Do we (the forum), have the ability...

Anything to do with games at all.
User avatar
Shadow
Member
Joined in 2008
Contact:

PostRe: Do we (the forum), have the ability...
by Shadow » Tue Feb 10, 2009 4:35 pm

Cal wrote:
TheTurnipKing wrote:What actual tools are there for modifying the GTA3 engine anyway? That would rather determine the scope of the project, I'd assume,


Must admit, I was thinking the same. Is there a level editor/SDK for the game even available? If so, is anyone remotely familiar with how to use the in-game assets, scripts, plugins, etc..? Which 3D package did the game's developer use to build the assets and animations? Could have been Maya, Lightwave, 3DSMax or even SoftImage...

MCN has the right idea - why not just 'repurpose' what you already have in the game, assuming you can extract, edit and re-import said assets as needed?


They use Max. Once the 3D files are exported, they're no longer in .max format, I don't know if there's a way to reverse engineer them back to Max, maybe someone could correct me on that. I've only used .x and .fbx format for games and neither of those can go back into Max.

User avatar
SEP
Member ♥
Joined in 2008
AKA: Moggy

PostRe: Do we (the forum), have the ability...
by SEP » Tue Feb 10, 2009 7:04 pm

Shadow wrote:
Cal wrote:
TheTurnipKing wrote:What actual tools are there for modifying the GTA3 engine anyway? That would rather determine the scope of the project, I'd assume,


Must admit, I was thinking the same. Is there a level editor/SDK for the game even available? If so, is anyone remotely familiar with how to use the in-game assets, scripts, plugins, etc..? Which 3D package did the game's developer use to build the assets and animations? Could have been Maya, Lightwave, 3DSMax or even SoftImage...

MCN has the right idea - why not just 'repurpose' what you already have in the game, assuming you can extract, edit and re-import said assets as needed?


They use Max. Once the 3D files are exported, they're no longer in .max format, I don't know if there's a way to reverse engineer them back to Max, maybe someone could correct me on that. I've only used .x and .fbx format for games and neither of those can go back into Max.


They use a custom format (.dff, I think), and there is a plugin to allow Max to read and edit them.

Image
User avatar
spikey
Member
Joined in 2008

PostRe: Do we (the forum), have the ability...
by spikey » Tue Feb 10, 2009 7:14 pm

here's the main character concept

Image

User avatar
False
COOL DUDE
Joined in 2008

PostRe: Do we (the forum), have the ability...
by False » Tue Feb 10, 2009 7:20 pm

spikey wrote:here's the main character concept

Image


******* hell.

Image
User avatar
SEP
Member ♥
Joined in 2008
AKA: Moggy

PostRe: Do we (the forum), have the ability...
by SEP » Tue Feb 10, 2009 7:23 pm

spikey wrote:here's the main character concept

Image


I'm impressed. You have him pretty much as I pictured.

Image
User avatar
spikey
Member
Joined in 2008

PostRe: Do we (the forum), have the ability...
by spikey » Tue Feb 10, 2009 7:34 pm

MCN wrote:You have him pretty much as I pictured.


excellent, glad to hear it

User avatar
SEP
Member ♥
Joined in 2008
AKA: Moggy

PostRe: Do we (the forum), have the ability...
by SEP » Tue Feb 10, 2009 8:00 pm

spikey wrote:
MCN wrote:You have him pretty much as I pictured.


excellent, glad to hear it


Could you put him against a background of, say, a grimy terraced street, with traces of soot and coal dust on the walls? If you're feeling really adventurous, you could put a cheap 1980's car in there, too. Obviously don't make it a car that actually exists, but look at something like an Austin Metro or an Allegro and modify it slightly, GTA style. If you could, I think that will help us get a feel for the type of environment we're aiming for.

In your own time, naturally, and only if you're up to it.

Image
User avatar
spikey
Member
Joined in 2008

PostRe: Do we (the forum), have the ability...
by spikey » Tue Feb 10, 2009 9:57 pm

yeah sure, that sounds cool - a kind of cover image that defines the game.

User avatar
SEP
Member ♥
Joined in 2008
AKA: Moggy

PostRe: Do we (the forum), have the ability...
by SEP » Tue Feb 10, 2009 10:27 pm

spikey wrote:yeah sure, that sounds cool - a kind of cover image that defines the game.


Awesome! I look forward to it.

Image
User avatar
Hulohot
Member
Joined in 2008
AKA: dan_e1990
Location: Hampshire
Contact:

PostRe: Do we (the forum), have the ability...
by Hulohot » Wed Feb 11, 2009 12:59 am

I think wearing glasses might make the character look a little more... innocent. Being a family man. A seemingly normal man who chooses to go through with all the bad stuff.

User avatar
Dowbocop
Member ♥
Joined in 2008

PostRe: Do we (the forum), have the ability...
by Dowbocop » Wed Feb 11, 2009 2:02 am

Idea for a mission - main character has to knock off a post office across the road from his daughter's school, and has to time it so that she doesn't notice it's him/happening. Could lead into kidnapping storyline you mentioned earlier.

User avatar
Roonmastor
Member
Joined in 2008

PostRe: Do we (the forum), have the ability...
by Roonmastor » Wed Feb 11, 2009 3:25 am

Put me down for Voice Actor. Northern monkey here (North West) but I'm told I rather well spoken. So if there is a northern, middle-class, middle eastern character I'm your man.

I'm also happy to help with writing the script although I'm sure there are more qualified people for that on the forum.


Now I've offered my support I'll voice my views on the project. Regarding the story and what happened with GTA4. Having a lead character who is 'conflicted' about his criminal ways doesn't work well with random killing in the street. So be aware that it may affect the player's interaction with the game if you intend the player to fool around in our environment. Having said that, I doubt any player would be interested in much more than progressing the plot for the most part if the Mod doesn't affect gameplay.

Workload wise I recommend reusing GTA buildings and locations with a combination of minor reskins and chunks of 'new' areas slotted together to create a new game world. I think minimising the play area down to the required locales + a play area or two would be best. And the best way to do that would be, in my opinion, to get down the main points to the plot, structure the missions to the plot, work out what you want to achieve from each mission and then build a concise map to fit it all into. Should be easily able to fit everything required into one GTA:SA city or an area the same size as GTA3.

Its very late. I hope some of that made sense. Love the concept art too.

User avatar
SEP
Member ♥
Joined in 2008
AKA: Moggy

PostRe: Do we (the forum), have the ability...
by SEP » Wed Feb 11, 2009 9:53 am

Dowbocop wrote:Idea for a mission - main character has to knock off a post office across the road from his daughter's school, and has to time it so that she doesn't notice it's him/happening. Could lead into kidnapping storyline you mentioned earlier.


Interesting idea. I like the time element there. Adds an extra dimension to the mission, and it could tie in quite nicely with the story. It doesn't seem out of place, which I particularly like.

Image
User avatar
The People's ElboReformat
Member
Joined in 2008
AKA: Goat, Zenigame
Location: El Boat of Goat
Contact:

PostRe: Do we (the forum), have the ability...
by The People's ElboReformat » Wed Feb 11, 2009 2:22 pm

I've no skills or knowledge of this sort of thing. But I assume it's going to be a huge task to do. Would like to be involved someway though. Help with ideas an' gooseberry fool perhaps. I'll let you have the rights to include El Boat of Goat references too... :shifty:

Edit - I was involved with a similiar sort of task a few years ago when my friends decided to try create a GTA Style game based on our school (this was before Bully was released/announced). We had the ideas and script, but when it game to the actual coding and stuff we soon all quit due to lack of skills (well, bar a couple of friends that actaully had some knowledge in those areas).

Image
The Eeveelution club! \o/
User avatar
TheTurnipKing
Member
Joined in 2008

PostRe: Do we (the forum), have the ability...
by TheTurnipKing » Wed Feb 11, 2009 2:33 pm

MCN wrote:
Dowbocop wrote:Idea for a mission - main character has to knock off a post office across the road from his daughter's school, and has to time it so that she doesn't notice it's him/happening. Could lead into kidnapping storyline you mentioned earlier.


Interesting idea. I like the time element there. Adds an extra dimension to the mission, and it could tie in quite nicely with the story. It doesn't seem out of place, which I particularly like.

Yes, but... can it be done?

Are there any missions even remotely like this in GTA3 that can be used as a base to work from?

User avatar
Dowbocop
Member ♥
Joined in 2008

PostRe: Do we (the forum), have the ability...
by Dowbocop » Wed Feb 11, 2009 2:46 pm

TheTurnipKing wrote:
MCN wrote:
Dowbocop wrote:Idea for a mission - main character has to knock off a post office across the road from his daughter's school, and has to time it so that she doesn't notice it's him/happening. Could lead into kidnapping storyline you mentioned earlier.


Interesting idea. I like the time element there. Adds an extra dimension to the mission, and it could tie in quite nicely with the story. It doesn't seem out of place, which I particularly like.

Yes, but... can it be done?

Are there any missions even remotely like this in GTA3 that can be used as a base to work from?


I would speculate, bear in mind I have no knowledge of the SDK, that because there is an in-game clock, you can set a waypoint system to the daughter so she goes about her merry way at the same point each day and if she sees you the mission fails. Possibly, might be talking out of my arse here.

User avatar
Roonmastor
Member
Joined in 2008

PostRe: Do we (the forum), have the ability...
by Roonmastor » Wed Feb 11, 2009 3:25 pm

Its just a variation on the 'follow that car but don't get too close or they will spot you'. So you'd just have to modify it so its attached to a girl instead of a car and it is activated by a time of day (should also be possible) once the mission is started. I don't see any major hurdles with this mission.

User avatar
SEP
Member ♥
Joined in 2008
AKA: Moggy

PostRe: Do we (the forum), have the ability...
by SEP » Wed Feb 11, 2009 3:45 pm

Roonmastor wrote:Its just a variation on the 'follow that car but don't get too close or they will spot you'. So you'd just have to modify it so its attached to a girl instead of a car and it is activated by a time of day (should also be possible) once the mission is started. I don't see any major hurdles with this mission.


Attach it to a school bus. Problem solved.

Image
User avatar
SEP
Member ♥
Joined in 2008
AKA: Moggy

PostRe: Do we (the forum), have the ability...
by SEP » Wed Feb 11, 2009 10:50 pm

Right, seeing as I'm not all that hot on some of the deeper technical problems here (I only have a rudimentary understanding on how the engine works, and an extrememly rudimentary understanding of programming), do we have anyone willing to take the lead on the technical side of things, whilst I head up the creative side?

Image
Ginga
Member
Joined in 2008

PostRe: Do we (the forum), have the ability...
by Ginga » Thu Feb 12, 2009 5:24 am

MCN, if you need any help writing the script or with the creative side then count me in.
I just got finished writing a movie 8-)


Return to “Games”

Who is online

Users browsing this forum: Google [Bot], Little Old Man and 295 guests