the blista was in this game but it was a dongling minivan, not compact car like in VC and later). if you want to just plop some textures on it i think it's gonna be great anyway. Old game maps had TINY poly count (mario 64's garden had fewer tris that mario in the same game...) so thats partially the reason that it runs so well but, on the other hand, a bit of optimization would be great. i can't stress enought how magnificent this, if it all comes throught, will be: great job swift502
Thanks, I too love GTA 3 for all those reasons. I do love the irony of having 16 Gigs of memory, knowing the PS2 only had 32MB. This is my first BeamNG mod and I still need to work with the map importer to figure out how to properly import the materials, LODs, collision meshes etc. So this might take some time.
Could you add AI/traffic support to the map once your done or can you import the AI routes from GTA 3?
i don't think that they can be straight ported like the map as renderware 1 didn't support dynamic traffic unless claude did something to the car npc (like smashing into it or syealing it) and, in normal conditions, they would be dragged around like props, for example the wheel of the cars dont turn when there is a bend
I thought about that. The GTA 3 routes are in a ridiculously-difficult-to-read format, so it'll probably be easier to do those by hand. I'm personally looking forward to adding some bus routes to the city. But I have no idea how to do anything in BeamNG. This is my first mod, so it might take a loong time before I advance with this. Any help is of course appreciated! The paths are there in the IDE files. https://gtamods.com/wiki/PATH_(IDE_Section) But the format seems quite difficult to read and reconstruct. I think it'd be easier to make them by hand.
Don't be a downer, this is still quite cool even in it's WIP state. Doing only a section doesn't really show the whole picture of the project. Keep up the good work swift, it's nice to have more city maps in Beam NG, and even cooler to have Liberty City in the game.
"Not to be rude or anything" *Proceeds to be rude* OT: Looks like a really cool project. I look forward to seeing future progress
It's fine. I understand it's difficult to see value in what I posted if you're not a GTA 3 fan. Once I figure out LODs, mesh grouping and material exporting, I'll have more to show.