1. Stuck or having problems creating your mod?
  2. GPU Fatal Error? Intel HD Graphics 620/630 Crashes? Help us solve them!
    Dismiss Notice

Released GTA 3 Liberty City 1.1

Discussion in 'Terrains, Levels, Maps' started by swift502, Jun 14, 2019.

  1. swift502

    swift502
    Expand Collapse

    Joined:
    Oct 30, 2018
    Messages:
    94
    GTA 3 - Liberty City



    Download
    release notes

    Straight port of GTA 3's Liberty City into BeamNG. Made in 2001, GTA 3 was the first 3D Grand Theft Auto title developed by DMA Design and published by Rockstar Games.

    Mod by Swift502
    Made using DragonFF by Parik
    Using Natural HD textures pack by Dingleman
    Special thanks to @Spython, @loba04, @Confused_Deer43 and @DAYTONAAAAA !​



    Features:
    • Full, uncompromised port of 2001 Liberty City
    • AI paths / Traffic support
    • Optimised rendering using GTA 3's LOD models

    20190717215605_1.jpg 20190904233939_1.jpg 20190904234448_1.jpg 20190904234420_1.jpg

    Installation:

    Put the downloaded zip file in "C:\Users\username\Documents\BeamNG.drive\mods".

    Contributions / Modifications:

    If you wanted to create any of the following, I'll happily merge your changes into this mod, so that we can have a centralized vanilla version of this map.
    • Scenarios
    • Time trials
    • Bus routes
    I have no problem with reuploads of extensive modifications, as long as they change the map in a significant way, and couldn't be easily merged with this mod. (e.g. adding new areas to the map, editing existing models, etc.)

    Here's the source blend files for anyone interested in extensively modifying the map. They're Blender 2.8 files and don't include any textures. You'll need to assign the textures via File > External Data > Find missing files and selecting the mod's "/assets/city/" folder.
     

    Attached Files:

    #1 swift502, Jun 14, 2019
    Last edited: Nov 12, 2019
    • Like Like x 49
    • Agree Agree x 1
  2. Jarret Rucker

    Jarret Rucker
    Expand Collapse

    Joined:
    Apr 18, 2017
    Messages:
    467
    Oh my god.
    --- Post updated ---
    YES!!! ALL OF THE YES!
     
    • Agree Agree x 3
    • Like Like x 1
  3. DankMemeBunny

    DankMemeBunny
    Expand Collapse

    Joined:
    Jun 24, 2016
    Messages:
    1,427
    Not to be rude or anything, that looks like garbage, couldve done a section to make it look alright and then shown that part.
     
  4. swift502

    swift502
    Expand Collapse

    Joined:
    Oct 30, 2018
    Messages:
    94
    Yeah sorry. I'll make sure to have something more substantial next time I post.
    I just thought if there's any GTA 3 fans, they'd appreciate to know that it's being worked on.

    Just getting to this stage took me about a month, looking for open source Blender dff importers, which I could expand to import .ipl map sections. Today I finally came to a point where I realised that it's possible to import the entire map, which I wasn't sure of until now, so it's somewhat of a milestone for me personally. Wanted to document it.
     
    • Like Like x 13
  5. loba04

    loba04
    Expand Collapse

    Joined:
    Jan 1, 2018
    Messages:
    182
    GTA 3 was groundbraking as the enjoiment comes from the gameplay not from the challenges that the game opposed you, like in other great 3d games like super mario sunshine, to stay in early 2000s theme.
    anyway the game used the renderware engine, wich helped with hiding the nintendo 64 levels of bad draw distance, the low poly count and, come on, it was early PS2.
    the map, even with the help of the game engine and not wearing glasses always looked a bit naif so i don't think that a straight concersion, visually, would look bad, especially if the player uses apropriately low poly vehicles like the Volksfgen and the kerr (yes the blista was in this game but it was a dongling minivan, not compact car like in VC and later).
    if you want to just plop some textures on it i think it's gonna be great anyway.
    Old game maps had TINY poly count (mario 64's garden had fewer tris that mario in the same game...) so thats partially the reason that it runs so well but, on the other hand, a bit of optimization would be great.
    i can't stress enought how magnificent this, if it all comes throught, will be: great job swift502 :)
     
    • Like Like x 2
    • Agree Agree x 2
  6. swift502

    swift502
    Expand Collapse

    Joined:
    Oct 30, 2018
    Messages:
    94
    Thanks, I too love GTA 3 for all those reasons. I do love the irony of having 16 Gigs of memory, knowing the PS2 only had 32MB.
    This is my first BeamNG mod and I still need to work with the map importer to figure out how to properly import the materials, LODs, collision meshes etc. So this might take some time.
     
    • Like Like x 2
  7. kicars7

    kicars7
    Expand Collapse

    Joined:
    Mar 17, 2018
    Messages:
    60
    Could you add AI/traffic support to the map once your done or can you import the AI routes from GTA 3?
     
  8. loba04

    loba04
    Expand Collapse

    Joined:
    Jan 1, 2018
    Messages:
    182
    i don't think that they can be straight ported like the map as renderware 1 didn't support dynamic traffic unless claude did something to the car npc (like smashing into it or syealing it) and, in normal conditions, they would be dragged around like props, for example the wheel of the cars dont turn when there is a bend
     
  9. swift502

    swift502
    Expand Collapse

    Joined:
    Oct 30, 2018
    Messages:
    94
    I thought about that. The GTA 3 routes are in a ridiculously-difficult-to-read format, so it'll probably be easier to do those by hand.
    I'm personally looking forward to adding some bus routes to the city.

    But I have no idea how to do anything in BeamNG. This is my first mod, so it might take a loong time before I advance with this.
    Any help is of course appreciated!

    The paths are there in the IDE files. https://gtamods.com/wiki/PATH_(IDE_Section)
    But the format seems quite difficult to read and reconstruct. I think it'd be easier to make them by hand.
     
  10. loba04

    loba04
    Expand Collapse

    Joined:
    Jan 1, 2018
    Messages:
    182
    Torque 3D isn't able to read those, or any engine newer than DirectQ,,,
     
  11. umustbeloggedintododat

    umustbeloggedintododat
    Expand Collapse

    Joined:
    Feb 16, 2019
    Messages:
    520
    Nice! Hope this gets worked on more.
     
    • Like Like x 1
    • Agree Agree x 1
  12. Eerie Milk San

    Eerie Milk San
    Expand Collapse

    Joined:
    Oct 17, 2015
    Messages:
    12
    Don't be a downer, this is still quite cool even in it's WIP state. Doing only a section doesn't really show the whole picture of the project.

    Keep up the good work swift, it's nice to have more city maps in Beam NG, and even cooler to have Liberty City in the game.
     
    • Agree Agree x 10
    • Like Like x 3
  13. neketow

    neketow
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    104
    Memories, how many memories!


    Thank you swift502
     
    • Like Like x 1
    • Agree Agree x 1
  14. WhistlerXPWhistler7

    WhistlerXPWhistler7
    Expand Collapse

    Joined:
    Oct 27, 2017
    Messages:
    569
    Who said GTA 3??! :O
     
  15. CrimsonCrocodile

    CrimsonCrocodile
    Expand Collapse

    Joined:
    Jun 27, 2017
    Messages:
    1,574
    "Not to be rude or anything"

    *Proceeds to be rude* :p



    OT: Looks like a really cool project. I look forward to seeing future progress :D
     
    • Agree Agree x 10
    • Like Like x 3
  16. swift502

    swift502
    Expand Collapse

    Joined:
    Oct 30, 2018
    Messages:
    94
    It's fine. :) I understand it's difficult to see value in what I posted if you're not a GTA 3 fan.
    Once I figure out LODs, mesh grouping and material exporting, I'll have more to show.
     
    • Informative Informative x 2
    • Like Like x 1
    • Agree Agree x 1
  17. GotNoLimbs!

    GotNoLimbs!
    Expand Collapse

    Joined:
    Jan 10, 2019
    Messages:
    451
    Ah yes because a map from a game released in 2001 would be the pinnacle of quality.
     
    • Like Like x 3
    • Agree Agree x 1
  18. neketow

    neketow
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    104
     
    • Like Like x 3
    • Agree Agree x 1
  19. GotNoLimbs!

    GotNoLimbs!
    Expand Collapse

    Joined:
    Jan 10, 2019
    Messages:
    451
    Mood.
     
    • Agree Agree x 2
    • Informative Informative x 1
  20. Jarret Rucker

    Jarret Rucker
    Expand Collapse

    Joined:
    Apr 18, 2017
    Messages:
    467
    Tbh even if the map doesn't look that good right now, it has potential.
     
    • Agree Agree x 1
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice