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GTA III Mobile DFF problem


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#1 City_Poke912

City_Poke912

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Отправлено 10 September 2012 - 20:14

Hi!
I'm trying to convert VC map into III Mobile devices, but I've got some problems.
The most difficult is bad UWV is some places. Texture is too wide or very small.
It's screen which I found on GTAForums:
Изображение
And files:
PC DFF
Mobile DFF
Please, help :)

Сообщение отредактировал City_Poke912: 10 September 2012 - 20:17


#2 SILENT_Pavel

SILENT_Pavel

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Отправлено 11 September 2012 - 00:25

Bump for this topic, this is awesome idea
Sorry, can't actually help, or maybe:

You need to learn how they doing this mod on original PC III: here (russian site too)
But you may find another ports in gtagarage mod database. (there are a lot of them actually)

About my experience with android III... try to use most low-poly object, if poly will to hight - game will show VERY hight graphics glitches and other bad bugs, or simply will crash, that's all what i can say for now, maybe it will help. Plus there is no any big differences with PC .dff and Android version, really. what happen if polys on model are too hight

For now, as i know - for gta iii mobile we can port only three-quarter of Vice City, no more space, here limit.

also, here is forum topic for gta iii mobile

Сообщение отредактировал SILENT_Pavel: 11 September 2012 - 02:47


#3 City_Poke912

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Отправлено 11 September 2012 - 05:21

I have modded car, which polycount is about 6500 and game runs fine. VC map models are really too high detailed? III map runs fine without graphic issues. Custom models with texture produce that UWV bug and I don't have idea to solve it. I can try convert LOD model to check what happen.

Сообщение отредактировал City_Poke912: 11 September 2012 - 05:25





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