Asof Grand Theft Auto: Vice City, Rockstar North developers stored most of the in-game building interiors and cutscene-exclusive scenarios in "parallel worlds/dimensions" (by gameplay logic), loaded whenever the player passes through specific doors.
While the normal Vice City exterior world has its own ambience sounds "City.mp3", "Hcity.mp3", "BeachAmb.mp3" and "Hbeach.mp3" (the background looped audio containing sounds of vehicles passing by, seagulls, wind, ocean waves etc.), each interior "world" has its own ambience sound assigned to it, which plays whenever the player transitions from the exterior world to the interior world.
Despite having their own ambience background sounds, whenever a full-motion cutscene is played, the game is muted for the cutscene's mp3 audio file to be played. For example, all of the cutscenes taking place at the Malibu Club feature unique music (included in each cutscene audio file) and differ from the nightclub's defined ambience sound "Malibu.mp3" containing the in-game nightclub tracks.
Therefore if a player enters the Apartment 3c interior world, shared with The Greasy Chopper biker bar, and somehow manages to glitch out of the interior building without loading the exterior, they can explore the city with invisible/not fully loaded areas and find the biker bar's loaded interior.
I wasn't quite sure what to expect of Miami. My only experience of the city was from watching CSI:Miami, Miami Vice (the 80s version, not the movie remake) and playing Grand Theft Auto: Vice City. So I kind of thought I might instantly get into some sort of gangland action. Actually, when I got there, I just got into a really, really, really long wait for the not-so-Super Shuttle to take me from airport to hotel.
It was the Grand Theft Auto connection that was the strangest thing by far however. GTA: Vice City is probably the single game I've played most on the Playstation 2, and I can draw a detailed map of Vice City from memory. So being in the city it was based upon was strange.
On my 'sight-seeing' day before the IA Summit started in earnest I got a cab to take me from the hotel and drop me at South Pointe Park. The plan was to walk along the beach and down Ocean Drive and then go to Lincoln Road. There was the surreal moment when I was enjoying a German beer and some free wifi at the Hofbru Mnchen, and they stopped playing Falco, and started playing 99 Luftballons by Nena, which features on the GTA: Vice City soundtrack.
On the Tuesday after the conference I went on a walking tour around the South Beach Art Deco area. It is run by the Miami Design Preservation League. Presumably they are a right pain for anyone wanting to buy or develop property in the area, but have done a wonderful job of preserving Miami's 1930s architectural heritage.
It was in the late 1970s that Barbara Capitman began campaigning for the architecture to be saved, in an area which had ceased being a playground for the rich and famous, and had instead become known as "God's waiting room" due to the large number of elderly retirees. Her campaign group was able to start buying up buildings that were falling into disrepair, like the Cardozo Hotel and Carlyle Hotel on Ocean Drive.
My tour was given by Kent Harrick, who was an entertaining and self-effacing guide. He had evidently devoted a lot of time to researching the history of the area. He was able, for example, to hand out postcards of the initial plans of a hotel like the Crescent, which showed that it had originally been intended to have a tower on top of the building. That explains why, contrary to the usual Art Deco style, the eye is drawn downwards, rather than skywards.
When I'd first walked around the South Beach area, I had been surprised at the colouring of the buildings. I had assumed that the pastel pinks and greens and neon I was used to from GTA: Vice City were an affectation of the eighties, but I found the same colour scheme to be intact today.
Actually, it turns out it is an affectation. The original colour schemes of the buildings in the 1930s would have been white, grey, black and beige. The tropical pastel schemes were originated by a designer called Leonard Horowitz as part of the late seventies and early eighties drive to preserve the buildings. Miami Beach now only allows buildings to be painted in a limited palette of colours to keep the uniform look.
Sadly Horowitz died of AIDS-related complications in the late 1980s, and when you Google his name today, you are more likely to find information about 'Dr' Leonard Horowitz, a religious HIV/AIDS revisionist with dubious credentials and scientifically discredited views.
My tour guide described Miami as a city of fantasy and make believe, and came out with some quotes to back that up. Although Miami is synonymous with the flamingo, which features as a design motif all around the city, the birds actually find it almost impossible to survive in the region, and repeated attempts to make them native have failed.
The sidewalks in Miami Beach are paved in red because 1920s property magnate Carl G Fisher wanted it to be a city of the rich and famous, who were always walking on 'the red carpet'. His investment in property in the Florida area suffered terribly following bad hurricanes and the stock market collapse of 1929. When he died in the late 30s he was worth around $50k, whereas at the height of his power he was estimated to be worth $50-60m.
As part of the tour we went inside a few of the hotels that had been built in the Art Deco style. The most impressive one was the 'Victor' hotel, but sadly they do not allow photography inside. It was a real shame, as past the hotel reception they have an amazing lounge area with ocean themed fixtures and fittings, and an aquarium of jellyfish which forms the wall as you go into the bar. The Winterhaven interior was spectacular, as was that of the Essex, which featured octagonal portholes, looking out on another Art Deco style building.
I know exactly what you mean! I actually saw a guy walk past with a polo shirt, same colour shorts and jersey over his shoulders. I thought this was 2008 and not '80s America - surreal! I even had that notion of mugging him for the keys to the Porsche - strange what GTA can do to someone....
I love this architecture and find what you said about the original colours intuitively correct. But do photos remain of these buildings, before they became dirty and derelict? If not, why did Horowitz decide on pastels?
thanks
Helen Webberley
Short answer: its continuation of original vice city map done by Rockstar games which works on san andreas engine.
Whole map concept is to do a stable VC Map including more objects.
Since you have a low fog distance I'd recommend you lower the LOD distance by quite a bit (If there are even LODS) will help with lag a lot. Also a static load on initial join if you're not already doing this.
^Looks very good dude, cant wait to test it, and its performance. A long time i was looking for a method to port Vice City to MTA:SA. Its boring to see on every server the same map. What about the size, how big will the "Server Download" be? I have tried to port Liberty CIty. It has about 260mb's
maybe later i will even add crystal mv's peds resource , maybe police bots which chase you when you have wanted level and add some misc pedestrians like bum's in the alley's or police officers inside the police station
Would you send me (maybe a little part) of the vice city map? i want to create the whole Vice City including the story in MTA as an 8 Player multiplayer mode. Scripting is easy for me, but im not getting my converted map 2 run correctly. The problem is, i need the Vice City map including all the proper coordinates for it. some missions i recreated for the SA map, but its not the correct feeling. Or you may explain me exactly what i need 2 do with the converter application.
VCS has construction site istnead of sunshine autos and a small shop named sunshine autos (lel wut , english skill 100%) so i will do something like this but istnead Original VC sunshine autos will still stay
Hello all, I've recently taken up learning to use Unreal Engine 4 and know some modeling in Autodesk's Maya and was thinking it'd be cool to to create the OCB inside of Maya and then use it inside of UE4. Problem is, I have no reference pictures to accurately depict the interior they used for the OCB in the show or whatnot, so I'm wondering if anyone here just happens to have pictures, maybe even a blueprint or top down view that can help me get a start on this. If not, that's fine.
I've also just started modeling Crockett's BrenTen inside of Maya, will post pics soon when I get some decent progress done. I've taken Crockett's model from the crap videogame for the PS2 and PC and remodel it inside of ZBrush to better look like Crockett. I don't know if it's possible but I have friends who are behind the game Goldeneye Source and was thinking it'd be nice if I could find people to put together a Miami Vice: Source game in the near future. If you're interested you can PM me about helping me out with this project! It's just a thought right now, but we gotta start somewhere lol
I have an idea, if you're up for it. Since we both seem to be on the side of 3D modeling, do you wanna start a discord server for Miami Vice: The Fan Game? We could help each other out with our models and see if we can find people online who can help us get a start on this thing!
Damn...looks like you have more experience than me in this type of thing. I'm only 17 and have recently gotten into this stuff for about almost a year now. I don't have a artstation but I can definitely set on up anyway. Sadly I don't think I'll be of much help for this project, at least not until i get out of college or during college, which I start this year. Still cool thing though! Licensing is an issue and it seems you've avoided that by being vague in your project details, not referring to any Vice characters or Vice itself. I had something like GE Source in mind, a fan game sort of but only revolving around Miami Vice at the moment. Really, the idea struck me after playing the god awful MV game for pc/ps2 lol.
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