WIP ProjectIV v1.9a (GTAIV to BeamNG) [Performance Update]

Discussion in 'Terrains, Levels, Maps' started by utopiadeferred, Jul 11, 2021.

  1. utopiadeferred

    utopiadeferred
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    ProjectIV 1.6 Alpha



    On the heels of the "on hold status" of SuperAusten64's Algonquin port, my personal project of porting Liberty City has begun.

    This will be a direct, 1:1 port of Liberty City into BeamNG with a few goals in mind:

    • High quality textures
    • Good framerates with culling and optimizations
    • Proper collision and no destructive curbs
    • Huge section of the city, as much as BeamNG will fit into one map file
    • Night mode with proper city light emissives

    BeamMP testing has begun, 7/24/21.











    Credits
    • Models/Assets/Textures/IDEs - Rockstar Games/T2
    • Porting/Extra modeling/Rewriting libraries/Material optimization/Material scripting - Me
     
    #1 utopiadeferred, Jul 11, 2021
    Last edited: Jul 25, 2021 at 7:36 AM
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  2. bersta2

    bersta2
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    Thats really cool!
     
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  3. obamanium

    obamanium
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    noice
     
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  4. utopiadeferred

    utopiadeferred
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    New Jersey zone is complete 90%. New research methods on the process have sped things up quickly! Here is some new footage from a nearly perfect zone. 480p because I have 120 tabs open, 3ds max and blender lol





     
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  5. utopiadeferred

    utopiadeferred
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    New update awaiting mod approval!
    --- Post updated ---
    Fixed some new bugs including transparencies on 300 materials!
     
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  6. utopiadeferred

    utopiadeferred
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    Started building some test AI paths and added proper material.cs attributes to over 1000 textures! Here is some new footage from the NJ zone with material fixes.

     
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  7. OldCarsRule57

    OldCarsRule57
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    Woah, great job so far!
     
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  8. Maxy_к9-Fυяяу

    Maxy_к9-Fυяяу
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    This is looking pretty amazing!!!
    Been WAITING for the other partial port to be finished, and seeing this makes me happy. :D

    How is the scaling compared to the Vehicles? The sultan looks so small on those roads, or my memory just isn't fresh of GTA IV.
     
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  9. utopiadeferred

    utopiadeferred
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    Scaling is normally fine tuned towards the end of a zone for both on foot models and cars, a meeting between the two averaged.

    To add, I normally use a parking space and then a door frame in game to scale.
     
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  10. Maxy_к9-Fυяяу

    Maxy_к9-Fυяяу
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    Ahhh, alright!
    I wish you the best of luck with this! Definitely can not wait!
     
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  11. williamman2020

    williamman2020
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    I really hope you continue this because the Algonquin project is now cancelled.
     
  12. utopiadeferred

    utopiadeferred
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    It has been cancelled after a talk between the both of us, he offered to close his mod as mine goes forward, great dude.
     
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  13. B3_Burner

    B3_Burner
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    I'm very impressed, and wish you the best of luck (and obviously skill!) in this endeavor. For some strange reason I lost my copy of the old Liberty City in my files, so I now eagerly await this one. Thank you for all your hard work.
     
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  14. utopiadeferred

    utopiadeferred
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    Huge updates, coming either tonight or tomorrow! :]

    Doubling of FPS, some areas reaching over 200FPS, all fixed textures, new architecture for assets and more!
     
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  15. williamman2020

    williamman2020
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    Oh ok
     
  16. utopiadeferred

    utopiadeferred
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    New update is out! Details will be explained right here!

    Over 50% of the city has been ported, still working on interior sections and zones that are seperate loads, which is why in some videos land is just missing, they will be fixed in due time!

    • Due to new subzone architecture for map structure, we have reached the target FPS of 60 with the whole city in one map, really no matter the system. (5700XT R5 3600 = 160FPS)
    • Everything has been and will be rebuilt from the ground up using my new methods from ProjectV
    • Models giving off accurate lighting is nearly complete
    • Over 5000 collisions have been fixed!
    • Over 500 materials have been fixed, due to losing my hard drive, I still have to reconvert and export materials all over again, so some videos may show some missing!
    • BeamMP with 15 people tested on a wide gamut of systems, no issues from ANYONE.
    • Hard compression on the mod level so that people from all over, no matter the internet can grab it easily at the end of the project.
    • Different performance packages at different system levels are being completed
    • Night mode progress has begun
    • Over 10000 curbs have been fixed!
    • Over 700 holes in the converted geometry in the roads have been fixed
    • Ambient sounds from IV have been worked into the map
    • Accurate scaling using some math has been found! 1:45.36 RAGE to BNG
    • Interiors have been implemented
    • Subways have been implemented
    • Snow/winter version in the works
    • Prop architecture progress has started
    • Video will be posted below!
    So yeah! We will be moving into alpha 0.02! Enjoy the new (60FPS) content below!





     
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  17. Delta747Fan

    Delta747Fan
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    I hope you are having a lot of fun making this masterpiece, it looks like you are in the video. It is coming along very nicely!
     
  18. utopiadeferred

    utopiadeferred
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    Official Trailer out!!!! Moving to Beta!!!!!!
    --- Post updated ---

     
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  19. bersta2

    bersta2
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    Can't wait!
     
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  20. utopiadeferred

    utopiadeferred
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    working on some new zones today and optimization! Lots of bug fixes coming in
    --- Post updated ---
    Unknown amount of collisions fixed, something in the 50k range or so, massively improving FPS as well. Will post some FPS differences using different methods at some point to show how to better make huge maps in BNG!
     
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