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 [WIP l BETA] GTA Vice City Recover

 Let's back to 80's.
 
Frank.s  
Posted: Saturday, May 5 2012, 15:35
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The rigging on the "smooth" tommy is bad, what did you do? Use a meshsmooth/turbosmooth? Baad idea.
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Luten  
Posted: Saturday, May 5 2012, 17:01
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QUOTE (Frank.s @ Saturday, May 5 2012, 16:35)
The rigging on the "smooth" tommy is bad, what did you do? Use a meshsmooth/turbosmooth? Baad idea.

That's true. Try to use Smoothing Groups.
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xXaerooff2Xx  
Posted: Saturday, May 5 2012, 21:55
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I will take this advice wink.gif.

Btw. do you guys know how to fix this bug in anim?

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ShakingASS  
Posted: Saturday, May 5 2012, 21:57
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It's either a bone problem which was set proper or as you said anim prob.
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ManDog  
Posted: Saturday, May 5 2012, 22:03
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Animation problems are made by bones.
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ShakingASS  
Posted: Saturday, May 5 2012, 22:04
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QUOTE (ManDog @ Saturday, May 5 2012, 22:03)
Animation problems are made by bones.

I know but as i said maybe they aren't fit correctly on model as a possibility.
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xXaerooff2Xx  
Posted: Saturday, May 5 2012, 22:05
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I know it, but untill I've fixed leg bugs, there wasn't this one bored.gif .
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Junior123456789  
Posted: Sunday, May 6 2012, 20:03
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QUOTE (xXaerooff2Xx @ Saturday, May 5 2012, 09:43)
1. Convert it to mesh again, and delete bones.
2. Press "skip col" in KAM's script and export it as custom model (like building).
3. Reset 3ds max.
4. Import your HQ Tommy.
5. Rig it again and now you should be able to export it.

But why when I export and reimport it, Tommy becomes a dummy? (Those green squares)
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d3jan  
Posted: Sunday, May 6 2012, 20:20
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why do you work on the anims, vc anims sucks, sa anims are way better
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DDX-GTA  
Posted: Monday, May 7 2012, 22:38
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QUOTE (d3jan @ Sunday, May 6 2012, 20:20)
why do you work on the anims, vc anims sucks, sa anims are way better

Its for atmospheric reasons. SA Animations & Sounds ruin the vibe of the conversion.
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d3jan  
Posted: Thursday, May 10 2012, 10:39
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QUOTE (DDX-GTA @ Tuesday, May 8 2012, 00:38)
QUOTE (d3jan @ Sunday, May 6 2012, 20:20)
why do you work on the anims, vc anims sucks, sa anims are way better

Its for atmospheric reasons. SA Animations & Sounds ruin the vibe of the conversion.

sry, your right blush.gif
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xXaerooff2Xx  
Posted: Thursday, May 10 2012, 12:15
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About anims case - thankfully to Luten a lot of them have been done.
Now I'm working on missions and cutscenes.
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d3jan  
Posted: Thursday, May 10 2012, 21:17
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QUOTE (xXaerooff2Xx @ Thursday, May 10 2012, 14:15)
About anims case - thankfully to Luten a lot of them have been done.
Now I'm working on missions and cutscenes.

there will be missisons biggrin.gif great
i am really starting to like this mod inlove.gif inlove.gif inlove.gif
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countergame  
Posted: Friday, May 11 2012, 17:49
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QUOTE (xXaerooff2Xx @ Thursday, May 10 2012, 12:15)
About anims case - thankfully to Luten a lot of them have been done.
Now I'm working on missions and cutscenes.

Cool, i would like to see that :-) Just a small 1 Minute Vid please ^^
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xXaerooff2Xx  
Posted: Friday, May 11 2012, 19:29
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Yeah I will make vid, but I have to fix some things in cutscene and end up scripting mission (60% of first Rosenberg's mission). So screens/ vid soon.
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MegaMario1500  
Posted: Saturday, May 12 2012, 01:42
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''In a few weeks or so''
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I will be sure to record the new version and/maybe the missions!
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d3jan  
Posted: Saturday, May 12 2012, 12:55
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could you show us the whole progress of the mod in presents ?
for example
missions 5 %
map 90 %
vehicles 100 %
vice cry vegetation 20 %
anims 60 %
...
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This post has been edited by d3jan on Saturday, May 12 2012, 13:15
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xXaerooff2Xx  
Posted: Saturday, May 12 2012, 13:34
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Yeah why not:

Map - 90 % (contain some bugs),
Player - 8 % (one Tommy's suit for now),
Anims - 48 %
Vechicles - 97 %
Weather - 60-70 %
Peds - 48 %
HUD - 94 %
Weapons 0 % (I want to reconvert them from the zero, wiyh muzzle flash)
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sebejszczyn  
Posted: Thursday, May 17 2012, 05:24
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Hmm.
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VCS Quad:
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VCS BmxBoy:
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Junior123456789  
Posted: Thursday, May 17 2012, 14:20
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X can I convert the weapons with muzzleflash to you?
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