Author Topic: About the GTA LC collision fix  (Read 2705 times)

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Offline Gavran

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About the GTA LC collision fix
« on: April 07, 2012, 07:41:07 AM »
So, as many of you already know due to BG Hitman releasing some stunts with my LC collision fix (thanks..  :rolleyes:), I was planning on fixing every single little collision that is wrong in LC. However I have lost interest in this mod and I do not see myself completing it.

The reason why I am making this topic is to hopefully pass this mod over to somebody else, so he/she might be able to finish it, thus my work not going to a complete waste. So as it is, I have 2 choices.

1. Pass this mod over to someone else, who might already know how to fix collisions, or if not, I will teach him/her how to do so. The prerequesites are as follows: 3DS max, and some other small programmes which I can send over Skype/PM.

2. Release the mod as it currently is, even though it's not nearly done.

I'll leave this topic up for some days to see what you guys think, and if anyone would be willing to finish the mod, or at least learn how to fix collisions and finish a part of it, I'd be grateful.

Offline Simon

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Re: About the GTA LC collision fix
« Reply #1 on: April 07, 2012, 07:49:23 AM »
I don't see myself doing it, but I'll be happy to help with some parts. So if more people join in we can kind of split it up and do it faster. Not sure how much 3DS max skill this requires though, but if it's not too much I'd be glad to help out the one that takes over once in a while :)

Offline Ltab

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Re: About the GTA LC collision fix
« Reply #2 on: April 07, 2012, 10:48:15 AM »
I can probably help you out too, I have some little knowledge about this, I just need a bit more :).

e/ and ye, we should split the work so we can make it faster.

Offline Gavran

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Re: About the GTA LC collision fix
« Reply #3 on: April 07, 2012, 12:08:41 PM »
Ah some volunteers already, didn't expect you to be so quick. I will let the topic stand for a few more days, before we decide anything definetive. Basically there are 2 things that need to be done, 1 requires no modelling skill in 3dsmax at ALL, the 2nd requires good modelling skill there.

Offline Genyus

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Re: About the GTA LC collision fix
« Reply #4 on: April 07, 2012, 12:21:21 PM »
Perhaps the best idea would be to release what you have accomplished so far and make it sort of an 'open-project' where anyone can join in and add some collision fixes they worked on the other day (including pictures of what they changed).

That way you can just pin the topic and you will have a general LC collision fix that gets updated every now and then.

Offline STREEM

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Re: About the GTA LC collision fix
« Reply #5 on: April 07, 2012, 12:29:20 PM »
I could try fixing some of them as I have some time to waste, I would need some fast tutorial for that, how many objects is there left to fix?


Offline Ltab

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Re: About the GTA LC collision fix
« Reply #6 on: April 07, 2012, 02:08:37 PM »
Yeah I was going to ask the same^
and also does this collision repairs also fix the little bug when you stuck a car and then you went too far away, and the car un-stucks or disappears?

Offline Gavran

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Re: About the GTA LC collision fix
« Reply #7 on: April 07, 2012, 03:53:17 PM »
Well as it is right now, I'd say only about 100 objects are left as I call it "Rough collision fix", which means that I change the original collision, into a collision that matches the visual object perfectly. This of course means that stairs become many small bumps instead of a ramp, etc. However when the rough collision fix is over, we need somebody to model those stairs back into ramps (amongst other things), so technically the collisions become hybrids of the new, fixed one with the older crappy one.

It's the 2nd part which is the hardest that I mainly would require help with. 1st one should only take 5-6 hours.

Edit: @Ltab: No it does not fix this bug, to remove that I think you'd need to do some main.scm coding, something I am completely incapable off. At least I know that the bug is not caused by collisions :D
« Last Edit: April 07, 2012, 06:00:49 PM by Gavran »

Offline Ltab

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Re: About the GTA LC collision fix
« Reply #8 on: April 07, 2012, 11:08:58 PM »
I see that I missed something there because of my crappy english knowledge maybe. Why would we make "ramp" stairs like irl stairs with many little bumps and then convert them back into ramps? Sorry about it I just want to leave it clear so I won't screw things up :P

Offline STREEM

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Re: About the GTA LC collision fix
« Reply #9 on: April 07, 2012, 11:10:31 PM »
I'm gonna call FF then, about that second part

Offline Flat Face

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Re: About the GTA LC collision fix
« Reply #10 on: April 08, 2012, 12:40:47 AM »
the disappearing bug would require *stupid ads... <_<* the entire game to be loaded all the time instead of how it is now, only part loaded ad that would take an entire rewrite of the engine *not just scm* so that's not gona happen sorry xD

Ltab, he's not actually modelling much at all, just converting the visual model .dff into collisions .col, as the visual models have the bumps, they'd need to modified to be ramps again *though I remember having an argument with him about that, glad to see he's changed his mind xD*

as it is now, you only have 100 objects left? and they just need to be modified slightly? if that's the case then import them all into a .max file *separate them a bit obviously* and send it on over, I'll fix em up, send it back and all you need to do is export em

Offline Ltab

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Re: About the GTA LC collision fix
« Reply #11 on: April 08, 2012, 09:44:44 AM »
Oh got it now, thanks :happy:
btw there are also some invisible bugs, like invisible walls here and there, I can share pics if someone doesn't uderstands or have ever seen one.

Offline Gavran

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Re: About the GTA LC collision fix
« Reply #12 on: April 08, 2012, 04:32:15 PM »
Flat face, our argument was about objects that would exceed the VC polycount which is 2000 approximately. This is something completely else. The reason why I would first turn the stairs into bumps, then back into ramps is because EVERY building that has stairs also needs to fix collisions elsewhere than just the stairs, eg. windows, sign etc. And those 100 objects is just the rough collision fix. Then we need to make the hybrids, which is probably about 200-250 objects. Then they need to be chopped up in multiple files (for those whose polycount exceeds 2000) whereafter those chopped up objects must be placed manually with a map editor where they belong.

Seems advanced probably, but I reckon it's the only way of fixing everything.

Offline Gavran

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Re: About the GTA LC collision fix
« Reply #13 on: April 11, 2012, 06:40:49 AM »
Bump

Edit: I will not make this an open project, because every time a new collision is fixed it either requires a procedure too complicated for most to install it, or uploading a 90mb file every time. :/

Good suggestion though, thanks for contributing.

I do not think I will be in the team no, as I said I lost interest. I could perhaps partake in this as the guy who manually places the new chopped objects using a map editor.

Since FF is the only guy here with proper 3ds max skills, he is essential to finish this mod.
« Last Edit: April 11, 2012, 08:53:17 AM by Gavran »

Offline Ltab

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Re: About the GTA LC collision fix
« Reply #14 on: April 11, 2012, 07:13:14 AM »
So are we 3 guys going to take the work them?
You, Simon, me, maybe FF and I think that Streem and Genyus just posted suggesting stuff.

 

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