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Messages - Soaring Wings

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16
General THPS(X) / Re: THAW (Console/PC) differences and issues
« on: February 19, 2017, 12:19:43 pm »

-The PS2 version, however, was downscaled since it wasn't as strong as the XBOX at the time. But still, it featured similar builds and controls; the textures were low res. *The PS2 also happened to have an exclusive release with two extra levels and a special character.


Actually It was only the special edition of THAW on PS2 that had the extra levels (Maraselli and Atlanta). My PS2 version lacked both of those levels.

17
Community Contests / Re: Theme Park Contest [Open]
« on: February 18, 2017, 04:13:28 pm »
Ehm, Wings?

I was working on a video for the contest results, but I got sick and couldn't do any voice over for it (I would begin to cough violently if I began to even speak). Thankfully I feel better and can do it. I Should have it done either today or tomorrow.

19
Create-A- / Re: Hoffman Factory in THUGPro (THPS2 N64 ver.)
« on: February 14, 2017, 11:48:26 am »
Cool, now some of us can actually do the level porting for the THUGPRO team.

20
Whatever / I made a playlist
« on: February 11, 2017, 05:36:31 pm »
144 Videos Long. Full of Memes both old and new. Can you take the challenge and watch every video?

https://www.youtube.com/watch?v=ATBl4qH9I54&index=1&list=PLw5Xvj3zkJQDLXWPRwS8qmqySz4tsaWfy

21
General THPS(X) / Re: Accepting Donations for OpenSpy
« on: February 11, 2017, 03:57:38 pm »
If I had an Income I would gladly donate 5-10$.

22
Community Contests / Re: Theme Park Contest [Open]
« on: February 11, 2017, 12:58:21 pm »
Okay Times Up. I will begin the grading, RIGHT NOW!

:UPDATE:

I am have reviewed the scores and currently editing together a video for the results to showcase the two parks. I should finish the video tommorow and I will create a new thread with the results.

23
Community Contests / Re: Theme Park Contest [Open]
« on: February 10, 2017, 08:38:30 pm »
I am very curious to see how this contest turns out. I will grade your parks after midnight, and I will upload a video to my channel grading each park.

24
Create-A- / Re: Custom Level Ideas/requests?
« on: February 10, 2017, 08:25:37 pm »
This isnt really a request. But I plan on making a THUGPRO level to represent the city of Koln.

When I visited Koln back in November I kept thinking to my self. "These Courtyards, Cathedrals, Bridges, Parks, and Stairs would be able to be easily represented as a THUGPRO level.

I will draw some concept art later. But Think of the level as having the crazy spine-transfers that New Orleans has, the height variation of Manhattan, The Boxed in feeling that School 2 has, and it will be close to the size of San Deigo/Atlanta.

25
Site General / Re: Added Custom Level Uploader
« on: February 10, 2017, 12:56:54 am »
ive been digging a little thru VCs files but cant quite figure out how thier maps work. open to ideas if anyone has any.

Vice City and all of the other GTA 3D maps use a "chunk" system kind of similar to that of minecraft, where specific desginated parts of the map are loaded. The game uses this loading and unloading of low polygon and low resolution models to give a smooth transition of exploring a single massive level. All of the level files should be there own independent file that corresponds with the specific area that they occupy.

I believe you can use GTASAULTIMATEEDITOR to open and load any level model from all of the 3D era games. If not you can try to use 3DRipperDX to extract the models and textures. But that gives you a very botched,ugly, and incomplete, model. You can however do it over and over again to eventually get the entire level.

26

I literally thought that was ALL he said to port (or VC/LC) which just isn't feasible in my opinion, so I brought up the skatepark because of SF5's post yet somehow didn't even realize he mentioned it already in the same post. I think I skimmed over because I read SK8.William's post first and looked backwards just to see who it was a reply to, or something. Whatever though, anyway.


No. I meant whom ever ports the map, can easily manipulate the environment to fit with in what THUG PRO can handle. Rescaling parts of the map, cropping rivers and bridges, omitting interiors. You can create a very large map or one that feels big.

27
Site General / Re: Added Custom Level Uploader
« on: February 08, 2017, 08:03:53 pm »
I don't think it's possible to port the Whole San Andreas level to THUGPro,it's a very big map.I think you can upload the SA Liberty City though.

Hambug!
Just look at the area with collisions outside of the main play area on DownHill.


Absolutely Massive.

Plus all of the GTA 3D cities lack details and have relatively low resolution textures compared to the THUG/2/THAW Maps.

We also know that we can load two very detailed levels at once with little issues.

Not to mention, not every little detail, location, or interior needs to be included in a port, which saves some ram.

Aside from minor restrictions. I don't see how all of or most of Vice City, Liberty City, or the three cities in San Andreas and there Rural regions can't be imported into a single massive level.

If it's too big, we/I/map maker can always resize various parts of the map. And with the case of Vice City/Liberty City we can crop the distance between the islands to make the map more compact.

28
Whatever / How are you gentlemen doing?
« on: February 08, 2017, 02:23:27 am »
All your base are belong to us.

29
Site General / Re: Added Custom Level Uploader
« on: February 06, 2017, 07:26:00 pm »
So what kind of level do you guys plan on making/importing

30
Site General / Re: Added Custom Level Uploader
« on: February 06, 2017, 07:04:44 pm »
BTW to use the custom levels you need to have a special version of Update.DLL that bypasses thugpro's update system to play on the custom levels.

Please replace an original THUG2 level instead.
Bypassing the update system using random patched files is not a good idea. And we don't wont you to encourage people to do that.

Its still going to be a while before THUGPro will have full support for custom levels,
but we will try to figure out something in the meantime, so you don't have to replace existing levels.

Okay, most everybody who has made a custom level has ported over Burnside. Until custom level compatibility exists and for the sake of simplicity and uniformity, I think it would be wise to port all custom levels onto Burnside. If some one wants to join a server with a custom level, they just need to replace Burnside with that level, then log on.

Is this a good idea?

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