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[SA] Myriad Islands

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caponester
  • caponester

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#511

Posted 23 November 2003 - 09:47 PM

QUOTE (Opius @ Nov 23 2003, 21:11)
user posted image
This will work in-game too. It's an alpha-mapped gradient on a plane. If we put some lights nearby with no visible glow, but that cast light, I think it would look pretty realistic.


Yeah that would look cool ive seen the fenomenon before and it's totaly weird especialy through a telescope looks like something outta this world.......

Snow Racer
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#512

Posted 23 November 2003 - 09:52 PM

hmm good but my game crashes when finish loading game & I see the hunter & < magic sound > tinck

I replace all in .zip file

then I replace this .scm to backup .scm

& it works fine

whats wrong?

ODIE
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#513

Posted 23 November 2003 - 09:54 PM

@caponester: I forget to say that you have to delete the old illcom_c5_r2.dff in the IMG before installing, search for the first one and delete it.

Barton set my prop on fire, he missed the coords, the fire should burn in Inkys bunker.

@Opius: yeah, some renders looks so flat that you get a little curios optics, it looks better in game smile.gif

@Illspirit: is it agains the forumrules to set a reward for a good Tool ?? Otherwise i set a reward of 100 Euro for the coder who gives the community a Tool to change Characters in Game (All good coders seem to be a bit lazy, maybe money helps smile.gif )

greetings




Kodo
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#514

Posted 23 November 2003 - 09:55 PM

Diesel the bulldozer is so freakin cool!
user posted image
user posted image

Can I host the mod on my website?

die Catalina die
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#515

Posted 23 November 2003 - 09:57 PM

I've decided to work on a huge mansion/property for my lot. I've started work on the ground floors and will build up. Here's a top-down view of what I've done so far. The red lines is the polys of course. colgate.gif I dont want to give away much only to spoil the surprise. rolleyes.gif

user posted image

Iggy248
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#516

Posted 23 November 2003 - 10:00 PM

nice, no not nice, fricken awesome!

ODIE
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#517

Posted 23 November 2003 - 10:03 PM

i placed some new information in the thread that demarest means.

greetings


illspirit
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#518

Posted 23 November 2003 - 10:09 PM

QUOTE (ODIE @ Nov 23 2003, 16:54)
@Illspirit: is it agains the forumrules to set a reward for a good Tool ?? Otherwise i set a reward of 100 Euro for the coder who gives the community a Tool to change Characters in Game (All good coders seem to be a bit lazy, maybe money helps smile.gif )

Hehehe, If someone manages to decode the ped models and makes a proper editor, I'll give them 5 good stars and their choice of an @gtanet/forums/vice dot com e-mail addy. Hell, maybe even their own member group. tounge2.gif

Oh, and speaking of a webpage and name for this thing, I started working on a design for the website last night. At the moment, I've just called it 'Blank City' to see what a banner might look like. This can change if a better name is decided upon, but I'm actually starting to like it. Click here to see. Feedback/comments/suggestions welcome....


And as for the aurora borealis idea, couldn't we just make big lights with no corona bits, and give them that local fog effect? Sorta like the glowing pink neon-ish stuff that shows up in the original Ocean Drive section...

caponester
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#519

Posted 23 November 2003 - 10:11 PM

lookin good
ODIE:fixed the prob thanx
so far i have mapped a small courtyard with an ammunation but when i get it in game the coulor of grass is darker than the rest of the are...... suicidal.gif i have no idea how to fix this (sorry im noob to mapping i've only ever used bc1942 before this blush.gif )

Diesel
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#520

Posted 23 November 2003 - 10:12 PM Edited by DieselGT, 23 November 2003 - 10:13 PM.

QUOTE (Kodo @ Nov 23 2003, 22:55)
Diesel the bulldozer is so freakin cool!
*img*
*img*

Can I host the mod on my website?

*insane grin* always good to see someone using my stuff that I've created by meself, all the way across the globe biggrin.gif

Of course you can host it!

@d_C_d: looks like it will be fun to drive around in a Mini tounge.gif

@ODIE: no, it's not against the rules. I think a physical reward might help to get coders started, that's very generous of you. Though I'm not so sure if it's a matter of coders not doing it, or whether it's even possible without R*'s renderware dev kit. confused.gif

Snow Racer
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#521

Posted 23 November 2003 - 10:24 PM Edited by Snow Racer, 29 November 2003 - 10:28 AM.

QUOTE (illspirit @ Nov 24 2003, 00:09)
Click here to see

very nice...



I release my (beta) land > 11.30.03 18:00:00


::edit::
12.01.03 18:00:00

caponester
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#522

Posted 23 November 2003 - 10:27 PM Edited by caponester, 23 November 2003 - 10:28 PM.

QUOTE (Snow Racer @ Nov 23 2003, 22:24)

I release my (beta) land > 11.30.03  18:00:00

cool look forward to it btw im big alan from gtahq forums remember me?

Snow Racer
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#523

Posted 23 November 2003 - 10:30 PM Edited by Snow Racer, 23 November 2003 - 10:30 PM.

QUOTE (caponester @ Nov 24 2003, 00:27)
QUOTE (Snow Racer @ Nov 23 2003, 22:24)

I release my (beta) land > 11.30.03  18:00:00

cool look forward to it btw im big alan from gtahq forums remember me?

Yes I remember

& I remember My own name tounge.gif (without big)

Iggy248
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#524

Posted 23 November 2003 - 10:34 PM

I love the layout illspirit nice job, how long did it take to make it?

Inky
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#525

Posted 24 November 2003 - 01:51 AM

Hey everyone. I love how this mod is coming along and I can't wait to have some more sh*t to download biggrin.gif . Oh I got a quickie, what ID #'s do I get to use btw?

Iggy248
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#526

Posted 24 November 2003 - 02:36 AM

Which dffs are yours?

TRN4L
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#527

Posted 24 November 2003 - 03:47 AM

good question, how do we know ID numbers!
I'm Illcom_c3_r3.dff

Iggy248
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#528

Posted 24 November 2003 - 04:06 AM

well you look in the IDE file! wow.gif
ur ID number for illcom_c3_r3.dff is 2019

Jordan
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#529

Posted 24 November 2003 - 04:23 AM

@Odie- I NEED Illmatic to send me it NOW. [email protected]

now

awesome bulldozer ramp thingy

i had a ton of fun with that

Inky
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#530

Posted 24 November 2003 - 04:24 AM

QUOTE (Iggy248 @ Nov 24 2003, 04:06)
well you look in the IDE file! wow.gif
ur ID number for illcom_c3_r3.dff is 2019

No not that. I need the ID #'s for my land. So, not that object, just so I know how many objects I can have.

Iggy248
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#531

Posted 24 November 2003 - 04:50 AM

man im stupid.....if i ever say anything inncorrect again.....just ignore me...im a n00b

TRN4L
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#532

Posted 24 November 2003 - 06:00 AM

i ignored it anyways wink.gif dont worry, we all do n00bish things. just ask illy about the million questions i been askin him tounge.gif

Snow Racer
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#533

Posted 24 November 2003 - 06:09 AM

QUOTE (Inky @ Nov 24 2003, 06:24)
QUOTE (Iggy248 @ Nov 24 2003, 04:06)
well you look in the IDE file! wow.gif
ur ID number for illcom_c3_r3.dff is 2019

No not that. I need the ID #'s for my land. So, not that object, just so I know how many objects I can have.

Moo Mapper create own id files but if ID are the same notify.gif we need 2 change this

TRN4L
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#534

Posted 24 November 2003 - 06:50 AM

i wanna also claim illcom_c2_r3. i think i'll make a mall or somthing there.

BUSTeD
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#535

Posted 24 November 2003 - 08:32 AM Edited by BUSTeD, 24 November 2003 - 08:33 AM.

I mentioned this afew days ago in a topic about this mod over at my local forums, but it hasnt seemed to be realised, so i'm posting here too.

gimmie illcom_c2_r8, illcom_c1_r9, and illcom_c2_r9 illspirit, or i'll send my evil garden gnomes after you!

Demarest
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#536

Posted 24 November 2003 - 11:03 AM Edited by Demarest, 24 November 2003 - 03:25 PM.

QUOTE (die_Catalina_die @ Nov 23 2003, 16:57)
I've decided to work on a huge mansion/property for my lot. I've started work on the ground floors and will build up. Here's a top-down view of what I've done so far. The red lines is the polys of course. colgate.gif   I dont want to give away much only to spoil the surprise. rolleyes.gif

user posted image

Is that the mansion from Hitman2? If not, maybe somebody should make that. I thought it was pretty cool (along with the game).

@illspirit: Layout looks fine. Not so complex it's lame and not so simple it's uninteresting. A hard balance to achieve in modern web design smile.gif

@Diesel: I really like that vehicle you made. Should be lots of fun colgate.gif

Barton Waterduck
  • Barton Waterduck

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#537

Posted 24 November 2003 - 12:32 PM Edited by Barton Waterduck, 24 November 2003 - 12:38 PM.

QUOTE (Snow Racer @ Nov 23 2003, 22:52)
hmm good but my game crashes when finish loading game & I see the hunter & < magic sound > tinck

I replace all in .zip file

then I replace this .scm to backup .scm

& it works fine

whats wrong?

I sure hope you didn't load a saved game after you replaced your scm. But I guess you aren't that ...

edit: POLL: should I remove the savepoints until all the properties are done ?

Barton Waterduck
  • Barton Waterduck

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#538

Posted 24 November 2003 - 01:18 PM Edited by Barton Waterduck, 24 November 2003 - 01:21 PM.

I just wanted to add (all over again) that anything related to the mission script must be put in this thread in the mission coding forum. I can't help any of you with anything related to bugs, features put in there just for testing or anything else related to mission coding if you post about it here. What features the script has is explained in the 'readme.txt' and 'changes.txt' file.

Also, since the script MUST be compatible with what people download and put into this Empty / Blank City, there is also a REQUIRED MODS list included with my mission script. I can't decide myself what's to be required and not required. So far, the only mod I've included in this list is ODIE's property (for lack of a better name). I would like to include DieselGT's 'Yankee Bulldozer v1.0' to this list. If I do, it means you MUST download it. If you don't, your game could crash. Is DieselGT's 'Yankee Bulldozer v1.0' in or out ? I want it in. If nobody protests, it's in. If it's parked and you didn't download it, since whatever car will be parked in its place could be stuck in some building, the game could crash (I think), so I need to know if it's in or out.

Snow Racer
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#539

Posted 24 November 2003 - 01:50 PM

QUOTE (Barton Waterduck @ Nov 24 2003, 14:32)
edit: POLL: should I remove the savepoints until all the properties are done ?

I think yes



crash- I dont load save game & I use backup.scm with fisher mission & it's ok
But not this .scm ... It's not ok for me suicidal.gif sad.gif

Barton Waterduck
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#540

Posted 24 November 2003 - 02:04 PM

QUOTE (Snow Racer @ Nov 24 2003, 14:50)
QUOTE (Barton Waterduck @ Nov 24 2003, 14:32)
edit: POLL: should I remove the savepoints until all the properties are done ?

I think yes



crash- I dont load save game & I use backup.scm with fisher mission & it's ok
But not this .scm ... It's not ok for me suicidal.gif sad.gif

uh, ok, I don't know, other people have made it work. I saw a post about a fire in MAP modding. That's in the latest version only. I didn't know where the bunker is, so I just put it in ODIE's place. I'll just leave the savepoints in there in case anybody else get any problems with it. Then I'll just say they loaded a saved game. blush.gif




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