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[WIP | SCR] Light Commercial District

101 replies to this topic
Bramzel
  • Bramzel

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#61

Posted 26 January 2004 - 05:22 PM

Actually I'd love interiors in all of them! biggrin.gif They look great SadMac, great job!

GT-1
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#62

Posted 26 January 2004 - 07:26 PM

QUOTE (sAdIsTiCmAcHiNe @ Jan 26 2004, 16:07)
There are two planned interiors, a gun shop and an auto shop. More can be added if demand supports it. Rignt now the push for something in the theatre looks strong.

The theatre would be interesting with an interior, it would provide us with some scope for the mission script.

sAdIsTiCmAcHiNe
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#63

Posted 26 January 2004 - 07:38 PM

user posted image

user posted image

There's the auto shop. Two more buildings now.

Star_Enterprise
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#64

Posted 26 January 2004 - 07:49 PM

this is looking soooooo great and almost real.
dont rush and keep up the awesome work



PS here a cookie or 5 for you cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif

Bramzel
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#65

Posted 26 January 2004 - 10:05 PM

Awesome work, can't wait for this one.

ineemoney
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#66

Posted 27 January 2004 - 12:34 AM

Ya you should put interiors on all of them!!! rah.gif rah.gif rah.gif

Cant wait

sAdIsTiCmAcHiNe
  • sAdIsTiCmAcHiNe

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#67

Posted 27 January 2004 - 05:43 PM

user posted image

user posted image

user posted image

There's what I have. Also, I thought of a way to do the movies:

Here's what I'd like to have happen: If you show up at the theatre within X amount of time of the beginning of the film, the door is open. When you walk in, the player ends up in a theatre. He shuffles in and takes a seat. Here's the key: You never actually see the screen. It show's the player, and you hear various audio clips form the film (supposedly at different points in the movie. It cuts around abit). It could be funny, and leaves you to fill in the blanks. Think of the jokes for Pokeman.

After the film, you are dropped at the exit at the end time of the film

Star_Enterprise
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#68

Posted 27 January 2004 - 06:37 PM

hey thats a great idea biggrin.gif

sAdIsTiCmAcHiNe
  • sAdIsTiCmAcHiNe

    Ronald Reagan

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#69

Posted 28 January 2004 - 03:55 AM

I exported the first component. It works fine, except the lighting takes on a bit of the diffuse color of the materials. It started out with them being really bright colors, and I fixed that by making all diffuse colors gray, but its still making the lighting a bit off. any suggestions?

BenMillard
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#70

Posted 28 January 2004 - 12:54 PM

Urgh, there's already a whole bunch of car shops. ODIE has a silly little one, DieselGT has one as a savepoint, TRN is making a huge one as well. confused.gif

The new pavement texture looks really out of place. The streets and pavements are owned by the state, not the companies and so they only use one type in each large district. Using it for the alleyways would make sense though. Are the alleyways large enough to even do anything in, though? Is there space for fire escapes so people can do stunts? Can you even fit a car in them? It's all about gameplay. smile.gif

Good to see some little bits of steps; they make for tricky bike stunt locations. There's a lack of stuff to really get into, though. On the whole, your "triumphant return to modding" has been achieved imo. colgate.gif

Snow Racer
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#71

Posted 28 January 2004 - 01:42 PM Edited by Snow Racer, 28 January 2004 - 01:45 PM.

QUOTE (Cerbera @ Jan 28 2004, 14:54)
Urgh, there's already a whole bunch of car shops.  ODIE has a silly little one, DieselGT has one as a savepoint, TRN is making a huge one as well. confused.gif

And me on the seconn island tounge.gif like ultimate dealership with boats,cars,bike & plane

good job SaDiSt !
what in your mind about your lot?

sAdIsTiCmAcHiNe
  • sAdIsTiCmAcHiNe

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#72

Posted 28 January 2004 - 02:26 PM

In my mind right now is my modeling question. does anyone have the solution?

sAdIsTiCmAcHiNe
  • sAdIsTiCmAcHiNe

    Ronald Reagan

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#73

Posted 28 January 2004 - 05:31 PM Edited by sAdIsTiCmAcHiNe, 28 January 2004 - 05:31 PM.

user posted image

Ok, how do I fix THAT?

The texture is jiggling around in the game, causing near epilepsy.

The door of the building does it too, which is strange since the Basket Robbers next door looks fine with the same texture.

IF YOU WANT A RELEASE, THEN HELP!

Star_Enterprise
  • Star_Enterprise

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#74

Posted 28 January 2004 - 05:42 PM

i would gladly help, but i cant i dont know how, but since i really really want
a release im gonna ask other guys to help you biggrin.gif biggrin.gif biggrin.gif

Snow Racer
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#75

Posted 28 January 2004 - 05:44 PM Edited by Snow Racer, 28 January 2004 - 05:45 PM.

hmmm lol lol lol game lol

how many polys that ?
it's flat?
what TXD programm you use?
tell me/us more what you do

I never seen this before notify.gif

sAdIsTiCmAcHiNe
  • sAdIsTiCmAcHiNe

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#76

Posted 28 January 2004 - 05:48 PM

I used delphi's TXD workshop, with 16bit uncompressed textures (all of which work fine on the basket robbers next door.) It's somewhere around 600-800 polys tops.

caponester
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#77

Posted 28 January 2004 - 07:01 PM

hmmmm did you use an alpha texture? i think it's best to use the txd builder from steve m much better....

sAdIsTiCmAcHiNe
  • sAdIsTiCmAcHiNe

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#78

Posted 28 January 2004 - 07:02 PM

Alright, I'll go get stevem's thing.

sAdIsTiCmAcHiNe
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#79

Posted 28 January 2004 - 08:47 PM

Well, the arcade still doesn't look right, but everthing else is AOK.

user posted image

Snow Racer
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#80

Posted 28 January 2004 - 08:50 PM

you forget about EDIT button? tounge.gif

hmmm try retexture that thing

Redkiller
  • Redkiller

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#81

Posted 28 January 2004 - 09:41 PM Edited by Redkiller, 28 January 2004 - 09:42 PM.

QUOTE (sAdIsTiCmAcHiNe @ Jan 28 2004, 23:31)
The texture is jiggling around in the game, causing near epilepsy.

I belive that would be the result of two faces being to close to each other. smile.gif

sAdIsTiCmAcHiNe
  • sAdIsTiCmAcHiNe

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#82

Posted 28 January 2004 - 09:45 PM Edited by sAdIsTiCmAcHiNe, 28 January 2004 - 09:48 PM.

Or a set of mapping coords that extend out to infinity.

I think I found the problem, testing now.

Edit: Fixed

Redkiller
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#83

Posted 28 January 2004 - 09:55 PM

QUOTE (sAdIsTiCmAcHiNe @ Jan 29 2004, 03:45)
Edit: Fixed

smile.gif Nice, when can we expect a download? lol.gif

sAdIsTiCmAcHiNe
  • sAdIsTiCmAcHiNe

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#84

Posted 28 January 2004 - 09:56 PM Edited by sAdIsTiCmAcHiNe, 29 January 2004 - 01:08 AM.

Hopefully soon. The tokyo thing's ligting is still a bit off (glows in the dark).

Edit: That's fixed now.

sAdIsTiCmAcHiNe
  • sAdIsTiCmAcHiNe

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#85

Posted 29 January 2004 - 03:54 AM

user posted image

Lighting's done. If I can add a simple LOD we'll have it out by tomorrow latest.

JasonB
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#86

Posted 29 January 2004 - 05:33 AM

sweet cant wait, that looks great

BenMillard
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#87

Posted 29 January 2004 - 08:33 AM

QUOTE (sAdIsTiCmAcHiNe @ Jan 29 2004, 03:54)
user posted image

Lighting's done. If I can add a simple LOD we'll have it out by tomorrow latest.

Grr, some of your buildings are overhanging the pavement which then interfeer with the streetlights. This can actually crash the game, you know? When I first added lights down the side road to odies clothes shop the game crashed because his building there was fouling a street light. confused.gif

If you look at the far left of that screenshot, you can see Vice has attempted to prevent a fatal crash by creating the street lamp on top of the part of your building which is sticking out into the pavement. Luckily I've managed to get on the PC a little more regularly now, so I should be able to make a second release of the street lighting to compensate for this. Do your buildings screw up the street lighting elsewhere?

Nice use of the 2dfx lights. Have you set any of them to flicker? smile.gif

PHM
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#88

Posted 29 January 2004 - 02:05 PM

What about that cutscene thingy?
Shall it be in a release?
Or is Barton the man for this job?

Barton Waterduck
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#89

Posted 29 January 2004 - 02:21 PM

QUOTE (PHM @ Jan 29 2004, 15:05)
What about that cutscene thingy?
Shall it be in a release?
Or is Barton the man for this job?

If I get a request about it, I can code it. I'm not creating any textures for it.

sAdIsTiCmAcHiNe
  • sAdIsTiCmAcHiNe

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#90

Posted 29 January 2004 - 02:28 PM Edited by sAdIsTiCmAcHiNe, 29 January 2004 - 02:38 PM.

Further interiors will be in subsequent releases, so the theatre will come a tad later.

@Cerbera: I may be a country simpleton, but in every city I've been in, the streetlights were closer to the curb than the back edge of the sidewalk. Otherwise you'd have this problem in real life.

Also, do you want me to mod some of the traffic light models? they don't line up with the streets as is.




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