Autor: | RamM_LP,Kaoru Tanamachi,Dimzet13,Leftovers Fix authors,The Hero Webseite |
Datum: | 19.06.2025 |
Downloads: | 6 | Statistiken |
Dateigröße: | 55.315 MB |
Bewertung: | 10.00 bei 2 Bewertungen |
Hello everyone! This is an ongoing project that aims to make general corrections and improvements to the GTA 3 map, similar to the goal of Proper Fixes for GTA San Andreas. In short, to "refine" the game.
The idea is to bring the definitive original map to GTA 3, avoiding changing the look, but making the game more enjoyable. The main changes in summary are:
*General bug fixes or errors (models, textures, collisions, object positions, object definitions, 2dfx);
*Improvements to the models, based on the same or similar models from other games of the same era (later GTAs up to Vice City Stories, and Manhunt), or some remastered ones respecting the original design, still in the game's standard;
*Texture improvements following the same rule mentioned above, using the game's original standard (256x256 or 512x512 for streets, the same as GTA 3 for Xbox and SA) in order to reduce the inconsistency between good and bad quality textures. Additionally, it applies mipmap and compression to all of them, thus correcting aliasing and optimizing file size;
*Addition of Xbox details (without lightmaps, and only subtle things), or LCS (also only subtle things), but PS2 details take priority. But the mod uses the PC files as a base;
Detailed change list:
Spoiler
To close
##Information:
## General changes
#IPL:
*Fixed several objects floating or stuck in the ground or partially stuck inside something. Some were simply improved to be more accurate. Some were completely hidden inside some structure, these are listed in the specific changes;
#IDE
*Added "last draw" flag for objects with transparency where it was missing, and removed from where it was not needed;
*Position of several 2dfx were corrected or improved, in addition to the functioning changed to fix some lights that did not reflect on the ground during rain, or simply did not illuminate, or to match the PS2. Some 2dfx were also added, these are listed in the specific changes;
*Increased the view distance of several models. Without exaggeration, just enough to fix some things disappearing at a distance smaller than ideal, or using the Xbox values;
*Some models had their texture definition changed to another, for optimization and practicality purposes;
#Models
*Models, in addition to being corrected, were optimized and improved. Some using models from other games of the same generation, like SA, LCS, Manhunt, etc.
*Corrections and improvements related to: model positions (some cases restoring hidden objects); incorrect or improved flags; adjusted view distance for some cases; some models replaced by the PS2 version or just fixed;
*Fixed some gaps in the models, or between some models;
*Fixed the pre-lighting of some models;
#Textures
*Improved textures throughout the map where necessary, using the original sources or redoing, but still using the standard GTA 3 for Xbox and SA, very well optimized;
*Some textures were restored, or added to fix some models, and some were replaced by the PS2 version, all these cases are listed in the specific changes. Some unused or wrong textures were removed for optimization purposes;
## Specific changes
#Generics
*Fixed pine trees without trunks;
*Fixed tires without holes (junk_tyre);
*Fixed missing texture on sentry box gate support (smashbarpost);
*Restored a missing texture on buoys (bouy);
*Restored the glass texture of newspaper vending machines, as well as adding a slight transparency to the glass (newsstand1);
*(bar_gatebox01) replaced with the LCS model, and is now possible to enter;
#Temppart
*Fixed the Liberty Construction banner facing the wrong side of the model (Scffldng02top);
#IndustNW
*The two models that make up Luigi's club have been merged, now being 1 model for the club (LUIGICLUBout) and another for the materials with transparency (luigiineerclub). Thus fixing a transparency bug;
#IndustNE
*Restored the PS2 gas pumps;
*Replaced the 8ball gates linked to the "ind_land037" model with an unused model from the game (thus removing the last drawn flag from this model and using it only on the gates);
*Replaced the 8ball soda machine linked to the "mak_semtech" model with an own model (thus using the improved model);
*Fixed the fire station floor being invisible from the inside, in addition to the windows and the other gates being visible from the inside as well;
*Fixed used car sales (gaps between glass and walls, added a wall to cover the glass from the inside, added collision for roof props, and changed ground collision to fix a z-fight);
*Slightly changed the position of the car sales sign to fix the floating lighted text;
*Restored missing textures on the lighthouse;
*Restored the texture of the piano keys in Salvatore's mansion;
#IndustSW
*Added a fake interior to Punk Noodles;
*Moved the dirt that was attached to the buildings near Punk Noodles (Chinabuilds05) to the nearest separate dirt model (inswdirt02), thus avoiding transparency issues);
#IndustSE
*Restored some boats that were hidden inside the black and red ship in the harbor;
*Restored some crates that were hidden inside the Liberty City Sawmills model;
*Added lights to the cranes, based on the lights of the small crane in IndustNE, which uses the PS2's 2dfx;
#ComSE
*Added the arrows to the Staunton police station, like in the PS2, and a small gray strip on the building was fixed, as it was z-fighted. Lights were also added to the parking area;
*Added lights to the flowerbeds on the avenue next to the police station;
#ComSW
*The central glass of the Internet cafe was raised to leave an entrance, both to correct the logic and to be able to enter without having to break the glass;
*Restored the texture of a missing window in a store;
#Comtop
*Restored the texture of the stadium gates;
*Restored the texture of one of the flowerbeds in the hospital;
#Comnbtm
*Restored some boxes and 2 dumpsters that were hidden below the ground, near Ammunation;
#LandNE
*Added shadows of trees on the 3rd island (Shoreside), taken from LCS. (Same thing in LandSW);
*Fixed missing textures on parking lots near the 3rd safehouse;
*Added transparency to the ventilation grilles on the roof of the Pay'n Spray and the roof of the hydroelectric plant, revealing the hidden propellers;
#LandSW
*Restored unused LODs for the helipad and jets at the airport;
*Added red graffiti to the punk noodles factory, taken from the PS2 (sub_indland05.dff)
*Replaced the repeating numbers 1 and 2 with a sequence of 1 to 7 on the garage doors at the Turtle Head Fishing factory (doc_shedbig31.dff)
*Restored the texture of the numbers in the garages at the Shoreside police station;
*Restored the bomb texture for the Shoreside 8balls;
*Fixed a gap between the bench in the cutscene and the building next to it;
*Restored several missing textures in the area of the bench in the first cutscene;
*Removed a black line in the bank name in the cutscene;
-Recommended to use Open Limit Adjuster, but also tested without it.
*Help: Kaoru Tanamachi
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