1. Intel iGPU (6xx series) crashes
    Fixed drivers available!
    Instructions here

    Dismiss Notice

WIP Beta released Vice City (GTA VC) - 1.2

Discussion in 'Terrains, Levels, Maps' started by JorgePinto, Jun 29, 2020.

  1. JorgePinto

    JorgePinto
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    516
    1.2 Version Available (July 12th)

    540px-Grand_Theft_Auto_Vice_City_logo.png ___ screenshot_2020-06-29_14-21-59.png
    By JorgePinto & swift502



    (WARNING: This trailer was made in an alpha stage on a potato computer, quality doesn't reflect the final product!)


    -Download-
    (INSTRUCTIONS: Put the downloaded zip file in "C:\Users\username\Documents\BeamNG.drive\mods")

    -Changelog-


    Welcome to Vice City

    Inspired by @swift502 's port of GTA 3's Liberty City, I decided to team up with him to literally create the next step in the series, the 80tastic experience of Vice City!

    screenshot_2020-06-29_16-06-45.png screenshot_2020-06-29_16-02-32.png screenshot_2020-06-29_16-07-21.png screenshot_2020-06-29_16-16-35.png screenshot_2020-06-29_16-17-02.png screenshot_2020-06-29_16-15-51.png

    Features
    • Complete port of the whole Vice City map, with several spawn points included, including the following interiors built into the map itself (I suggest a Pigeon for entering these!):​
      • Malibu Club​
      • Diaz's Mansion​
      • North Point Mall​
      • Hyman Stadium Stunt Arena (Not directly accesible, only via spawn point and/or world editor)
      • Pole Position Club​
    • Added ambient sounds (beach, mall music...) ground types (grass, sand, mud...), BeamNG Water (ocean, pools, particles...) and some interior lights (No night lighting...I know :() and vertex lighting.​
    • +200 bug fixes and improvements on the original map, polishing the map for the modern and detailed times.​
    • AI Support and GPS Navigation Support.​
    • Updated a few critical textures bastly used across the map.​
    • Optimised rendering using GTA VC's LOD models.
    • Several key points made BeamNG friendly, like access to Pay 'N' Spray shops (curb cuts added to the sidewalks) or certain iconic stunt stunts across the map. (to avoid wrecking your car on the first try...)
    • Mostly NSFW Friendly.
    • Added/changed a few Easter Eggs to suit BeamNG a bit more (Can you find them all?).
    • Animated blimp on Downtown area too!
    • 1 (so far) scenario involving the Pigeon.
    • Includes a VCPD Skin-Config for the Police Grand Marshal and Vice City custom plates as well, which loads automatically with the map.
    screenshot_2020-07-10_13-29-39.png

    Coming soon
    • More ambient sounds
    Known Bugs

    • Due to how water works in BeamNG, three specific areas of the map are flooded, the underground mini-mall at Washington Beach, the underground parking garage at the marina, and the canal in Little Haiti (The option to avoid this is using water blocks, which along with the map itself, brings down the performance levels to unplayable levels...also, the underground garages in Sunshine Autos get a few cm out of waves in, but nothing critical)
    screenshot_2020-06-29_15-59-28.png screenshot_2020-06-29_16-03-42.png screenshot_2020-07-09_13-25-24.png
    • Certain spots in areas with a lot of grass, like the golf club, can behave like asphalt.
    screenshot_2020-06-29_19-51-42.png

    Feedback, help, and suggestions are welcome! :)
     

    Attached Files:

    #1 JorgePinto, Jun 29, 2020
    Last edited: Jul 13, 2020 at 9:56 AM
    • Like Like x 32
    • Agree Agree x 1
  2. Kueso

    Kueso
    Expand Collapse

    Joined:
    Oct 14, 2016
    Messages:
    3,561
    absolutely gobsmackingly beautiful
     
    • Agree Agree x 1
  3. DankMemeBunny

    DankMemeBunny
    Expand Collapse

    Joined:
    Jun 24, 2016
    Messages:
    1,487
    nice, whats next? gta sa or gta 4.
     
  4. swift502

    swift502
    Expand Collapse

    Joined:
    Oct 30, 2018
    Messages:
    100
    Finally a hero brave and bold enough to port Vice City. :)
    collab2.png

    Now who is crazy enough to take on San Andreas...?
     
    • Agree Agree x 7
    • Like Like x 4
  5. Grind86

    Grind86
    Expand Collapse

    Joined:
    Jul 29, 2018
    Messages:
    1,319
    I don't know. Hopefully someone can do it.
     
  6. Blood-PawWerewolf

    Blood-PawWerewolf
    Expand Collapse

    Joined:
    Jan 18, 2016
    Messages:
    469
    until there's a way to get every model imported into Beamng, then i really don't know. the SA map is too big for Beamng's map maker.
     
    • Like Like x 1
  7. appesh1

    appesh1
    Expand Collapse

    Joined:
    Aug 19, 2019
    Messages:
    104
    Nice, I've always wanted this.

    Regarding this; just make a 3d mesh of a fence model similar to the texture, add a colmesh (since the mesh is 3d, the collision mesh will work better than a texture) and manipulate the pre-existing fence textures to fit with the 3d one. Here is a detailed explanation on how to get some map models in the game;
     
  8. NaNe

    NaNe
    Expand Collapse

    Joined:
    Oct 30, 2016
    Messages:
    213
    One quick question,is it frame friendly
     
  9. crashmaster

    crashmaster
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    1,569
    This is an amazing map! thanks a lot.

    A thing ive noticed while playing in it.
    There is a section between the airport and the military base that has weird road collisions.
    upload_2020-6-29_19-12-10.png
    upload_2020-6-29_19-12-28.png

    Also
    these skidmarks issues can be fixed with this in the materials.cs for the grass material.
    upload_2020-6-29_19-14-35.png
    Last one in the page
    https://wiki.beamng.com/Physics_Materials

    Keep up the good work! :)
     
  10. JorgePinto

    JorgePinto
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    516
    Thank you! :)

    Yes, that's close to what I have in mind, it also looks bad being 100% 2D, so it's definitely going to go on that direction.

    Driving and going around, yes. On free cam moving quickly, it can lag a bit.

    I play on a computer with a 3.30 GHz i5 2500K, 16 Gb RAM, and a GeForce GTX 660, quite an average computer nowadays I guess, and it moves quite nicely most of the time.

    Thanks! Will look at that road, and disabling the skidmaks on the grass materials, will still behave like asphalt in those segments, but it's quite an improvement :)
     
    • Like Like x 1
  11. loba04

    loba04
    Expand Collapse

    Joined:
    Jan 1, 2018
    Messages:
    322
    i really like it. i am quite expert in the 3d era games, i helped some what with the gta3 remake
     
  12. HeadlightsThePerson

    HeadlightsThePerson
    Expand Collapse

    Joined:
    Dec 14, 2019
    Messages:
    419
    Good map but...
    screenshot_2020-06-29_18-53-05.png
    There aint no water
    --- Post updated ---
    Wait NVM it loaded.
     
  13. JorgePinto

    JorgePinto
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    516
    Changelog

    1.0.1:
    • Fixed a gaping hole in Vice Point
    • Added "proper" 3D fences, which actually stops your car, and look a bit better as well. (Please report any missing fences so I can give them the same treatment!)
    • Some minor tweaks and adjustments
    1.0.2:
    • Disabled Full Reflections on all water bodies, increasing performance drastically.
    • Fixed clipping roof on the roof access hallway in Diaz's mansion (thanks to @DeusHorizon)
    • Fixed a ghost bump in the military base road (thanks to @crashmaster & @MarkosRuiz)
    • Lowered ocean a bit so it doesn't flood the stadium area roads (thanks to @Est)
    • Fixed invisible curbs in a Little Haiti road segment (thanks to @BrynCoops)
    1.1:
    • Added AI support to the whole map (Please report any issues you may find, help is also really welcome!)
    • Added GPS Navigation support
    • Adjusted some props and roads markings to align properly with the ground all over the city
    • Added interior lights to Kaufman Cabs
    • Added a missing roof in Washington Beach's Ammu-Nation
    • Deleted a ghost fence above the actual one near the sea in the North Point Mall area
    • Solved a mesh issue in one of the bridges connecting Vice Point's construction site with the main land (in one end it had grass and a small jump)
    • Solved as much as possible the Z-Fighting at the Ocean View Hotel (plus adjusted the sign so it touches the facade)
    1.1.1:
    • Added Cubemap Reflections (thanks to @SuperAusten64 )
    • Fixed a deformed sidewalk next to Washington Beach's Police Station (thanks to @Krishty )
    • Fixed a missing collision in a road near Kaufman Cabs (thanks to @roland91 )
    • Fixed some textures along the map
    1.1.2:
    • Fixed the Grand Marshal's VCPD skin (No more bright green parts!)
    • Fixed floating trees along the sidewalk in Ocean Drive (thanks to @Krishty )

    1.2:
    • Fixed several mesh and texture issues all over the map (thanks to @Krishty )
     
    #13 JorgePinto, Jun 30, 2020
    Last edited: Jul 12, 2020 at 6:54 PM
    • Like Like x 3
  14. DeusHorizon

    DeusHorizon
    Expand Collapse

    Joined:
    May 9, 2018
    Messages:
    14
    I appreciate your effort on converting this great map :)

    Btw, I did find an issue in the Diaz's mansion, where a roof blocks a pathway to the helipad thru the stairway. If it is possible, it should be removed by modifying the model a little, or adding no collision there.
     

    Attached Files:

    • vcbug.jpg
    • Like Like x 1
  15. JorgePinto

    JorgePinto
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    516
    Thank you! Fixed for the next hotfix :)
     
    • Like Like x 1
  16. andrzejserafin5

    andrzejserafin5
    Expand Collapse

    Joined:
    Apr 23, 2020
    Messages:
    559
    Please help.
    screenshot_2020-06-30_10-24-54.png
     
  17. _Archer_

    _Archer_
    Expand Collapse

    Joined:
    Oct 22, 2017
    Messages:
    38
    Nice one! Great work.
     
  18. JorgePinto

    JorgePinto
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    516
    Please delete the cache folder at:

    C:\Users\username\Documents\BeamNG.drive

    If it still doesn't work, maybe the 'materials' files scattered around the main folder should be deleted, except the ones in the mod folder of course.

    Thank you :)
     
  19. andrzejserafin5

    andrzejserafin5
    Expand Collapse

    Joined:
    Apr 23, 2020
    Messages:
    559
    Still don't works.
     
  20. lemonbread

    lemonbread
    Expand Collapse

    Joined:
    Jun 30, 2020
    Messages:
    8
    groundType = "Grass";
    ^this materials line should make the area mapped to that material behave as grass.

    for materials.json files:
    "groundType": "Grass",
     
    #20 lemonbread, Jun 30, 2020
    Last edited: Jun 30, 2020
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice