I'm pretty sure though GTA actually uses real 3d buildings. Not real 3d. But kinda like in Doom, raised and lowerd floors, a few angles too. Probably more like Duke 3d. But it couldn't have a 3d object floating around in the air somewhere. The cars and pedestrians were all 2d sprites. The overpasses were too from memory.
In GTA, the scenery was 3d and grid-based - composed almost entirely of cubes (plus a few slopes). Different textures could be applied to each of the 5 sides of each cube (not including the bottom).
I think your best bet for something like this, would be to find/create a pixelshader similar to the Perspective shader, but also capable of skewing the image. You could then use that for each of the 4 side walls; and another normal active for the roof.
That way, you could have very detailed, textured 3d buildings using just the 5 objects.
It doesn't work quite right unless you either:
* Set RGB coefficient to something other than pure white (254,255,255 works fine),
or
* Set Blend coefficient to something other than 0.
You'll be able to test it yourself when I upload the example...
Okay, so I put together a rather shoddy and uncommented demo.
There's loads of room for improvement, including optimizing it to improve performance (eg. You only need either a left or right wall, and either a top or bottom wall, as you can never see both at the same time; plus the coding could be much better).
I may get around to finishing and commenting it eventually, but to be honest, I'm bored of it right now.
I extracted "3d Shader.fx" and "3d shader.xml" to Multimedia Fusion Devloper 2/Effects and it still doesn't seem to work for me.
There was no Effects folder already, I had to create one?
You are using the HWA version, right? It won't work in the standard build.
The fact that there wasn't already an Effects folder makes me think you probably haven't installed it yet?