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GTA Modification Forums
3D-ONE project files converted from gta1 & gta2! Models and Textures included!
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JernejL  |
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Big Homie

Group: Retired Staff
Joined: Mar 11, 2002



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What you are looking at are 3D renders of gta1 liberty city , san andreas and vice city created using 3d studio max 8. Getting straight to the point: files: City 1 (nyc / liberty city): http://www.gtatools.com/3d-one/nyc-max.rar Contains 3dsmax 8 file, tga textures and txd file with all textures. City 2 (san francisco / san andreas): http://www.gtatools.com/3d-one/sanb-max.rar Contains 3dsmax 8 file, tga textures and txd file with all textures. City 3 (miami / vice city): http://www.gtatools.com/3d-one/miami.rar Contains 3dsmax 8 file, tga textures and txd file with all textures. FBX format (maps only, use textures from files above) http://www.gtatools.com/3d-one/fbx.rar GTA2 MAPS: http://www.gtatools.com/3d-one/gta2_max8.rar (expect screenshoots soon) browse project directory: http://www.gtatools.com/3d-one/ Basicly, i done it, i converted the original gta1 and gta2 maps into 3D mesh and with help of Kam i converted those into 3D studio max 8. i gave the files to some modders to slice them into pieces and create a ide file for them and export them ingame, but nothing happened about it in a few months now, so i'm just releasing this to the general public. what needs to be done: - slice up the city into separate object pieces for object placement - creating cols for those should be little problem - repair what has to be fixed - like missing roof textures in tunnels - recreating fences and signs using 3d objects instead flat textures - delete existing water textures and use proper gta-engine water - scale the world, so it fits more to the vehicle scale - create car and ped, boat paths - recreate original map objects and place them around the city on same places as in original maps. good luck if you are interested!
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Ben  |
Posted: Saturday, Aug 19 2006, 04:45
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Retired

Group: Members
Joined: May 12, 2005



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Indeed this would be a great mod, especially if the missions can be converted at some stage (I wouldn't expect this to be in the short term anyway)  . As for which engine to use - well, I guess it depends on how "authentic" you want it. As far as I'm concerned, VC would be more appropriate because GTA1 (sorry, Grand Theft Auto  ) makes little or no use of the extra features in SA (when compared to VC). Furthermore, I think that considering more is known about modding on the VC engine than in SA, it would be a more suitable choice. Of course, I'm not at all involved yet (although I don't think I ever will be - with my time constraints and other commitments, I think I'll just be a keen observer  ) so this is just my two cents. Best of luck with whatever you decide to do though  .
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DexX  |
Posted: Saturday, Aug 19 2006, 19:51
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Black Hat

Group: Retired Staff
Joined: May 16, 2002


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 well, atleast it will have uniform vertex lighting  I'm suprised at the diversity of buildings, considering its was a top down game. @ cerb - SA is technically better, yes. i think im more concerned about the lack of stability, and the what, 10? different exe's for the game, including the 2.00 which isn't moddable. something like this requires a team of people, and they all need to be behind it if its going to work out. supporting a version of the engine that a large chunk of people can't use may not be the best idea. That aside, it should be interesting to see if this turns into a myriad-esque mod that catches on, or falls by the wayside like so many others. Yes there are 3 full cities here, but they need ALOT of work before they're playable. just chopping the different layers of buildings up, and setting up a working map for one city will be a challenge. Edit: By the way, anyone working with the max files might want to do this; When you open the max files, most of the vertices on the objects aren't welded, and so max counts every 2 triangles as an element. as you can imagine, this will make chopping the map up at all, into a hellish nightmare. So, select an object, and go to Modifiers / Mesh Editing / Vertex weld. The default threshhold should do just fine. Convert to an editable poly afterwards. Edit 2: Don't try the above, with all the objects in the scene sleected, unless you like max crashing and Windows telling you that you ran out of virtual memory. just do one object at a time.
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leviatan1001  |
Posted: Saturday, Aug 19 2006, 22:21
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Build your own World

Group: Members
Joined: Apr 18, 2006


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Hi guys. Triple As told me about this project 30 minutes ago, and inmediately, i started to work on it. Here is what i got: [centre]  [/centre] But i found some problems. The evident one, no alpha textures. And the worst one: The f*cking always omnipresent walls every where  -What are you doing, CJ ? -Shut up !, Im just trying to jump this invisible wall:  I will not work on it. Its impossible to work with 250 000 polygons. Completely impossible for me. I have 2 gb of RAM, and it isnt enough. AMD 64 3000 Ghz, and it isnt still enough. No way, buddyes. This post has been edited by leviatan1001 on Saturday, Aug 19 2006, 22:49
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TripleAs  |
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Mack Pimp

Group: Members
Joined: Dec 31, 2003

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| QUOTE (JernejL @ Aug 20 2006, 06:20) | | QUOTE (blackadder18 @ Aug 20 2006, 08:18) | | Hey, I can't help as I kinda suck at Mapping stuff, but it's looking good. Maybe you could make it look less cartoony? The Textures look very cartoony |
less cartoony? i didn't even made the textures! i only converted them... you haven't even read what this project is, now get back to the start and read what the project is. aniway, i'll try to release gta2 maps soon as well, hoping those will bring more interest. | Emm, do you think you could also upload them in .3ds format (after the vertex welding thingy), I think a 3ds format would bring a lil bit more interest for those who doens't have 3D Studio (don't get my wrong, i have 3dstudio, it's just it doesn't want to open for some weird license problem  ). bye PS: I think someone will make a HI-Res Textures (kinda SART, San Angelz or something like that) mod when a/the three city/cities are ingame.
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