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Pages: (35) « First ... 31 32 [33] 34 35   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 GTA 3 Mobile Modding

 Thanks Rockstar!
 
bammargera  
Posted: Thursday, May 17 2012, 19:48
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Just Call Me Rob, Its Easier That Way
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QUOTE
Thanks, will do. icon14.gif

subvaults. I liek the sound of that. (underground vaults in the suburban sector of liberty (shoreside vale) )

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Wow, so MP would have contained DOOM like tunnel crawling!?
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nkjellman  
Posted: Thursday, May 17 2012, 21:21
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What other maps were there?
But do you think the models used for that may of been used for Area 53 in San Andreas?
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Frank.s  
Posted: Thursday, May 17 2012, 22:40
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IV Scripter, Modeler.
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@Rob, heh yep seems like it, shame it didn't make retail imho.

@NKjellman, hmm doubt it although you could be right as R* do often re-use assets. Haven't checked the other multi maps yet, i've been cleaning the map and adding a new city to it. It's a map mod i made for pc version of III before anniversary edition existed so i felt like porting it to anniversary edition as a test.


Speaking of which: Has anyone got uvw-mapping bugs on modded map dffs? gamerzworlds pirate ship+text seemed fine, but my models are screwed up on portable but fine on pc.

(click for larger, ignore the radar, it's LC's original)
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This post has been edited by Frank.s on Thursday, May 17 2012, 22:48
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City_Poke912  
Posted: Saturday, May 26 2012, 11:00
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Frank.s, do you use 32bit textures in TXD?
Edit.

Another try to conversion smile.gif Now I have part of dirt track near mall in east of Vice City:
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I have question for you smile.gif
What is last free ID in GTA3? smile.gif

This post has been edited by City_Poke912 on Saturday, May 26 2012, 14:41
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nkjellman  
Posted: Saturday, May 26 2012, 23:40
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QUOTE (City_Poke912 @ Saturday, May 26 2012, 11:00)
Frank.s, do you use 32bit textures in TXD?
Edit.

Another try to conversion smile.gif Now I have part of dirt track near mall in east of Vice City:
user posted image

I have question for you smile.gif
What is last free ID in GTA3? smile.gif

Might be able to use the GTA SOL Vice City. Their combining models together so they can slim down the SOL map so it can work on GTA SA and GTA IV in the future. So, just the Vice City map from that mod might work on III TA.
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City_Poke912  
Posted: Sunday, May 27 2012, 08:01
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But I think, we need to remove III map to get free ID's for VC models smile.gif.

Frank,S said, that I can publish his researching with cleaning III map in mobile version smile.gif
QUOTE (Frank.s)

-One of the crusher objects needs to be in the in game spawned by ipl, the lid i think.
-The actual crusher container (separate object under the lid) has a special hardcoded feature that causes the player to die when they fall inside it,
not sure if that affects if it needs to be -spawned an ipl to prevent crashing or not.
-Every original ide line needs to be read by the game, they can be moved into one ide file though.
-Some ide lines can be removed but most cant, some ide lines can have their dff name changed but some can't, some
-All ipl lines can be removed except the crusher i mentioned earlier.
-The game will crash if the cullzone.dat isn't emptied.



I am getting close to get the VC map into mobile devices smile.gif
For other people it's not looking good, only empty place, but for me it is great smile.gif Finally I can import Vice City map models into III smile.gif
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This post has been edited by City_Poke912 on Sunday, May 27 2012, 21:33
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Sliderv2  
Posted: Friday, Jun 8 2012, 10:07
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GTA Liberty City Stories Mobile Leader
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wahgah  
Posted: Saturday, Jun 23 2012, 06:38
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sorry to bump, but has anyone tried adding the xbox map models to gta 3? that would be a nice addition, apparently the ios/android map is made of the pc map which has a lot less polys and objects in it.
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Dumbass-Productions  
Posted: Sunday, Jun 24 2012, 10:22
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QUOTE (wahgah @ Saturday, Jun 23 2012, 06:38)
sorry to bump, but has anyone tried adding the xbox map models to gta 3? that would be a nice addition, apparently the ios/android map is made of the pc map which has a lot less polys and objects in it.

I'm thinking of it, but I need someone to test it out for me.
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gamerzworld  
Posted: Sunday, Jun 24 2012, 10:53
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QUOTE (City_Poke912 @ Sunday, May 27 2012, 03:01)
But I think, we need to remove III map to get free ID's for VC models smile.gif.

Frank,S said, that I can publish his researching with cleaning III map in mobile version smile.gif
QUOTE (Frank.s)

-One of the crusher objects needs to be in the in game spawned by ipl, the lid i think.
-The actual crusher container (separate object under the lid) has a special hardcoded feature that causes the player to die when they fall inside it,
not sure if that affects if it needs to be -spawned an ipl to prevent crashing or not.
-Every original ide line needs to be read by the game, they can be moved into one ide file though.
-Some ide lines can be removed but most cant, some ide lines can have their dff name changed but some can't, some
-All ipl lines can be removed except the crusher i mentioned earlier.
-The game will crash if the cullzone.dat isn't emptied.



I am getting close to get the VC map into mobile devices smile.gif
For other people it's not looking good, only empty place, but for me it is great smile.gif Finally I can import Vice City map models into III smile.gif
user posted image

For reference, here is LoveMHZ's clean map. Problem is it'll crash when you die.
http://www.gtaforums.com/index.php?showtop...entry1060985492
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keiffith  
Posted: Tuesday, Jul 3 2012, 00:57
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Anyone have a mobile img program? I don't have a computer...
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parkerbird  
Posted: Tuesday, Jul 3 2012, 07:51
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QUOTE (keiffith @ Tuesday, Jul 3 2012, 00:57)
Anyone have a mobile img program? I don't have a computer...

pmsl, then you have no hope.
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RobTheGoodCarSpotter  
Posted: Wednesday, Jul 18 2012, 14:56
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Hi guys, i have GTA3 on my iPod Touch and i've been modding the game for a good few months now. There's an absolute ton of mods installed on my version and all of them work very well and look neat too. Underneath is my current mobile mods list....

Weapon Tweaks
Pedestrian Tweaks
Handling Overhaul Mod - www.projectcerbera.com/gta/3
Car/Family Tweaks
World Trade Centre
Colour Mods
Lamborghini Murcielago
Chevrolet Camaro
Lancia Delta Integrale
Lamborghini Diablo
Land Rover Freelander
School Bus
Convertable Taxi 
Corpse instead of Mananda
Caterham 7
New Fbi Car
Colt 4 Life Health Mod
A4/5 Graphics Mod
Odie Miss Liberty

It's very likely that some are missing, especially in the car mods, i know there are more modded cars than what you see here!! Anyway, the reason i post today is because i'm having trouble installing map packs onto the game. Yesterday i tried to install the 'open tunnels' mod onto my iDevice, this worked but it did have its problems because of graphical glitches. The grassy area outside Francis Airport has dissapeared leaving me with a big hole to fall through and the tunnel entrances next to it have also gone a bit funny. On the entrances to the shorside vale construction tunnel i have lots of missing textures, at first it was only the concreate part but now i have uninstalled the mod the hole tunnel has gone which has created yet another big hole. Don't know what's going on here?!?

The next one i gave a go was the Miss Liberty statue, and amazingly this seemed to work perfectly! So after this i did another mod, Odie's stunt park, however the game now fails to load so looks like i've done something wrong here. Any help please?
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Dumbass-Productions  
Posted: Wednesday, Jul 18 2012, 15:46
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You can't simply install 2 map mods over each other because if you install the stunt park mod it will simply overwrite the Miss LC files (the .ide and .ipl). You have to edit the .ide and .ipl files to make both working at the same time by adding the values of the one file to the other. Sorry if it sounds weird, but I'm pretty bad at explaining things.
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RobTheGoodCarSpotter  
Posted: Wednesday, Jul 18 2012, 16:46
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QUOTE (Dumbass-Productions @ Wednesday, Jul 18 2012, 15:46)
You can't simply install 2 map mods over each other because if you install the stunt park mod it will simply overwrite the Miss LC files (the .ide and .ipl). You have to edit the .ide and .ipl files to make both working at the same time by adding the values of the one file to the other. Sorry if it sounds weird, but I'm pretty bad at explaining things.

Hi Dumbass, thanks for your response. Didn't realise my mistake until you said, but yes, you are correct. Although saying that i did have the Miss Lib and Tunnel mod working together at the same time, i assume these don't use the same files?
The method of getting the two mods to work together sounds a bit tricky and confusing, i'll give it a go nevertheless and see if it works. The culprit files seem to be the 'landne' and 'landsw' by the looks of things. Thanks once again.
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RobTheGoodCarSpotter  
Posted: Wednesday, Jul 18 2012, 18:13
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Dumbass it turns out you were in fact wrong about those doubled-up files, each mod has their own induvidual ones so it can't be that. Do you think it's because the '.DFF' extension is in capitals rather than lower case?
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gta3ROCKER  
Posted: Wednesday, Aug 1 2012, 09:36
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Hi Guys, I modded GTA III on my 3rd Gen iPad, After some car mods, textures began to flicker when I load or Resume a game, If I start a new game, no problem, when I kill the app then resume the new game it comes back so I usually Launch a new game then load the save game to solve the problem...

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Mods...

Project Cerbera Handling.cfg (realistic handling)
Alfa Romeo 156 - Kuruma
Alfa Romeo 33 - Manana
Lamborghini Murcielago - Banshee
Dodge Charger R/T - Stallion
Chrysler 300C - Mafia Sentinel
BMW 720i - Sentinel
Mazda Demio - Moonbeam
Skyline R34 Racing - Cabbie (rarely appears now)
Chevy Pickup - Bobcat
Honda NSX - Esperanto
Ford Crown Victoria - Police

All use Wheel Mods except for some who don't have custom wheels...
No Map Mods Yet
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parkerbird  
Posted: Wednesday, Aug 1 2012, 10:03
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the mods you have are probaby to much for the gta engine to load.

This will happen when you have mods wth large files. i fined if you keep car mod files beloew 500k you will be fine any thing over 1 meg, your gona get problems
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Dumbass-Productions  
Posted: Wednesday, Aug 1 2012, 11:32
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QUOTE (RobTheGoodCarSpotter @ Wednesday, Jul 18 2012, 18:13)
Dumbass it turns out you were in fact wrong about those doubled-up files, each mod has their own induvidual ones so it can't be that. Do you think it's because the '.DFF' extension is in capitals rather than lower case?

I'm not wrong, I just can't explain it very well.

Besides, is anyone interested in a HQ mod for GTA III mobile? If yes, I'll start remaking LC with XBOX textures and I'll probably add some XBOX map details if possible. I'm thinking about that a bit longer but I'm not sure if I'll have enough support for this. Just tell me your opinion.
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gta3ROCKER  
Posted: Wednesday, Aug 1 2012, 12:54
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QUOTE (parkerbird @ Wednesday, Aug 1 2012, 10:03)
the mods you have are probaby to much for the gta engine to load.

This will happen when you have mods wth large files. i fined if you keep car mod files beloew 500k you will be fine any thing over 1 meg, your gona get problems

Thanks, after removing some cars I'll probably edit some maps biggrin.gif
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