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Attention:
Model fixes 2dfix workaround
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Ben  |
Posted: Thursday, Nov 24 2005, 08:16
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Retired

Group: Members
Joined: May 12, 2005



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Choofy  |
Posted: Saturday, Nov 26 2005, 06:50
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Player Hater

Group: Members
Joined: Nov 21, 2005


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I run v5b, 2 copys, one original and the other the same but with all 2dfixes removed (over 400 files) So far over 1/4 of the total 400 or so of the remodeled files has been done, added to the non 2dfix version. Running ok, and loading from the same save games. Some of the 2dfixes reference damagable objects, which cant be, as the damagable models use 2 models, and the 2dfixes for these items adress only 1 model. The mesh fence with barbed wire ontop around the construction site in staunton, if you knock peices of it over, you are left with a damaged model on the ground, barbed wire visible on one side of it only, and looking this at the hole in the fence, one sided barbed wire is hanging in mid air. This fixes that also. Maybe Somewhere to post for any model glitches now(ive found around 20 ranging from damaged traffic lights, the inside of the bottom is invisible, to the ring of buildings behind the portland save garage, have incorrect back polygons, as they dont line up with the building(big holes in there). Where anyone can post if they find a one sided object, or invisible/missing parts of things, damagable objects in particular, as the traffic lights are new finds, that havent been adressed yet(maybe the glitch forum, i would expect around another 100 new finds to be fixed, so while i have it all opened up in 3dmax we can get all the models bug free. But for the new img this wont affect anything, its as craig said  (An installer! Great!  ) ALso I used Ide killer with an altered all.ide file, to kill off the 2dfixes, and im using 'Kams scripts' for all of the 3dmax work. Kam if you read this,your scripts are incredible. Thankyou for making them, for the whole comunity to enjoy. This post has been edited by Choofy on Saturday, Nov 26 2005, 06:56
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Choofy  |
Posted: Saturday, Nov 26 2005, 12:27
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Player Hater

Group: Members
Joined: Nov 21, 2005


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Thats kind of how I originally ended up in here. I tried the v5b, and seen the outstanding work done by the coders with the missions etc then i flew onto the roof of a building and went through it, so I investigated. Most of the collisions to fix this are already in v5b, they are just in the .col files within the different islands folders. They need to be placed into the respective .col files in the actual image. However some of the materials on the .cols arent right, so they need to be edited, also the cols may not all be right, as the building infront of luigis club, you land about 2 metres above the rooftop. But yes definetly post away a list on them. My plan of attack is to do the edited originals that replace the need for 2dfixes first, then any other bugs, to do with buildings/objects, then cols, and if no one has started/done any I can model some interiors. The majority of the above I have notified Craig of  These from the glitches forum Quote: Mapping bugs: The destroyed Callahan Bridge needs a 2D-Fix. So does the destroyed Fish Factory. The back of the garage in Saint Mark's (the one used in 'Rigged to Blow' is transparent and it has no collision. Inside of 8-Ball's shop needs a 2D-Fix as well. Other bugs: The subway path (or model) needs updating. Either the path or the model of the 747s need changing as they sink into the ground. Many tall buildings do not have collision data. I should be able to handle also, the paths being the last as I dont know if I have the time for it all. Awaiting a huge post on things needed fixing! (in respect to models collisions)
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GTAThomas  |
Posted: Saturday, Nov 26 2005, 20:59
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Soldier

Group: Members
Joined: Oct 27, 2005

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choofy choofy choofy! i will love you if you fix the subway path. i have brought this error up many times but nobody had to time to work on it, but craig said that if the subway does not get fixed before v6, that he will not even include the subway train in that download. thats not good, i may have an idea on fixing it. you might just have to move the coardinates a little to the left... and another thing. please please please model some interiors, we were told back when v1 was released that we would get interiors sometime. silver 007 took the bistro from san an and put it in the bisto in lc. he is now working on the airport from vc and putting into the airport in lc. please think about doing some interiors, you obviosly know alot and you defenatly deserve a spot on the covoted team list...
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Ben  |
Posted: Saturday, Nov 26 2005, 23:31
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Retired

Group: Members
Joined: May 12, 2005



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| QUOTE (Choofy @ Nov 26 2005, 23:27) | Awaiting a huge post on things needed fixing! (in respect to models collisions) |
Well, I don't actually have a list, and it'd be way too tedious to go through and check each building/col file for yourself. I was thinking that someone on the team might actually have a list... Or, if there's a quicker way to check it? I don't know - if it has to be done physically (as in actually check each building in game) then I would be happy to help out, but I won't have time until after Christmas. Just let me know and I'll see what I can do to help  . EDIT - In regards to the col files, do you think it would be possible to make Ghost Town "unsolid" like it is in GTA3 (except for the ground of course  ) and release the edited col files for download in the Unofficial Mods section? Craig has said that this won't happen as an official version of the mod, but I'd still like to be able to play with this option. This post has been edited by benisablink182fan on Saturday, Nov 26 2005, 23:56
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DarthSlurpee  |
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Cheater Extraordinaire

Group: Members
Joined: Oct 24, 2005


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I like Ghost Town being solid... Now, if you could get pedestrians walking around in it, maybe ghostly-looking ones... That'd be so cool.
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GTAThomas  |
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Soldier

Group: Members
Joined: Oct 27, 2005

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well... IMO i like ghost town as it is. it doesnt need peds because they would just end up falling into the infinate voide
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Choofy  |
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Player Hater

Group: Members
Joined: Nov 21, 2005


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Yes No collisionable buildings on ghost island is easily done. Ghost Lods(On yousendit) Anyone doing this read the Readme.txt first. This works for v5b, but anyone with any other version, can simply extract the 'Bank, Building1,Building3,Building4,Building5,Cutsceneroad1,Cutesceneroad2,cutsceneroad3,cutsceneroad4,cut scenevan1 and rear_building from the landsw.col found in the 'Non solid' folder, and replace the items respectively into your version of Landsw.col from the gta3.img The item names are self explanatory as to what you would want/need replace.
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Choofy  |
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Player Hater

Group: Members
Joined: Nov 21, 2005


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Hello all This probably doesnt belong here, but not an unnoficial mod either, as its not a official release of anysort. The outro (exit)screen with all of the helpers names on it, i always change, for any gta, to something thats easy on the eyes after hours upon hours in lc/vc/gta3  Yet the names need to be in mine somewhere, or else i feel guilty of not giving credit where its due. I modeled a fountain last night,and if its ok, with the original people who's names are listed, i would add them to the walls of the fountain monument instead, for my gta. Picture link Fountain A few of the textures need redoing(the base for starters it looks horrid), and a few quick lights added, but its ok I guess, its only placed where it is now for bug testing. This post has been edited by Choofy on Sunday, Nov 27 2005, 21:33
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