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 Project Information, Team and News

 Join up today! - SOL's new future.
 
X-Seti  
Posted: Thursday, Feb 14 2013, 23:14
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Ahhi!!
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There is a lot to do as we pretty much need to start from scratch and have a rethink on some of the tools.

Look here also.. http://www.gtaforums.com/index.php?showtopic=543489

Starting with the basics we need to sort all the files are in the right order and check against any consistences in the files.

----- Steve M's COL Editor 2.

This tool is pretty good but there are a lot of functions that could have been added or just missed. Steve never had time to add and there is no Undo!
No Undo ... What the hell what was he thinking?

I can not fault the tool as it's pretty much beta and the Sort by IDE has helped a lot in finding game errors in the past. Now you need to study this tool and make a list of all the functions, recreate and add the functions already noted.

We also need to come up with the better way to assign materials to the COL file faces so we get the right grass, road or sand effects in VC or SA.


I have put some sample files on my server for you to play with and test. VC IDE, COL and IMG or SA IDE, COL and IMG files.

Check out the Sort by IDE on Steve M's COL editor 2- This checks every entry in the collision file and reports back any errors such as missing COL entry in the collision file not found in the IDE file or the other way around. COL entry not found in the IDE file you selected to check.

Check if there are clone objects in the img file and remove them and maybe some other functions like list the order of the IMG file to follow the file entry order of what is shown in ascending order in the IDE.

Now the base of game and files needed for the SA or VC engine are in GTA3.IDE, GTA3.COL and GTA3.IMG found in /models. You will find that both versions of the game whether its on the VC or SA engine have the same amount of files using the same ID's.

The GTA3.img consists of the Game Radar TXDs (1295 files), Animation models, Ped, Vehicle, Game Pickups and IPF files are in the gta3.IDE, COL and IMG. These models are the base of the game and will hardly be touched.

The way I built the rest of the game in SOL is to have an equal amount of objects in the IDE, COL and IMG file for the main game map. leaving the Generic objects in there own IDE, COL and IMG file. All will become clear later using KED and 3dsmax.

-------- TXDs

I also need a tool to extract a texture list and build txd files directly from one or more dff files in the format requested GTAIII. VC or SA along with a path set to one of more textures folders.

I keep all my textures in a simple folder called /textlist that is on Desktop.

-------- IMG tool

There has been many tools around the years from IMGtool to G-IMG but none of these tools have all the functions in one tool, I have to use 3 tools to edit the img files. We will revisit this once the COL, IDE and IMG tool has been made.

--------- Radar Editor

We need to find a way to edit SOL's 1295 radar tiles from an imported or exported.bmp

[http://www.ukscifi.net/A/gta/GTADEV/TOOLSNeeded/solo_map.png] to big to show on here.


Adding more soon...

This post has been edited by X-Seti on Friday, Feb 15 2013, 08:39
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Andrev  
Posted: Friday, Feb 15 2013, 14:08
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Snitch
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XXXXX



Suggestion for bridge between SA and LC or VC or whatever

There is something that looks like a foundation for a bridge on that beach in east LS,near seville bulevard
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X-Seti  
Posted: Saturday, Mar 23 2013, 15:15
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Ahhi!!
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I have put the project on hold:

This is because i've had issues with the img files and max scripts.

I have been working on a lot of new map ideas that are only in 3dsmax right now, but getting them into game has driven me to drink.

5 Years ago I might have had time and the patiants to add each object one by one but things have got supersized in the work load for me to be spending my time like this.

Trying to export files again and once more for the dff to work, and then the col isn't lined up on the pivet. 32.000 models to get back into game this has got depressing.

I have gone from coder to modeler and all I would want to do is make cool maps that seem to fail in game and some. because of buggy models exported with bad scripts.

So this is the deal.

I need to re-think the whole img, dff and txd thing before I can continue.

New tools for a new era.


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