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Kalvin
  • Kalvin

  • Zaibatsu
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#4861

Posted 20 June 2012 - 07:59 PM

Had a random idea of a random field in a desert.. so i went with it.
user posted image

Kalvin
  • Kalvin

  • Zaibatsu
  • Joined: 06 Apr 2011
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#4862

Posted 28 June 2012 - 08:43 PM

Double Post, so i think it's okay.. as it's been like 8 days.

Random Farm in Desert..
http://i.imgur.com/hzgFb.png
HD Dirt textures FTW
http://i.imgur.com/Zw23P.jpg
Cave what looks like Plastic, anyone?
http://i.imgur.com/i5EqF.png
Interior of first Cave Room
http://i.imgur.com/QjxV1.png
Interior of 2nd Cave Room, gonna totally re-model this, I didn't put any imagination into this.
http://i.imgur.com/H4uwn.png
Last Cave Room, I think this was great for a final room.
http://i.imgur.com/qexD3.png
And a Ravine, in the story; the floors gonna collapse. Right at the exit of the last Cave Room.
http://i.imgur.com/dpWFj.png

So as you can see, I'm making my very own game tounge.gif All made in 3ds max.
BTW: Everything is links, because i tried to do Thumbnails, but my internet is such a idiot that it can't manage to load pages properly.. so you'll have to just see the pictures through these links, sorry.

Mark01
  • Mark01

    It's nice to be nice but I wouldn't lie to be nice.

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#4863

Posted 29 June 2012 - 11:14 PM

QUOTE (goin-god @ Wednesday, Jun 20 2012, 10:59)
I can't decide. They all look really good on their own. 1 3 and 5 are my favourites.
Did you model the path by hand or used one of thouse Unity plugins like the Road/Path tool?. It looks procedural.

max all the way biggrin.gif , spline + sweep modifier

QUOTE (ManDog @ Thursday, Jun 28 2012, 20:43)
Double Post, so i think it's okay.. as it's been like 8 days.

pics

So as you can see, I'm making my very own game tounge.gif All made in 3ds max.
BTW: Everything is links, because i tried to do Thumbnails, but my internet is such a idiot that it can't manage to load pages properly.. so you'll have to just see the pictures through these links, sorry.


Your cave entrance looks like that because your specular is too strong and it seems like you have no bump and/or diffuse applied, maybe a very low detailed one but I can't barely see details of the diffuse on that pic.

Otherwise nice start, good luck with that project smile.gif

jtr007
  • jtr007

    Sup?

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#4864

Posted 30 June 2012 - 09:05 AM

Some renders in 3ds max, its my unity game i've been working on for awhile. smile.gif

user posted image
user posted image

This was in BETA stages. smile.gif
user posted image

Kalvin
  • Kalvin

  • Zaibatsu
  • Joined: 06 Apr 2011
  • United-Kingdom

#4865

Posted 30 June 2012 - 01:59 PM

QUOTE (Mark01 @ Friday, Jun 29 2012, 23:14)
QUOTE (goin-god @ Wednesday, Jun 20 2012, 10:59)
I can't decide. They all look really good on their own. 1 3 and 5 are my favourites.
Did you model the path by hand or used one of thouse Unity plugins like the Road/Path tool?. It looks procedural.

max all the way biggrin.gif , spline + sweep modifier

QUOTE (ManDog @ Thursday, Jun 28 2012, 20:43)
Double Post, so i think it's okay.. as it's been like 8 days.

pics

So as you can see, I'm making my very own game tounge.gif All made in 3ds max.
BTW: Everything is links, because i tried to do Thumbnails, but my internet is such a idiot that it can't manage to load pages properly.. so you'll have to just see the pictures through these links, sorry.


Your cave entrance looks like that because your specular is too strong and it seems like you have no bump and/or diffuse applied, maybe a very low detailed one but I can't barely see details of the diffuse on that pic.

Otherwise nice start, good luck with that project smile.gif

It might actually look like that because of the bumpmap, but when i did actually remove the bumpmap from it, it stayed like that confused.gif

coin-god
  • coin-god

    High Roller

  • $outh $ide Hoodz
  • Joined: 18 Mar 2007
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#4866

Posted 11 July 2012 - 07:54 PM

QUOTE (ManDog @ Saturday, Jun 30 2012, 10:59)
QUOTE (Mark01 @ Friday, Jun 29 2012, 23:14)
QUOTE (goin-god @ Wednesday, Jun 20 2012, 10:59)
I can't decide. They all look really good on their own. 1 3 and 5 are my favourites.
Did you model the path by hand or used one of thouse Unity plugins like the Road/Path tool?. It looks procedural.

max all the way biggrin.gif , spline + sweep modifier

QUOTE (ManDog @ Thursday, Jun 28 2012, 20:43)
Double Post, so i think it's okay.. as it's been like 8 days.

pics

So as you can see, I'm making my very own game tounge.gif All made in 3ds max.
BTW: Everything is links, because i tried to do Thumbnails, but my internet is such a idiot that it can't manage to load pages properly.. so you'll have to just see the pictures through these links, sorry.


Your cave entrance looks like that because your specular is too strong and it seems like you have no bump and/or diffuse applied, maybe a very low detailed one but I can't barely see details of the diffuse on that pic.

Otherwise nice start, good luck with that project smile.gif

It might actually look like that because of the bumpmap, but when i did actually remove the bumpmap from it, it stayed like that confused.gif

Even if you do that Unity still uses a Specular made from a grayscale image of your texture. Don't use a Bumped Specular material.

Rawra
  • Rawra

    Daedric Prince of Madness

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#4867

Posted 12 July 2012 - 01:40 PM

ManDog: I really like your caves and the picture of an ingame San Andreas cave. Are the caves all modeled in Max?

Kalvin
  • Kalvin

  • Zaibatsu
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#4868

Posted 12 July 2012 - 02:04 PM

Yeah, all made in MAX.

coin-god
  • coin-god

    High Roller

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#4869

Posted 30 July 2012 - 06:57 PM

http://www.gtaforums...T&f=58&t=518911

Sorry for the spam guys.

quechus13
  • quechus13

    Boss

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#4870

Posted 02 August 2012 - 03:04 AM

user posted image

ThreeTon
  • ThreeTon

    Player Hater

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#4871

Posted 12 August 2012 - 08:01 AM Edited by ThreeTon, 13 August 2012 - 07:52 AM.

I'm working on my project, here you can see the size of island.

user posted image

user posted image

1aqswdefr
  • 1aqswdefr

    Crackhead

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#4872

Posted 13 August 2012 - 04:26 PM

gta sa NY terrorist attackgta sa ny

ThreeTon
  • ThreeTon

    Player Hater

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#4873

Posted 18 August 2012 - 08:32 AM

Please help. I have a problem when I export the location in GTA SA, and CJ gets on it, CJ's getting dark.

_CP_
  • _CP_

    Group: Vice City Stories team

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#4874

Posted 18 August 2012 - 10:19 AM

@up
Find in Collision Editor, a Brightness option and change it to max.

Frank.s
  • Frank.s

    PingPang

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#4875

Posted 18 August 2012 - 11:52 AM

QUOTE (City_Poke912 @ Saturday, Aug 18 2012, 10:19)
@up
Find in Collision Editor, a Brightness option and change it to max.

*2/3rds of the way to the top. wink.gif

_CP_
  • _CP_

    Group: Vice City Stories team

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#4876

Posted 09 September 2012 - 07:24 PM

Just 4 fun wink.gif
user posted image

quechus13
  • quechus13

    Boss

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#4877

Posted 12 September 2012 - 08:34 PM

Just something I was working on for GTA IV:

user posted image

_CP_
  • _CP_

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#4878

Posted 12 September 2012 - 08:42 PM

user posted image

nkjellman
  • nkjellman

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#4879

Posted 12 September 2012 - 09:22 PM

QUOTE (City_Poke912 @ Wednesday, Sep 12 2012, 20:42)
user posted image

Finally. Nice work man. I'm hoping this will be released.

_CP_
  • _CP_

    Group: Vice City Stories team

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#4880

Posted 15 September 2012 - 09:03 PM

My progress with VC to III port wink.gif
LC map is temporary, because this give me stability ingame.
user posted image
user posted image
user posted image
user posted image

Kalvin
  • Kalvin

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#4881

Posted 15 September 2012 - 09:10 PM

Are you converting it with the same coordinates of VC, or doing your own?

_CP_
  • _CP_

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#4882

Posted 15 September 2012 - 09:22 PM

The same coords.

nkjellman
  • nkjellman

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#4883

Posted 15 September 2012 - 09:31 PM

You might want to see if you can use the SOL team's IPL reduced Vice City. They combined models on their map so they can have better optimization. GTA III can't hold the whole VC map due to the IPL limit, and on the mobile devices, there is no limit adjuster. (Not even sure if there is one on III PC.)

_CP_
  • _CP_

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#4884

Posted 15 September 2012 - 09:37 PM

But they're using different ID for objects and (maybe) attached few small objects into one. The second way can help me much to get full VC map. Now I don't think about it, it's too early.

nkjellman
  • nkjellman

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#4885

Posted 15 September 2012 - 09:55 PM

QUOTE (City_Poke912 @ Saturday, Sep 15 2012, 21:37)
But they're using different ID for objects and (maybe) attached few small objects into one. The second way can help me much to get full VC map. Now I don't think about it, it's too early.

I know. But I'll let you know now before its too late. Another person tried to convert VC to III. The original map didn't fit in III's IPL limits. The SOL team made VC use less IPL's so their VC may fit in III's IPL limit.

_CP_
  • _CP_

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#4886

Posted 15 September 2012 - 10:01 PM

I can remove dynamic objects, like boxes, bins, lampposts. I think, it isn't good topic to discussion.

Frank.s
  • Frank.s

    PingPang

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#4887

Posted 15 September 2012 - 10:09 PM

QUOTE (City_Poke)
QUOTE (Nkjellman)
QUOTE (City_Poke)
Guys here are pictures of my mod, please give attention.
*Discusses the logistics of the mod and possible improvement*
That's not a good topic for discussion


Does no-one see the negativity in that?


...This is why gta modding has been going downhill for the past howevermany years.

Jestic
  • Jestic

    Chris

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#4888

Posted 15 September 2012 - 10:18 PM

Try to replace the timecyc.dat, then it will at least look like VC.

_CP_
  • _CP_

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#4889

Posted 15 September 2012 - 10:19 PM Edited by City_Poke912, 16 September 2012 - 07:39 PM.

If you aren't be mad, we can continue discuss about that, no problem wink.gif
And they are problems with porting... crash

Darecki
  • Darecki

    a.k.a LinkinDark

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#4890

Posted 20 September 2012 - 08:20 PM

It's a long way to go, dude smile.gif But don't give up and try to do your best to finish this thing.




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