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Attention:
Unofficial Mods Full List In First Post...
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What!?  |
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13

Group: The Connection
Joined: Aug 23, 2002


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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.ziphttp://tjbp.net/upload/LCStuntPark.zipI 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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spaceeinstein  |
Posted: Saturday, May 8 2010, 19:13
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巧克力

Group: Members
Joined: Jul 17, 2003



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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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silver007  |
Posted: Tuesday, Oct 12 2010, 21:26
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Homie

Group: Members
Joined: May 15, 2003


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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.rarSo 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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