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Re: SAxVCxLC Connected

Enviado: 24 Jun 2021, 21:41
por Weeamer
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Dat high quality road texture looks amazing it really looks like gravel is in there and it's not in 2d.

Re: SAxVCxLC Connected

Enviado: 04 Jul 2021, 19:51
por Zeneric

Re: SAxVCxLC Connected

Enviado: 17 Ago 2021, 14:01
por phylax_
Some brilliant work you've done on this. Are you still working on the project or Take Two repression
affected on you to? xd

Re: SAxVCxLC Connected

Enviado: 17 Ago 2021, 17:10
por Zeneric
phylax_ escreveu:
17 Ago 2021, 14:01
Some brilliant job you've done on this. Are you still working on the project or Take Two repression
affected on you to? xd
Just on hold at the moment. Was burned out and switched to a different project.
Nah, I'm not affected by Take Two.

Re: SAxVCxLC Connected

Enviado: 17 Ago 2021, 21:35
por MIRMIDOM
The project is excellent, I hope it hasn't been cancelled, it's the only existing linking project and I don't see any other modder interested in it.

Re: SAxVCxLC Connected

Enviado: 29 Ago 2021, 05:57
por Mr. Assassin
Hello! I recently download this mod and install in my game with all essentials but my game crashes when i go to phils place and kaufman cabs in vice city after saving the game. I uninstall all my other mods and also have tried in game without mods but it did not work. Please fix this mod i really love this mod. 

Re: SAxVCxLC Connected

Enviado: 02 Out 2021, 08:35
por Zeneric
Started working on this again since last week. LV Tunnels mostly (it got super bugged because of changes before - 4-6 months ago). Still tweaking, bug fixing, filling, etc. Was avoiding LV Tunnels for a long time 'cause was "dreading" on fixing it (very time consuming) - now progressing on lv tunnels no problems. 

New cracks, graffiti's, experimented with prelighting (again XD - still not final), completed filling the tunnels with railings, and new addition (now can get on the bridge near lv from the ocean - instead of swimming across the ocean to get on the land). Don't mind bugs seen - wip.

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Re: SAxVCxLC Connected

Enviado: 02 Out 2021, 19:12
por Junior_Djjr
I think until this update is released, the dust from taking down GTA Underground will settle down. I see these DMCAs as a warning, I find it kind of hard for them to do that again in the future. Also, this project doesn't aim to do a 1:1 conversion of the games, like GTA Underground, including, I think we'd better focus on changing LC and VC adapted for the year of SA, something more SA Style. something closer to a game map expansion rather than a game conversion. So I think it will be more ok with the TakeDown rules.

Re: SAxVCxLC Connected

Enviado: 13 Out 2021, 18:21
por Zeneric
Took me a while to figure out how to do path/nodes.dat's for connected  :facep: .
Path/nodes.dat's for this bridges/etc project is done. Just need to figure out how to merge this path with connected (I have some ideas).
Also, lod coronas added - thanks kkjj.

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Re: SAxVCxLC Connected

Enviado: 13 Out 2021, 21:29
por Crowdigger
Did you make the paths through 3DSMax? Last time I tried it, it looked like it would delete the original paths. Another good tutorial for your channel.

Re: SAxVCxLC Connected

Enviado: 13 Out 2021, 23:48
por Zeneric
Yes, on 3ds Max.
Still stuck on how to correctly merge Connected's nodes.dat's with this bridges/etc project's nodes.dat's. I think I'm this close.
Good idea (regarding a tutorial of this).

Re: SAxVCxLC Connected

Enviado: 14 Out 2021, 05:20
por Zeneric
Merged, finally XD.

Need to draw splines on 3ds max to create paths, within 6000m map limit (import water.dat for map size reference). Export with densika's sa path script ( https://gtaforums.com/topic/283684-sa-path-tool/ ). Use path mover tool (from SAxVCxLC) to move the created path map by offset (to get out of the 6000m map size limit to the original true coords, to increase 6000m map size limit to 24000m, and also to convert nodes.dat's to fla path format (path mover tool download: https://drive.google.com/file/d/1dibKd7 ... pGqo1I2Wmb ). Then finally overwrite the connected nodes.dat's (from paths.img) with the new created/moved nodes.dat (many nodes.dat's in paths.img are dummies you can replace).

You could convert vanilla GTA SA path map size (6000m) to 24000m map size (which increases from 64 nodes.dat's to 1024 nodes.dat - lots of dummies you could replace with new custom paths).

 

Re: SAxVCxLC Connected

Enviado: 18 Out 2021, 20:00
por Zeneric
I was mistaken. Custom node overwrites whatever area the vanilla node is on, not merge with. No tools out there capable of merging nodes, in fla path format.
Ended up compromising on stopping the paths of this bridge/etc project on just before the map area of vanilla gta sa (and vc/lc). So there are dead ends on each connection (vehicles turn around when they're at the dead ends). This is a big bug and cannot be fixed unless someone can help and code a path script/tool to adapt with fla path format.
 

Re: SAxVCxLC Connected

Enviado: 22 Out 2021, 17:24
por Patrijck
Agora seria bacana acrescentar um "Switch Character" para ter mais imersão nos mapas, como postei aqui no Fórum.
Talvez fazer um Switch com CJ, Tommy e Claude, pra comemorar o Trilogy e ficar "correto" cada personagem no seu mapa, mesmo sendo datas diferentes de existência. Ou então, fazer com CJ, Sweet e Cesar, mesmo que no caso todos estariam em LS.

Edit¹:
Ou então, pensando diferente, no The Introduction, quando CJ estava em Liberty City, ele ficava em contato com o Joey Leone, talvez ele poderia ser um dos personagens controláveis em LC.

Re: SAxVCxLC Connected

Enviado: 28 Out 2021, 13:56
por Zeneric
Most of complains i received from people in relation to GTA Mixed I worked on and released is this:
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The corner is too steep. Vehicles going off. Will make it less instructive. Just waiting for the trilogy to come out first to gauge its driving physics then make adjustments/fixes.

Started working again on the GTA Mixed already:

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This is a replacement for the place holder construction site island.
Gonna be full of forests, grass, etc. Modded timecyc - foggy, rainy, cloudy, etc, rare to no sunny. Gonna make this island evoke the x-files / silent hill vibes - a creepy/old/kinda abandoned/horror themed island.