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[Official] PPT

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JasonB
  • JasonB

    GTA-SA/GTA-VC/GTA3 Modder Extraordinaire

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#5731

Posted 21 April 2006 - 02:58 AM

QUOTE (locO G @ Apr 21 2006, 12:05)
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.

Maybe it's not as bad in SA anymore. If you want you could send me the files so I could take a look, I've had a bit of experience removing invisible COLs of doom.

locO G
  • locO G

    LocO by name... But keeping an even keel.

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#5732

Posted 21 April 2006 - 12:04 PM Edited by locO G, 21 April 2006 - 01:36 PM.

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


Panic over I've got the little swine.
It was so tiny that the .COL still works even with the rogue removed.

Thanks a lot for the help JasonB. You know, invaluable pieces of knowledge such as this should be posted in a pinned "what if something goes terribly wrong" topic.

PS. What have you got planned for illcom_c1_r3?

EDIT: I've go another rogue and this one is proving harder to find. Interesting. The invisible fence doesn't run through the whole lot, only through the right hand side of the Butzucker building and viewed from the road.

Vercetti Gangsta
  • Vercetti Gangsta

    Li'l G Loc

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#5733

Posted 21 April 2006 - 01:56 PM

Great work guys, nice to see Myriad back on track smile.gif
I especially like your skyscraper alot locO G wink.gif If I had SA I would participate with the modeling aswell, but as I dont have it for PC I can't :'(

Big_Smoke_GTI
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#5734

Posted 21 April 2006 - 02:41 PM

Looks nice everyone! MI+GTI gets back on track smile.gif ! Expect some screens of my wip progress soon (I hope wink.gif )

Mark
  • Mark

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#5735

Posted 21 April 2006 - 03:52 PM Edited by GTAuron, 21 April 2006 - 04:02 PM.

Ditto, I'm gonna stick me car in MI now that it's done-ish. Currently only residing in SA haha tounge.gif Thus pics with GTI coming up smile.gif

EDIT!

user posted image

user posted image

illspirit
  • illspirit

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#5736

Posted 22 April 2006 - 03:19 PM

user posted image
Click to embiggen

Mark
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#5737

Posted 22 April 2006 - 04:03 PM

COOOOOOOOL smile.gif hehe, seems thats where everyone will start building around smile.gif

Big_Smoke_GTI
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#5738

Posted 22 April 2006 - 04:22 PM

W00t, that looks extremely sexy wink.gif . KUTGW !

AleXXX
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#5739

Posted 22 April 2006 - 05:35 PM

illspirit, perfectly as always!
P.S. Birthdays also would be more often at you. sigh.gif

aad
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#5740

Posted 22 April 2006 - 08:04 PM

And there is illspirit again with his litle suprises tounge.gif Nice to see you back illspiritlooking good man keep it up.

And while im here why not a WIP screen from my own work:p

user posted image

Some things still to do but its finnnaly progressing.


locO G
  • locO G

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#5741

Posted 22 April 2006 - 10:00 PM

illspirit: Great stuff. The shape of things to come for the new islands. Funny, I was thinking of some low-rise shops, clubs and so on for my next lot (hopefully illcom_c3_r9 if nobody bags it before I release my first lot).

aad: Just cracking! Very modern, very clean. Go on how long before a release?

Kained But Able
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#5742

Posted 23 April 2006 - 02:52 AM

Coronation Street anyone?

user posted image

Cran.
  • Cran.

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#5743

Posted 23 April 2006 - 04:30 AM

illcom_c4_r11

user posted image

When finished, this will also be there:

user posted image

And BC's old lot i'm working on.

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aad
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#5744

Posted 23 April 2006 - 08:09 AM

QUOTE (locO G @ Apr 22 2006, 22:00)
illspirit: Great stuff. The shape of things to come for the new islands. Funny, I was thinking of some low-rise shops, clubs and so on for my next lot (hopefully illcom_c3_r9 if nobody bags it before I release my first lot).

aad: Just cracking! Very modern, very clean. Go on how long before a release?

Uhm how long before i release that lot it wont take long most stuff is already finished and ingame but im now having trouble exporting my new building that will fill up the gap. So if anyone wants to help me. Maybe other people know what this error means.

Unknown Property < Diffuse in Undefined>

I tried everything to get it working and export it but for now i cant put this stuff ingame since it wont let me export i reinstalled the scripts i have redone the textures but nothing seems to help so anyone who wants to help send me a pm and ill give you the files. Currently only in 3dsmax 8 format.

locO G
  • locO G

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#5745

Posted 23 April 2006 - 02:28 PM

QUOTE
Unknown Property < Diffuse in Undefined>


Yes I think I've got it. This can sometimes happen when attaching objects.
I guess you're using a multi-sub material.
Search through all materials and I'm sure one will be pointing to a rogue texture file (.JPG or something).

When you've found it, replace it with the correct texture. Select the model using that texture, sub-object poly ID select all polys using it, check the ID number then drag the new sub-material to it.

Hope this helps.

aad
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#5746

Posted 23 April 2006 - 02:46 PM

Hmm sounds weird but hope it works i will update it when i have done this. anyway a classmate made something nice yesterday and i improved it a bit changed the texturing and added some more detail to it.

user posted image


Cya

Mark
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#5747

Posted 23 April 2006 - 04:52 PM

QUOTE (Kained But Able @ Apr 23 2006, 03:52)
Coronation Street anyone?


OMG it's t3h rovers! haha smile.gif I like the idea smile.gif

Redkiller
  • Redkiller

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#5748

Posted 25 April 2006 - 05:55 PM

Sup bitches?! blush.gif

user posted image
user posted image

aad
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#5749

Posted 25 April 2006 - 07:47 PM

Redkiller good to see your name around here. I saw your name i thought this better be good and i scrolled down and i was amazed and im still wondering how you do it everytime im thinking of getting back on using the Inventor program again but i never found out how it worked so maybe i should try again im amazed. It already looks good even untextured so im wondering how it will look like when texture. Enough of bla bla talk for me its time to go to bed now as you can see my spelling is really bad atm bit sleepy music.gif

locO G
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#5750

Posted 25 April 2006 - 11:39 PM

I should go to bed too, but I won't.
Your model does look very good.
I really like the detail on the building on the right

I have two questions.

When can we see some textures on it?
Is this for your illcom_c6_r2 lot?

All the best.

Redkiller
  • Redkiller

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#5751

Posted 26 April 2006 - 05:31 PM

QUOTE (locO G @ Apr 26 2006, 06:39)
I have two questions.

When can we see some textures on it?
Is this for your illcom_c6_r2 lot?

All the best.

1. When im done.... catspider.gif
2. Dunno, I like making buildings then fitting them in later.

user posted image

aad
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#5752

Posted 27 April 2006 - 08:05 PM

I just like to post some pictures of what i have been doing its not much but i just like to post of what you can expect tounge.gif

user posted image

Have fun colgate.gif

locO G
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#5753

Posted 28 April 2006 - 12:39 AM Edited by locO G, 28 April 2006 - 01:51 AM.

Just some more in-game shots from illcom_c1_r1 (featuring AleXXX (illcom_c2_r2) and Cran (illcom_c2_r1).
Now with (some) added generic objects.

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IllcomNW skyline. Shot taken from the top of Crans 'Donovan Cars' building.

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Tall tower as seen from Crans lot.

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Aerial shot of the MI fountain showing bad pre-lighting.

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People enjoying the sun around the MI fountain (little do they know).

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Nice view over to Cran and AleXXX'x lots
.
user posted image
A shot looking up the side road which abuts JasonB's 'turbo lot' (illcom_c1_r3). NOTE: if the trees get in the way, JasonB, let me know and I'll ditch them.

I'm almost ready to release this lot I just need a little help.
1. Pre-lighting standard for SA (AleXXX's Skyscraper and JasonB's Megaplex are not uniform in their lighting (take a look at the road segments), neither is mine nor Cran's.
Wasn't someone (I think it was illspirit) trying to sort it out and/or write a little app for prelighting?
2. LODs. If anyone can dig me out of this one I'd be greatful. They just don't show up. It wasn't a problem in GTA-VC. What am I doing wrong?
Did Gforce have right idea here?

Should I post the lot as a beta release, minus the .LODs?
Reply here...

Cran.
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#5754

Posted 28 April 2006 - 03:15 AM

Did you add a IPL entry? You also need to make it in that so it spawns earlier. Also, send my lot in vice.dff I need to put it in zmodeler and fix those normals up. They need some serious fixing tounge.gif

aad
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#5755

Posted 28 April 2006 - 06:55 AM

If you want to match the same color as Myriad is now you just need to export your DFF without Vertex color picked on the export tool in 3dsmax. After you exported you will only need to change the lighting in the colfile to match the same road and street etc color altough it seems alright when doing that,

locO G
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#5756

Posted 01 May 2006 - 01:19 AM

What with gtaforums being down over the weekend I got bored!

illcom_c1_r1 textures, generic object placement and modelling are finished.
I still can't get the blessed LODs to show (I may well need someone to help me there, I've tried everything) and there's little point in sorting out the prelighting until "illy makes the new lighting setup" so I've started modelling my second lot unofficially, (illcom_c3_r9).
I know I'm not allowed to request a second lot until I've released my first but what was I to do?
As I said I got bored.

Lot: illcom_c3_r9
Pics:

user posted image

Description:
Depatment store, corner cafe, municipal building, small shops and bars. I thought that Illcom was a bit too flat so I raised the centre of the lot to form an arched, cobbled, pedestianised shopping street similar in concept to the one in Rodeo, Los Santos.
NB. It's great fun to race through in a fast car, I can't wait to put some ped-paths in.

Message: If any lotless modellers want to pee on my bonfire, request this lot before I finish my first.

Here's a few more pics: Tearing down the hill, burning down the house, and a nice snipers position.


user posted imageuser posted imageuser posted imageuser posted image
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There's a lot of texture work and modelling of details left to be done. I hope that, in testing LODs for this lot I might learn something.

JasonB: The invisible .COL of Doom happened again but I sorted it.
I suppose we'll never get to know, or see, what software Rockstar used to model the .Cols in the first place now thanks to the Hot-Coffee mod.

Cran: Speaking of the C.O.D. there's one in your lot for sure. At the back of the small building to the east of your lot (the one down the ramp) and again in front of the "QVSQ".
It's not totally impregnable, in fact it's very small and it takes quite some time to find. Have a look.

Big_Smoke_GTI
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#5757

Posted 01 May 2006 - 06:43 AM

Omfg, Nice smile.gif . Im looking forward to a release from that.

My lot status is around 75%, building and generic is done, but I want to get a tiny interior in it wink.gif .

aad
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#5758

Posted 01 May 2006 - 07:22 AM

Really nice work Loco G. Good texture work on the overall lot, your really running like a locomotive tounge.gif wow.gif wow.gif

steve-m
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#5759

Posted 01 May 2006 - 12:11 PM

QUOTE (locO G @ May 1 2006, 03:19)
I suppose we'll never get to know, or see, what software Rockstar used to model the .Cols in the first place now thanks to the Hot-Coffee mod.

They used 3ds max with their own custom plugins for everything. If you use max to export the dff, try my cst export script.

Nice lot, btw.

Tales.NL
  • Tales.NL

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#5760

Posted 01 May 2006 - 09:05 PM

These Pictures look Awsome.
Cant wait for a Release !!




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