GTA 3 Liberty City [Removed]

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

  1. DutchyGamer

    DutchyGamer
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    Hey, got some minor things.
    This wall seems to eat your cars, its at Chinatown's police department
    20190726172858_1.jpg
    The car bridges under the bridge are grabby too cause they're single faced
    20190726173302_1.jpg
     
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  2. swift502

    swift502
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    Thanks a lot, noted. Will fix in the next update.
     
  3. Confused_Deer43

    Confused_Deer43
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    Currently updating to the latest version, and as great as this map has been, i'm curious to try it with the original textures, and somewhere in this thread it was mentioned that could be done? (can't find it) If I could get some instructions that'd be nice :)
    Anyway, only thing missing is a port of an original GTA 3 vehicle and this will feel awesome!
     
  4. mowens07 Gaming

    mowens07 Gaming
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    Let's Have Los Santos Too Someday lol.
     
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  5. Alex_Farmer557

    Alex_Farmer557
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    https://www.beamng.com/threads/unmarked-police-car.20679/

    not gta 3, but oh well
     
  6. Confused_Deer43

    Confused_Deer43
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    Someone did port GTA V los santos, but managed an entire 8fps out of it!
    --- Post updated ---
    Close and still fits into the aesthetic of the game, thanks!
     
  7. swift502

    swift502
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    You could download this archive, take all of the images in the "png" folder, and put them all in the mod's "liberty_city/assets/city/" folder, rewriting all the images in there. (Note that only the images that will be rewritten are used by the mod, there's many more images in the png folder that won't be used by the mod)
    I originally wanted 100% accurate GTA 3 graphics, but once I saw the low res textures in BeamNG I was horrified, and decided to switch to HD. I probably won't release an "original textures" version of this mod, but you could if you wanted to. It should definitely reduce the loading times and RAM usage lol.

    Please come back with your first impression of the low res textures. I absolutely love them in GTA 3, but in BeamNG they just don't feel right to me.
    --- Post updated ---
    Honestly I'd love to learn about their porting process and what tools they used. It never occured to me to talk to people behind these projects. I just wrote my own map importer, but maybe the work has already been done before.
     
    #147 swift502, Jul 26, 2019
    Last edited: Jul 27, 2019
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  8. umustbeloggedintododat

    umustbeloggedintododat
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    When are you gonna add AI support?
     
  9. HighDef

    HighDef
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    It would be very difficult as normally AI support is added by fitting DecalRoads to a ground model, this is also what shows roads up on the Navigation UI app. This whole level is a static object so I think it would not be possible the conventional way. I have no idea how you would add it to a level like this.
     
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  10. swift502

    swift502
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    As soon as possible, if it's possible. You can do it yourself if you want and I'll merge it into this mod.
     
  11. HighDef

    HighDef
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  12. kongfeh

    kongfeh
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    I have already played this map several times! it's a blast from the past! All these memories, perfect! And now I can finally see the whole (funny) advertisement in the game!
    That was not possible about 18 years ago, or maybe I did not pay attention or forgot it! The map is well optimized and has only a few bugs!
    Good work! Thanks for the release and the regular updates!
     
  13. swift502

    swift502
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    Thanks!

    The credit for the signs all goes to Dingleman and his HD textures mod. In the original game they're basically unreadable. But he recreated most of them from scratch, including the "zombie elvis" newspaper texture, and all of them are just really cool.

    You can tell him on gtaforums, he'd be happy to hear people enjoy his work.
     
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  14. kongfeh

    kongfeh
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    Thanks for this information! So nice to see people like you and Dingleman put so much love into your projects and make lots of people happy! Let's see if in the next update the traffic mod will be added to the game! Maybe even in improved form, then you can certainly add some life to this map! But I am already happy with your mod! Thanks again!
     
  15. swift502

    swift502
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    The next update will be just more model and texture fixes. Sorry.
    But the update after that, maybe...
     
    #155 swift502, Jul 27, 2019
    Last edited: Jul 27, 2019
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  16. Confused_Deer43

    Confused_Deer43
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    Here you go! im not on my main system right now but it works real smooth on my laptop, imo it does look dated with these textures but not unplayable!

    20190727123043_1.jpg 20190727122209_1.jpg 20190727122401_1.jpg 20190727122419_1.jpg
    Iv'e also attached the original textures :)
     

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  17. kongfeh

    kongfeh
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    I think, you misunderstood me! I meant the next update of BeamNG and then perhaps a tool is added, with which you can add easier and smarter AI to various maps! I'm happy about every update that comes from you. But the map is already very good!
     
    #157 kongfeh, Jul 27, 2019
    Last edited: Jul 27, 2019
  18. swift502

    swift502
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    0.92 Released!


    Changelog:
    • Fixed #5 by @DutchyGamer
    • Many model and texture fixes
    • Anisotropic filtering enabled
    • Added roofs to all buildings, so that shadows appear correctly
    • Water now has a ground. Still looks terrible. :(

    Oh I understand.
    I wasn't mad or anything. :) It's just surprising with the traffic thing (other people asking about it), because I haven't realised how many people use it.

    It looks as bad as I remember. :D
    I think it just doesn't go well with BeamNG, the high resolution rendering, detailed cars, shadows, the UI and so on.
     
    #158 swift502, Jul 27, 2019
    Last edited: Sep 7, 2019
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  19. loba04

    loba04
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  20. kongfeh

    kongfeh
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    I think this is because traffic makes the game world more lively, more challenging and fun to play. And you can also very easy collide with several moving cars and enjoy the damage model! And thanks for the recent update!
     
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