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[WIP] GTA III RAGE Classic Grand Theft Auto III on GTAIV/EFLC
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Garju67  |
Posted: Thursday, Aug 16 2012, 21:40
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VCR Developer

Group: Members
Joined: Jul 10, 2011



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Frank.s  |
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IV Scripter, Modeler.

Group: Members
Joined: Apr 15, 2008



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Here's how you can port the cutscenes from GTAIII to IIIRageClassic.  First you record a HD video of III's actual cutscene, convert it using RAD tools, then play the video in IIIRageClassic by hi-jacking the tv .bik file playback system using Sco.  (this works, i've tried and tested it) Garju, i encourage you to learn how to script for IV, it would open up so many opportunities. | QUOTE (Yurban) | | Also, I hope IVSA developers will give us (mean in common, not just for this mod) some info about multiplayer adaptation, will be very useful, because nobody wants to spend hours on singleplayer (i think). |
Three things allow MP to work: 1) xliveprotections remover asi + dsound.dll, 2) manhat ide's + IV props map files, 3) Edited original sco scripts and removed first "roman1" mission to allow the phone to be accessed at the start of the game. I was able to add MP to Our Ugly World (alpha test) using these methods.  Also i agree that empty single player is boring, that's why OUW will have a storyline/missions too. This post has been edited by Frank.s on Friday, Aug 17 2012, 10:13
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Garju67  |
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VCR Developer

Group: Members
Joined: Jul 10, 2011



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@noelgamo : Thank you very much man. About OP, HD cars aren't included in mod, only zzcool used them for previous gameplay. Now we use Xbox cars (look last gameplay). For SA:LC, i entered it, look at Thank's List, near dingleman. @Ash : For now i didn't edited. It's the same than demo. But could you explain exactly what is the problem with radios ? Size ? I'm confused ... @Frank : Thank you man. Didn't really understand though. If i do that, cutscenes will be III ones ? I mean just a video, not a real cuutscene using RAGE right ? Or, if you can, simply go to msn, that will be better ^^
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Garju67  |
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VCR Developer

Group: Members
Joined: Jul 10, 2011



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GTA III Rage Classic Beta Testing Phase Open Today ! All i have to say is, enjoy to the the (current) three beta testers ! Check your PM box sometimes, maybe you'll receive an invitation too  E-mail Confirmation -----------------------MegaMario1500 : Ok. Wass : Ok. sibs44 : No e-mail received yet.
I don't know when it will exactly start but should be in 1-2 hours. | QUOTE (Ash_735 @ Friday, Aug 17 2012, 16:37) | | QUOTE (Garju67 @ Friday, Aug 17 2012, 14:07) | @Ash : For now i didn't edited. It's the same than demo. But could you explain exactly what is the problem with radios ? Size ? I'm confused ... |
The ones in the Demo have been converted down to MP3 80kbos and forced frequency changed to 44.1Khz, which degrades quality. If you want to save space then you might as well use the 10th Anniversary Radio (96kbps MP3 32Khz) or better yet, the Xbox Radio (128kbps WMA 44.1Khz), that way you don't have to convert anything at all, you do not need to mess with the files, you can use the ones provided by Rockstar in their better quality without too much of an impact on size and both work with the current plug in just fine. |
Ok thx. Just checked but, Xbox format is wma. wma isn't readable by the script. Also, strangely, in audio folder (Xbox version) there is only few radio stations. Some radios are missing This post has been edited by Garju67 on Friday, Aug 17 2012, 17:54
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flitskikker  |
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The Forums Frog

Group: Members
Joined: Nov 25, 2006



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| QUOTE (Squirlkiller @ Friday, Aug 17 2012, 17:17) | | Since it'll just be a video in .bik format (IV's video format), its only going to be RW cutscenes, not rage cutscenes. |
Using the original sources from III, someone with a lot of spare time can recreate it using SCO, which I did for the demo. However, the coords are off and not all natives are the same. Here's a snippet from the original source for the first mission, which spawns the fires and cop cars: | CODE | ADD_PARTICLE_EFFECT 4 791.661 -936.916 38.313 FALSE //SMOKE ON CARS ADD_PARTICLE_EFFECT 4 788.337 -938.467 38.073 FALSE ADD_PARTICLE_EFFECT 4 786.493 -942.398 39.8 FALSE
ADD_PARTICLE_EFFECT 10 783.572 -938.549 38.448 FALSE //FIRE ON CARS ADD_PARTICLE_EFFECT 10 790.537 -935.67 38.005 FALSE ADD_PARTICLE_EFFECT 10 789.295 -938.882 38.127 FALSE
REMOVE_SOUND fire_sound_8ball
ADD_CONTINUOUS_SOUND 790.537 -935.67 38.005 SOUND_PRETEND_FIRE_LOOP fire_sound_8ball
(...)
// creates two cops cars that drive onto the bridge
CREATE_CAR car_police 1083.2 -945.0 13.8 cop_car1_8ball
CREATE_CHAR_INSIDE_CAR cop_car1_8ball PEDTYPE_CIVMALE PED_COP cop1_8ball
CLEAR_CHAR_THREAT_SEARCH cop1_8ball
SET_CAR_HEADING cop_car1_8ball 90.0
SWITCH_CAR_SIREN cop_car1_8ball ON
SET_CAR_DRIVING_STYLE cop_car1_8ball 2
SET_CAR_CRUISE_SPEED cop_car1_8ball 20.0
CAR_GOTO_COORDINATES cop_car1_8ball 713.9 -916.7 42.0
CREATE_CAR car_police 1074.1 -946.7 13.8 cop_car2_8ball
CREATE_CHAR_INSIDE_CAR cop_car2_8ball PEDTYPE_CIVMALE PED_COP cop2_8ball
CLEAR_CHAR_THREAT_SEARCH cop2_8ball
SET_CAR_HEADING cop_car2_8ball 90.0
SWITCH_CAR_SIREN cop_car2_8ball ON
SET_CAR_DRIVING_STYLE cop_car2_8ball 2
SET_CAR_CRUISE_SPEED cop_car2_8ball 20.0
CAR_GOTO_COORDINATES cop_car2_8ball 718.7 -922.2 42.0 |
Here's the IV SCO that I've made based on it: | CODE | // Add fire sound CallNative GET_SOUND_ID 0 1 PushF 455,537 PushF 935,67 NegF PushF 39,005 CallNative PLAY_FIRE_SOUND_FROM_POSITION 4 0
// Add fire and smoke PushString "fire_plume_large" PushF 448,572 PushF 938,549 NegF PushF 38,448 PushF 0 PushF 0 PushF 0 PushF 0,4 CallNative START_PTFX 8 1
PushString "fire_plume_large" PushF 455,537 PushF 935,67 NegF PushF 38,005 PushF 0 PushF 0 PushF 0 PushF 0,4 CallNative START_PTFX 8 1
PushString "fire_plume_large" PushF 454,295 PushF 938,882 NegF PushF 38,127 PushF 0 PushF 0 PushF 0 PushF 0,4 CallNative START_PTFX 8 1
// Request Cop Car Push 0x79FBB0C5 CallNative REQUEST_MODEL 1 0 Jump @Car2
:Car2 // Check if Cop Car loaded PushS 0 CallNative WAIT 1 0 Push 0x79FBB0C5 CallNative HAS_MODEL_LOADED 1 1 JumpFalse @Car2 Jump @ContCode4
:ContCode4 // Spawn Cop Car Push 0x79FBB0C5 //PushF 748,2 //PushF 945,0 //NegF //PushF 14,8 PushF 700,93 PushF 915,97 NegF PushF 14,8 Var3 PushD 1 CallNative CREATE_CAR 6 0
// Create ped in Cop Car Var3 RefGet PushD 3 Push 0xF5148AB2 Var4 CallNative CREATE_CHAR_INSIDE_CAR 4 0
// Set Cop Car heading Var3 RefGet PushF 90 CallNative SET_CAR_HEADING 2 0
// Set Cop Car siren ON Var3 RefGet PushD 1 CallNative SWITCH_CAR_SIREN 2 0
//Jump @SkipCar2
// Make Cop Car drive Var4 RefGet Var3 RefGet PushF 378,9 PushF 918,7 NegF PushF 41,5 PushF 20 PushD 1 PushD 0 PushD 3 PushD 2 Push 0xAFC8 CallNative TASK_CAR_DRIVE_TO_COORD 11 0
//Jump @SkipCar2
// Spawn Cop Car 2 Push 0x79FBB0C5 //PushF 739,1 //PushF 946,7 //NegF //PushF 14,8 PushF 718,93 PushF 915,97 NegF PushF 14,8 Var5 PushD 1 CallNative CREATE_CAR 6 0
// Create ped 2 in Cop Car 2 Var5 RefGet PushD 3 Push 0xF5148AB2 Var6 CallNative CREATE_CHAR_INSIDE_CAR 4 0
// Set Cop Car 2 heading Var5 RefGet PushF 90 CallNative SET_CAR_HEADING 2 0
// Set Cop Car 2 siren ON Var5 RefGet PushD 1 CallNative SWITCH_CAR_SIREN 2 0
// Make Cop Car 2 drive Var6 RefGet Var5 RefGet PushF 383,9 PushF 922,2 NegF PushF 42,0 PushF 20 PushD 1 PushD 0 PushD 3 PushD 2 Push 0xAFC8 CallNative TASK_CAR_DRIVE_TO_COORD 11 0 |
I've used SCO ToolBox, but one can use SCOCL too, of course. This post has been edited by flitskikker on Friday, Aug 17 2012, 17:45
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