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Welcome to the GTA: Liberty City forum. This forum is led by SteaVor, Craig Kostelecky, Y_Less, and ModelingMan.
Please take the time to read the pinned GTA:LC Forum Rules & Directory before progressing any further into the forum.

The following topics are of most importance here, and are outlined in the forum directory:

Download GTA:LC · Checklist For GTA: Liberty City Final · Help & Questions Topic · Bugs, Glitches, and Incompletes · Meet The Team · Screenshots and videos

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Pages: (6) « First ... 3 4 [5] 6   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 Unofficial Mods

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jp245  
Posted: Monday, Jan 26 2009, 04:20
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QUOTE (What!? @ Dec 13 2008, 21:41)
::EDIT::

QUOTE (jp245)
idk if i am allowed to post the xbox model for download but i got the xbox prison model rigged and ready for gta lc since pc one sucks lol i did add pc head tho smile.gif heres a screen and if i am allowed to put it up itl be up soon  so one of u moderators here inform me i also got the xbox normal model ingame but i dont like him that much so i might mash him up with the pc head and jacket as well
[]http://i260.photobucket.com/albums/ii40/mrclean245/xboxplayerforgtalcmod.jpg[/]


I just got done looking through your Clude Mod topic... If you put the mohawk claude with the sunglasses in the vice city mod, I'll love you. Sexually... or just in a freindly "let me buy you a beer" sort of way, whatever. I'm just sayin' It would be pretty god damn sweet. biggrin.gif

how bout both ways ph34r.gif jk but anways i might do it not sure
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What!?  
Posted: Sunday, Feb 1 2009, 00:05
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Well we haven't had the Ultimate Stunt Park or the Intercity Highway available for this mod for more then a minute. I came across the files that jcab42 originally converted from GTA3 to the GTA:LC mod before the coordinates got changed. Which means the last time those files were current was about 2004. (where the f*ck does the time go?)

Anyway, I opened up MooMapper and corrected the coordinates. So, here they are. You can thank Suction Testicle Man for the hosting.

http://tjbp.net/upload/LCHighway.zip
http://tjbp.net/upload/LCStuntPark.zip

I REALLY wanted to park cars on the island for the stunt park just like you would find in the GTA3 version, but I can't get Baton's Vice Mission Builder to work properly in Vista and I don't currently have access to an older OS. If anyone else can do it here is the code to park the vehicles:

CODE
014B: $SPV01 = init_parked_car_generator #BIKE -1 -1 1 alarm 0 door_lock 0 0 10000 at 711.06 288.34 16.19 angle  110.0
014B: $SPV02 = init_parked_car_generator #FREEWAY -1 -1 1 alarm 0 door_lock 0 0 10000 at 711.06 283.34 16.19 angle  110.0
014B: $SPV03 = init_parked_car_generator #ANGEL -1 -1 1 alarm 0 door_lock 0 0 10000 at 711.06 278.34 16.19 angle  110.0
014B: $SPV04 = init_parked_car_generator #WASHING -1 -1 1 alarm 0 door_lock 0 0 10000 at 697.80 265.28 15.82 angle  0.0
014B: $SPV05 = init_parked_car_generator #STINGER -1 -1 1 alarm 0 door_lock 0 0 10000 at 691.38 264.77 15.82 angle  0.0
014B: $SPV06 = init_parked_car_generator #HOTRING -1 -1 1 alarm 0 door_lock 0 0 10000 at 698.57 238.80 15.82 angle  180.0
014B: $SPV07 = init_parked_car_generator #INFERNUS -1 -1 1 alarm 0 door_lock 0 0 10000 at 691.62 238.86 15.82 angle  180.0
014B: $SPV08 = init_parked_car_generator #BOBCAT -1 -1 1 alarm 0 door_lock 0 0 10000 at 884.63 239.37 15.82 angle  90.0
014B: $SPV09 = init_parked_car_generator #COMET -1 -1 1 alarm 0 door_lock 0 0 10000 at 962.50 268.89 15.82 angle  0.0
014B: $SPV10 = init_parked_car_generator #TAXI -1 -1 1 alarm 0 door_lock 0 0 10000 at 882.27 295.94 15.79 angle  270.0
014B: $SPV11 = init_parked_car_generator #SABRETUR -1 -1 1 alarm 0 door_lock 0 0 10000 at 839.91 274.20 15.80 angle  90.0
014B: $SPV12 = init_parked_car_generator #POLICE -1 -1 1 alarm 0 door_lock 0 0 10000 at 791.28 346.70 15.79 angle  0.0
014B: $SPV13 = init_parked_car_generator #PATRIOT -1 -1 1 alarm 0 door_lock 0 0 10000 at 815.51 346.70 15.79 angle  0.0

014C: set_parked_car_generator $SPV01 cars_to_generate_to 101
014C: set_parked_car_generator $SPV02 cars_to_generate_to 101
014C: set_parked_car_generator $SPV03 cars_to_generate_to 101
014C: set_parked_car_generator $SPV04 cars_to_generate_to 101
014C: set_parked_car_generator $SPV05 cars_to_generate_to 101
014C: set_parked_car_generator $SPV06 cars_to_generate_to 101
014C: set_parked_car_generator $SPV07 cars_to_generate_to 101
014C: set_parked_car_generator $SPV08 cars_to_generate_to 101
014C: set_parked_car_generator $SPV09 cars_to_generate_to 101
014C: set_parked_car_generator $SPV10 cars_to_generate_to 101
014C: set_parked_car_generator $SPV11 cars_to_generate_to 101
014C: set_parked_car_generator $SPV12 cars_to_generate_to 101
014C: set_parked_car_generator $SPV13 cars_to_generate_to 101


Now I'm not exactly a premier mission coder, I don't normally release things I just keep them for myself. I also haven't had a chance to compile this in the main.scm and test it in game because as I said Barton's Mission Builder just doesn't want to work for me. However if somebody should take it upon themselves to compile this then the result should be...

Infenus and a Cheetah facing the souvenir stand in the main parking lot.
Mafia Sentinel and a Banshee facing the building next to the Loop in the main parking lot.
PCJ, Freeway, and an Angel backed up to the front of the building next to the Loop.
Diablo Stallion parked next to the "greenhouse".
Stinger hidden behind the Half Pipe.
Bobcat parked infront of the Half Pipe facing away from the end of the road connecting the bridge entrance to the road that leads to the Half Pipe.
Taxi parked on the opposite side of the Half Pipe as the Bobcat facing toward the loop.
LCPD car parked next to the road leading to the roller coaster on the Loop side.
Patriot parked next to the road leading to the roller coaster on the half pipe side.

I'll try and post pics later, I'll should also eventually be posting a corrected Miss Liberty mod. Obviously I'm just gettin these mods put in their correct place again. The Stunt Park is ODIE's, and the Intercity Highway is by ODIE and Illspirit. These were converted before me by jcab42.

- Enjoy.
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What!?  
Posted: Sunday, Mar 1 2009, 03:53
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Sooo.... I take it nobody is interested in editing the .SCM then? confused.gif
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goin-god  
Posted: Sunday, Mar 1 2009, 05:04
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Why dont you try Sanny Builder?
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What!?  
Posted: Saturday, Mar 7 2009, 05:07
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QUOTE (goin-god @ Mar 1 2009, 00:04)
Why dont you try Sanny Builder?

Sanny Builder errors as well. Only seems to be interested in my San Andreas .scm
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Claude Liberty  
Posted: Thursday, Nov 19 2009, 09:28
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What about X-boX mod?

This post has been edited by Claude Liberty on Thursday, Nov 19 2009, 09:31
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SteaVor  
Posted: Sunday, Nov 22 2009, 17:17
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The XBOX mod by rmws is a separate projet that's not related to GTA:LC. (It's not even for VC, but for GTA3.)
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spaceeinstein  
Posted: Saturday, May 8 2010, 19:13
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LC Simple Controls
Plop it into the source code, compile, and make the necessary additions to the GXT file. This script have
-god mode
-speedometer
-car spawner
-ped spawner
-clear wanted level
-special actor selector
-flying car
-interior select
-unflip car
-countdown timer control
-restore gang threat
-store position
Step into the blue circle near any of the three safehouses. Press Left/Right to scroll through the mods, press Up to activate and Down to deactivate a mod. I don't feel like writing a full tutorial right now. Look at the source code for controls for each mod.

Pzza Boy mission
Adapted for this mod. The script works as it is but you need to reimplement the text and audio for it to work like in VC.


This post has been edited by spaceeinstein on Sunday, May 9 2010, 22:06
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Natedogg.  
Posted: Thursday, Jun 10 2010, 05:49
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If someone could reupload those mods and update the links somehow that'd be cool.
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nextgenmods  
Posted: Wednesday, Jul 14 2010, 01:00
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GTA LCS III Edition MOD
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None of the links are working anymore. It's because of the very old hosts, i think they don't pay the server anymore.
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SteaVor  
Posted: Thursday, Jul 15 2010, 19:55
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I've uploaded all of the mods to Rapidshare, I'm going to update the links in the first post within the next minutes.
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TheOldGamer  
Posted: Friday, Jul 16 2010, 16:08
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They`re not updated yet confused.gif
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Craig Kostelecky  
Posted: Friday, Jul 16 2010, 16:49
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Give him time, there's a lot of links to update. Be thankful he actually had backups of everything and is providing them.
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TheOldGamer  
Posted: Friday, Jul 16 2010, 17:04
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I`m sorry if I annoyed anyone here.
I forgot to say big "thank you" to 'SteaVor' if he is still having these files uploaded. I hope they will be successful updated soon.
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SteaVor  
Posted: Friday, Jul 16 2010, 17:46
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First post updated with working download links for all of the mods, hosted at Rapidshare. This was mainly made possible by MegaVovaN as in December 2007 he'd provided me with an archive file containing all of the LC mods hosted on his server at that time, so I had all of them conveniently archived in one big file - which I've now unpacked so I could upload the mods one by one.

Yesterday GTAF became unreachable (at least for me) just a couple of minutes after I'd posted, just as I was about to update the first post with working links. That's why "within the next minutes" didn't work out.

This post has been edited by SteaVor on Friday, Jul 16 2010, 18:00
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TheOldGamer  
Posted: Friday, Jul 16 2010, 19:02
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Thank you for the initiative! icon14.gif
Hope these mods will have a permanent host and never dead links (if possible) now.

Also, I noticed that too, sometimes GTAF gives unknown error with connection or it simply not work. Hope these are not any database errors...

This post has been edited by TheOldGamer on Friday, Jul 16 2010, 19:05
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Samsnake  
Posted: Friday, Jul 23 2010, 11:02
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Immortalz 4 Life!
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Thank you, SteaVor, the links are working fine. icon14.gif
But you need to change to GTA Garage or something like that.
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silver007  
Posted: Tuesday, Oct 12 2010, 21:26
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Welp, here's what I've been fighting to get finished the last 2 days.

Marco Bistro's Interior 3.0
http://matt3d.exofire.net/GTALC/bistro3.0/...bistros_3.0.rar

So originally I was just going to update/fix the backyard, but since I was doing that, might as well fix the whole shabang.
  • Originaly I combined the many Map objects that make up the Bistro in San Andreas, into 4 major model files, The new version uses the actual individual model files that are placed via the .ipl file, Ultimatley all the painstaking work calulating all the posistion of all the objects into the correct places didn't change much other than correct a few culling bugs and allow for some interactable objects. But now its Identical to how the Bistro is in San Andreas, with the only 2 exceptions
    1. As with the previous versions all Snow was either removed, or snow texture replaced with concrete.
    2. the indiviual model files still use the 4 combined .txd files, instead of individal txd files from SA
  • The interior of the bistro appears brigher now, thanks to the Vertex Prelighting being carried over from San Andreas.
  • All Boxes that were static in the Bistro backyard replaced with the generic cardborad boxes from GTALC, meaning they can be interacted with
  • Many Objects are now Interactive (can be pushed over, or destroyed), Like the Tables and the bottles on the bar, what fun is having all those things in the Bistro if you can't destroy them? so now you can actually clear the bistro using explosives
  • The bistro Backyard model was edited to fix a whole bunch of problems (holes, overlapping geometry, UV Stretching), and the colision file has been corrected (previously it was a little higher than the actual model, causing player to float)
    Screen 1, Screen 2, Screen 3
  • cull bounding box fixed to make sure all areas inside the bistro don't have litter/dosn't rain inside.
  • Now all objects in the backyard no longer float above ground
  • Optional add-on, GTAVC Marco Bistro Interior, inside the stairwell, the door has been removed allowing access to the GTAVC interior.
    One thing I nocited about the GTAVC interior, is that somehow during the opening cutscene in VC, the room is darkend more, as well as a few more props are there that are not inside the .ipl file for the interior.

As I understood it, how the GTA3.img is structured affects how GTA:LC runs, i remember prior to the renaming of things from the vice city names, to gta3 names, there was alot of "0001 wait" crashes. This update adds alot of files to the gta3.img, and the old model files are no longer used. So if someone decides to include the new version officially. I believe gta3.img would have to be restructured again.

Also a brief thought after I had finished the mod, the GTA:VC interior could be made an Easter Egg like the actual "egg" easter Egg in VC (even though the bistro itself is an easter egg) by leaving the door there, but removing the collision, meaning you can walk through it to find the other interior.
All you would have to do is not use the modified mid_staircase.dff in the "VC add-on" folder.
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silver007  
Posted: Thursday, Oct 21 2010, 00:27
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To anyone that downloaded the above update of Marco Bistros, please download again. I have been able to fix a bug with the Cake Display model. "kb_c*ntopdisp2.dff". Originally the windows culled the shelfs inside the model.

If you have already installed the mod, just replace "kb_c*ntopdisp2.dff" with the new one in the models/add folder.
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Shadow-Link  
Posted: Thursday, Oct 21 2010, 08:00
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Awesome work silver007. Gonna try it out now.
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