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Cran.
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#5701

Posted 08 April 2006 - 01:40 AM

QUOTE (locO G @ Apr 7 2006, 09:54)
Just thought I'd post WIP at the close of play (hopefully better than India v England (cricket)).

Lot: illcom_c1_r1

Pics: NB. These arn't the final textures.

user posted imageuser posted image

Description: Highrise commercial/residential (perhaps).
Message:

At this point in time I don't know if I have this lot as nobody has responded to my post, or even if it is currently free (ther are several versions of the lot list flying about).

Geez dude, you can have that lot! wink.gif

It's going to be an honur to have my lot next to yours tounge.gif

JasonB
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#5702

Posted 08 April 2006 - 02:45 AM

QUOTE (locO G @ Apr 7 2006, 09:24)
Just thought I'd post WIP at the close of play (hopefully better than India v England  (cricket)).

Lot: illcom_c1_r1

Pics: NB. These arn't the final textures.

user posted imageuser posted image

Description: Highrise commercial/residential (perhaps).
Message:

At this point in time I don't know if I have this lot as nobody has responded to my post, or even if it is currently free (ther are several versions of the lot list flying about).

I like your buildings, except the ground I'm not too keen on. You should try and keep land blocks off the coast as much as possible. You still have quite a bit of grassy area, you should build on that smile.gif
Good work though

@GForce:
Myriad looks sechsy in SA, nice job

@AleXXX:
Your docks are good, but you need more work on that crane, it looks too cartoony.

locO G
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#5703

Posted 08 April 2006 - 08:03 PM Edited by locO G, 09 April 2006 - 03:45 PM.

QUOTE
I like your buildings, except the ground I'm not too keen on. You should try and keep land blocks off the coast as much as possible. You still have quite a bit of grassy area, you should build on that smile.gif
Good work though


QUOTE
Geez dude, you can have that lot!

It's going to be an honur to have my lot next to yours


Thanks guys. Grassy areas: message understood. I should have some more pics by this time tomorrow.

Cran. What's going on on your side of our common border? It would be good to know. There's no point in me building a boundry wall if you're buiding one for example.

locO G
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#5704

Posted 09 April 2006 - 10:09 PM Edited by locO G, 09 April 2006 - 10:47 PM.

Sorry for the double post. When I posted yesterday it updated this topic but Firefox timed out and the main topics list didn't update and it's not first time it's happened to me. Is this a known issue?

I've got the basic buildings in. I'm not so sure of the "broken-H" shaped tower yet nor the chimney on the white building (is it in keeping)? Your comments please.
I've started on the texture mapping and vertex painting of the buildings.

Latest WIP pics.

user posted imageuser posted imageuser posted imageuser posted imageuser posted image

I want to add some more decoration to tha lot (break up the plot with paving, a silly statue maybe, some signposts and flowerbeds) don't worry I'll keep it under poly count. I'll wait and see if any of us decide on a list of generic objects for seats and trees etc.

I like a good pun or two and it is in keeping with the spirit of the original games. I did read a while back on this forum that some people wanted to ease up on the innuendoes. I don't think that we should but if the majority say no then it's ok.

PS. I had the same problem again with Firefox timing out , on Preview Post this time. I'm resubmitting with IE.

definition_of_freak
  • definition_of_freak

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#5705

Posted 10 April 2006 - 11:11 AM

loco g they i like the textures of the buildings... i especially love to 2 building names and signs shown in your pics... they're all good.

To go with what JasonB was saying there aren't too many big commerical/industrial type building right next to a beach. even tho it may cut into the beach a little bit more see if you can put a little road around it to seperate this from teh beach... the beach could then be down a flight of stairs to give it an "esplanade" effect.

dunno just my two cent in.

locO G
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#5706

Posted 10 April 2006 - 12:55 PM

QUOTE
To go with what JasonB was saying there aren't too many big commerical/industrial type building right next to a beach. even tho it may cut into the beach a little bit more see if you can put a little road around it to seperate this from teh beach... the beach could then be down a flight of stairs to give it an "esplanade" effect.


I was think the very same thing. Maybe not a small road but I was considering a promenade.

QUOTE
dunno just my two cent in.


That's what a community is for. I am greatful for any constructive comments.
To quote musician Robert Fripp "Give me the courage to fail."

AleXXX
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#5707

Posted 10 April 2006 - 03:01 PM

logO G,
Good buildings, but lot need more details.

locO G
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#5708

Posted 10 April 2006 - 04:02 PM

QUOTE (AleXXX @ Apr 10 2006, 15:01)
logO G,
Good buildings, but lot need more details.

Yes you're right. As I said earlier I want to add some more decoration to tha lot (break up the plot with paving, a silly statue/fountain maybe, some signposts and flowerbeds).

Cran.
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#5709

Posted 11 April 2006 - 06:05 AM

QUOTE (locO G @ Apr 9 2006, 06:33)
QUOTE
I like your buildings, except the ground I'm not too keen on. You should try and keep land blocks off the coast as much as possible. You still have quite a bit of grassy area, you should build on that smile.gif
Good work though


QUOTE
Geez dude, you can have that lot!

It's going to be an honur to have my lot next to yours


Thanks guys. Grassy areas: message understood. I should have some more pics by this time tomorrow.

Cran. What's going on on your side of our common border? It would be good to know. There's no point in me building a boundry wall if you're buiding one for example.

Just got a HQ, TV show studio and a small resuturant, but no boarder fences.

locO G
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#5710

Posted 16 April 2006 - 10:08 PM

A few more WIP pics.

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Five seperate .DFFs all still well under poly-count.

My plan of action.

1. Finish off the texture work (more to be done on the big skyscraper.
2. Continue the wire fencing around the Butzucker building.
3. Add more flowerbeds.
5. Add some generic/dynamic objects, trees benches and the like.
Can anyone please tell me if there are any MI rules on these objects such as
how many can be IPLed? (sic) I'm sure it can't be limitless
6. Export and test in game.

Hopefully by this time next week.

7. LODs (yippee).

PS. Let's strike the "Does Myriad have a future?" topic and just get on with it. Modding is fun.

Fear is the mind killer. Fear is the little death that brings total obliteration.

Cran.
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#5711

Posted 17 April 2006 - 01:47 AM

No rules on placing trees and such from the IPL as far as I know, so go for it.

AleXXX
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#5712

Posted 17 April 2006 - 08:45 AM

QUOTE
No rules on placing trees and such from the IPL as far as I know, so go for it.

No. Please, yet don't add static objects to IPL. It pollutes it and prevents LOD.
As wrote mick, it is good to create separate illcom.ipl, where mad Cerbera (or other person) will put trees and other.

locO G
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#5713

Posted 17 April 2006 - 12:01 PM

QUOTE (AleXXX @ Apr 17 2006, 08:45)
QUOTE
No rules on placing trees and such from the IPL as far as I know, so go for it.

No. Please, yet don't add static objects to IPL. It pollutes it and prevents LOD.
As wrote mick, it is good to create separate illcom.ipl, where mad Cerbera (or other person) will put trees and other.

I had planned to put them in a seperate file for later inclusion with all other generics once IPL numbers have been assigned.

Mark
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#5714

Posted 17 April 2006 - 01:03 PM

Aye well that be ok I think smile.gif I mean for the mo, a seperate ipls for trees etc for each lot I think is acceptable, just to make the place look more populated for now, later on I don't see why they can't be added together. It'll be easier I think than needing some guy to stick all the trees in one ipl, then when you need it changing to have to tell him where you want the trees to be moved etc (will have to be done like that otherwise there'll be like 1000 different version of the ipl to suit only one lot at a time, thus someone would have to redo it).

SeaNorris.
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#5715

Posted 19 April 2006 - 01:22 AM

Hmm, not much, since I don't know what wheels should be used:

user posted image

Cran.
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#5716

Posted 19 April 2006 - 02:22 AM

Mmmm, illy's gang car looks great. Just need SanAn breaklights and headlights smile.gif And for the wheels, maybe one of the Low Rider wheels? Those probably suit those the best anyway.

Note for any car converters/modelers

When you finish any car related mod, post it in the designated topic smile.gif

locO G
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#5717

Posted 19 April 2006 - 12:22 PM Edited by locO G, 19 April 2006 - 04:51 PM.

That is one heck of a good looking car isn't it.

Cran.
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#5718

Posted 19 April 2006 - 01:56 PM

I COMETH WITH PICTURES!

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Jorge F.
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#5719

Posted 19 April 2006 - 02:57 PM

Wow I like that pictures smile.gif .
Looks great with GTI on the background, shame that it's a little empty, but that will be solled (however you spell that) soon smile.gif .

mickarrow
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#5720

Posted 19 April 2006 - 04:28 PM

It's good to see these oldtimers making their comeback in SA rah.gif .

Cran.
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#5721

Posted 19 April 2006 - 05:20 PM

MORE stuff from me!

user posted image

For illcom_c4_r11, this is the small video store. I'm also building a cheap apartment building and maybe some other stuff wow.gif

Cran.
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#5722

Posted 20 April 2006 - 09:45 AM

user posted image

1 Part done, now to work on the actual lot model and then apartments! biggrin.gif

Mark
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#5723

Posted 20 April 2006 - 06:29 PM

user posted image

Ir teh not be lazy, I r working...see? lol.

I'm deciding to tweak all the cars just a little, cause a few in places are a little messy with the textures off tounge.gif Thus it's taking a while. Gotta do custom plates, then get it in game, and it's done smile.gif

Bear in mind I have had a lot of work to do, thus I'm a lil slow smile.gif

SeaNorris.
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#5724

Posted 20 April 2006 - 10:09 PM

Some planes ph34r.gif

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locO G
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#5725

Posted 20 April 2006 - 11:03 PM Edited by locO G, 21 April 2006 - 12:17 AM.

First in-game screenshots of illcom_c1_r1.

user posted image

It's still WIP, more lot decoration needed, some texture/model issues, and no LODs, so no release yet (sorry).
It's funny the little things which one picks up only when the lot is in game.

I do have one big problem!
There are two invisible fences running diadonally through my lot. I've checked all the .COLs, re-exported (sic) etc. and I don't honestly think that the problem is at my end.
Are there any rogue .COLs floating around? I'll just have to ignore it until I relase a beta (no later that this time next week) and see if anyone else can shed some light on it.

In the meantime...

user posted imageuser posted imageuser posted image
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Your comments are more than welcome.

In Hindsight (maybe work for an updated version)
I would have made the central fountain a lot larger and the front carpark a little smaller.


Here is a list of things that I've learnt so far during this project.


Keep modelling, as much as one can, in one single object (not seperate elements) and then cut it up as need be.
In Max, start modelling with one multi-sub texture for the entire lot and only use 32bit .TGA file format textures.
Keep a record of all ground level Z locations for generic object inclusion.
There is no such thing as try. Do or do not.

PS. GTAuron, SeaNorris.
Really good stuff. I've never tried GTA car modding myself although I did once replace the VC Sanchez with my very poor model of a Star Wars speeder-bike complete with custom sounds (many years ago) but it never really worked.
Are the skid marks hard-scripted?
Anyway, Keep it up.

PPS. Cran
You're the king of the screen-shot! When I've ironed out a few things I'll post you the files (pre-release) and see what you think and I'll have another look at your lot.

Mark
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#5726

Posted 21 April 2006 - 12:44 AM

Rah! That is looking great! Lol all of a sudden MIs just picked up tounge.gif

another screenie. In game, just got a few obvious bugs to sort out smile.gif

Excuse the dark pics i got a gay gcard tounge.gif

user posted image


locO G
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#5727

Posted 21 April 2006 - 01:07 AM Edited by locO G, 21 April 2006 - 01:11 AM.

Wow!
Nice tail lights GTAuron!

Where on earth is that, I don't ever remember seeing it in MI VC?

PS. I've got a just about minimum spec. "gcard" as well.

JasonB
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#5728

Posted 21 April 2006 - 01:42 AM

QUOTE (locO G @ Apr 21 2006, 09:03)
There are two invisible fences running diadonally through my lot. I've checked all the .COLs, re-exported (sic) etc. and I don't honestly think that the problem is at my end.
Are there any rogue .COLs floating around? I'll just have to ignore it until I relase a beta (no later that this time next week) and see if anyone else can shed some light on it.

Damn, I was hoping the invisible COL of doom wouldn't be present in SA. Your problem is being caused by a rogue face in the COL model, the 3 vertices that make up the face are all positioned at exactly the same point on the Z-axis and this manifests into an impenetrable wall in the COL file. The only way to get rid of the problem is to hunt through the model and find it (very tedious). Just look around the area where the wall occures and you should find it. Just to clarify, the walls do extend from one end of the model to the other, and then end right?

Also as always, your lot is looking sweet smile.gif

@Cran: Looking sechsy

@SeaNorris: Great planes, except MI doesn't have an airport (yet) nervous.gif

QUOTE
Where on earth is that, I don't ever remember seeing it in MI VC?

That's the oil fields in SA.

@GTAuron: Nice, keep it up

Cran.
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#5729

Posted 21 April 2006 - 02:03 AM

QUOTE (GTAuron @ Apr 21 2006, 11:14)
Rah! That is looking great! Lol all of a sudden MIs just picked up tounge.gif

another screenie. In game, just got a few obvious bugs to sort out smile.gif

Excuse the dark pics i got a gay gcard tounge.gif

user posted image

Very nice, it does look weird with teh untextured parts I must say tounge.gif

locO G
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#5730

Posted 21 April 2006 - 02:05 AM Edited by locO G, 21 April 2006 - 02:26 AM.

QUOTE
Just to clarify, the walls do extend from one end of the model to the other, and then end right?

Yes, although the sideroad dips below the upper level at that point and so is not effected.

QUOTE
Damn, I was hoping the invisible COL of doom wouldn't be present in SA. Your problem is being caused by a rogue face in the COL model, the 3 vertices that make up the face are all positioned at exactly the same point on the Z-axis and this manifests into an impenetrable wall in the COL file.


It's not impenetrable, It's just like two seperate invisile fences (no depth). they can be scaled.

Finding them in Colleditor2 would be like trying to find a needle in the proverbial haystack.
It may be easier if I just remodelled the upper level and get it right.

If you would like to see my WIP files, to confirm your fears, I'll upload them for you.

QUOTE

logO G:Where on earth is that, I don't ever remember seeing it in MI VC?

JasonB:That's the oil fields in SA.


Ah. The bit that's beautifully modelled but never used.


PS. I've been too busy on this to pay any attention to the MI Spriits logo graphittti.




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