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-GRAVITY2-
  • -GRAVITY2-

    Map Modeller

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#31

Posted 22 December 2004 - 05:49 PM

Hey. Good job every1 on this. Well im going to go the mall soon and pick up a book on 3ds max if i see one. May i request a sticky? I think it deserves on as when san andreas hits it will be san andreas and vice modding and lots of people like map mods soooo. Lets just see how it goes.

-GRAVITY-

Monitor57
  • Monitor57

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#32

Posted 22 December 2004 - 11:20 PM

Lynx City Racecourse, the Drag strip early Beta:

user posted image
user posted image
user posted image
user posted image
user posted image

Thanks to ImageShack for Free Image Hosting
^^ i think they deserve it

anyway i cant figure out why the map is all wierd colours confused.gif its pre-lit with max but its all.. red and green and... yeah

next pix will be of a parking lot, and a few grandstands and the commentry building (B2)

and then, when B2 is done i will touch the place up with car parks, caravan sites shops etc and make a Lynx City Teaser, with a Few cars....

c'mon, its Christmas i think i owe u guys atleast something! xmas.gif xmas.gif



- M57

brendan62
  • brendan62

    old fart

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#33

Posted 22 December 2004 - 11:45 PM

i guess ill throw something in but only 50% scratch
user posted image

QUOTE
anyway i cant figure out why the map is all wierd colours  its pre-lit with max but its all.. red and green and... yeah


most likely Z modeler finding non existant alphas when u import from 3ds
check all your textures before you export to dff
Nice work on the race track

QUOTE
that would mean that there is not a single flat piece of land in sight...


oh dear god.


Have fun texturing that

DoKeR
  • DoKeR

    Old Power

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#34

Posted 22 December 2004 - 11:55 PM

Nice lookin b62 wink.gif and that dragstrip looks like one that earns its name finaly,good work man cookie.gif

Monitor57
  • Monitor57

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#35

Posted 23 December 2004 - 12:14 AM

QUOTE (brendan62 @ Dec 22 2004, 23:45)
i guess ill throw something in but only 50% scratch
user posted image

QUOTE
anyway i cant figure out why the map is all wierd colours  its pre-lit with max but its all.. red and green and... yeah


most likely Z modeler finding non existant alphas when u import from 3ds
check all your textures before you export to dff
Nice work on the race track

QUOTE
that would mean that there is not a single flat piece of land in sight...


oh dear god.


Have fun texturing that

i exported it from 3ds max 3 mate, otherwise it wouldnt be pre-lit (wich it is, its just evening in the pix)




@ Doker, thx man smile.gif


- M57

brendan62
  • brendan62

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#36

Posted 23 December 2004 - 07:00 AM

QUOTE
i exported it from 3ds max 3 mate, otherwise it wouldnt be pre-lit (wich it is, its just evening in the pix)


sorry forgot there was export filter for max 3 i have 4.2 and have to export to 3ds then import in Zm

PsychoFreak
  • PsychoFreak

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#37

Posted 23 December 2004 - 09:44 AM

erm...why? That guy made the DFF exporter for all MAX's. Wel i at least use it notify.gif

brendan62
  • brendan62

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#38

Posted 23 December 2004 - 09:59 AM

QUOTE
erm...why? That guy made the DFF exporter for all MAX's. Wel i at least use it


The only Dff expoter for Max ive been able to find doesnt work with 4.2 otherwise id be using it

Monitor57
  • Monitor57

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#39

Posted 23 December 2004 - 10:29 AM

QUOTE (PsychoFreak @ Dec 23 2004, 09:44)
erm...why? That guy made the DFF exporter for all MAX's. Wel i at least use it notify.gif

its completely bollox (at the moment anyway) and in truth is completely useless for map .dff exporting wink.gif its only really for cars, as u cant pre-light properly.. which is the whole point 3ds map exporting confused.gif


oh well, kam is working on it, lets see what he can give us tounge.gif





- M57

brendan62
  • brendan62

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#40

Posted 23 December 2004 - 01:16 PM

QUOTE
oh well, kam is working on it, lets see what he can give us


Yeh ZM is pain in the a**e with its consistant crashing (for me anyway)

Superb@ll
  • Superb@ll

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#41

Posted 23 December 2004 - 04:42 PM

Meh first hand modeled island, 8000 polys after meshsmoothing.

No roads yet, my apologies for the size of the images.

user posted image

user posted image


jcab42
  • jcab42

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#42

Posted 23 December 2004 - 05:13 PM

that looks super!!! I'd sure like to drive on that rah.gif

Direct!
  • Direct!

    joker, toker, midnight smoker

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#43

Posted 23 December 2004 - 05:23 PM

Yeah. I don't think I could pull that off, btw looks good smile.gif

PsychoFreak
  • PsychoFreak

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#44

Posted 23 December 2004 - 05:50 PM

Woah. Like, how big is that? (In-game) wow.gif

aad
  • aad

    3d artist

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#45

Posted 23 December 2004 - 07:42 PM Edited by aad, 23 December 2004 - 08:15 PM.

I thought why should i not post a few screens of what i made a few days ago its simple but i like it tounge.gif tounge.gif
user posted image

and another simple building.


user posted image

and a ingame screenshot

user posted image

Superb@ll
  • Superb@ll

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#46

Posted 23 December 2004 - 09:27 PM

LMAO @ GT-1.

Well, to be honest. I haven't put it in game yet, but expect a release soon.

BCspeed34
  • BCspeed34

    CEO

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#47

Posted 24 December 2004 - 02:50 AM

@GT-1 omg, i rember that!, i had it installed on my Vice way back when! lol.gif its kinda funny seeing it again, and its lookin better! smile.gif

Ask Mon for my work tounge.gif

cR
  • cR

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#48

Posted 24 December 2004 - 09:08 AM Edited by cR, 24 December 2004 - 09:17 AM.

Thats looking very nice sofar! @ Superb@ll

Hmm pretty cool but kinda unrealistic but that might be what u wanted... @ GT-1

Nice models sofar, aldo I can't really see the use of that building... kinda like a small firestation? @ aad

--------------------------------------------------------------

Check out my little Go-Kart track in the works over here, you can find it at Previews > Landscape, Buildings, etc.

--------------------------------------------------------------

Oh yeah another one @ Superb@ll,

QUOTE
Optimize modifier won't work on booleaned land anyway.


Convert it to Editable Mesh, right click the object and it should be there... and about that texturing you asked me to do... kinda impossible for me lol

cR
  • cR

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#49

Posted 24 December 2004 - 11:39 AM

Hah pretty cool! A bit to low poly tho confused.gif

Monitor57
  • Monitor57

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#50

Posted 24 December 2004 - 02:15 PM

omg GT1, that looks ACE




user posted image

^^ release tonite cool.gif



- M57

jcab42
  • jcab42

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#51

Posted 24 December 2004 - 03:11 PM

LOL!!! N1 bro lol.gif

Monitor, yours looks good too.

Monitor57
  • Monitor57

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#52

Posted 24 December 2004 - 03:32 PM Edited by Monitor57, 24 December 2004 - 03:41 PM.

that there GT1 is teh Shiznit!!!

my wire:
user posted image

all hand modeled, not a single max tool used wink.gif (trying to keep poly's down as much as i can) smile.gif


Rockstar mapping:
user posted image

and they wondered why SA PS2 was lagging with realtime...
if they used the same method they used on there cars with there map, u cud have realtime on everything and it wouldnt lagg!!!

^^thats lc btw, just thought i might point this out

p.s i need someone who can main .scm code for my release tonight, this is gna need a fresh vice install and an ide strip.. so i need main.scm for placing of cars and player position etc..

thx, if u can help msn me! [email protected]



- M57

cR
  • cR

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#53

Posted 24 December 2004 - 03:37 PM

Nice Mon as allways rah.gif

You can overdo it with high-polyness lol the track mebbe shouldnt be that real smooth but it seemed kinda blocky to me, a little bit to much of it to... thats all @ GT-1

brendan62
  • brendan62

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#54

Posted 25 December 2004 - 12:42 PM

QUOTE (GT-1 @ Dec 24 2004, 10:57)
Well if you set out to make a map mod personally I think you should make it more fun than maybe realistic. Anyway blaer made it not me im not taking credit for the modelling side. Same with this one also....

Anyway not many people have seen this other race track, the one above is a rally map type mod. This is a race track type mod. smile.gif

user posted image

user posted image

user posted image

GT1 JCAB have fixed that invisible col wall problem lowered and rotated the lot will send tomorrow

GT-1
  • GT-1

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#55

Posted 25 December 2004 - 12:57 PM

This the mod park you talk of? These tracks were used in the mod park yes but these are for VC, might release em anyway. As long as its fine with blaer.

brendan62
  • brendan62

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#56

Posted 26 December 2004 - 12:55 AM Edited by brendan62, 26 December 2004 - 12:57 AM.

QUOTE
This the mod park you talk of? These tracks were used in the mod park yes but these are for VC, might release em anyway. As long as its fine with blaer.


Ive been mucking around with Modpark this was one of the 1st i did u dont have the invisible wall problem with oyur VC one?

ITs a great track though be good to release (hard to drive on makes it more interesting)

Black-hawk
  • Black-hawk

    Boss

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#57

Posted 26 December 2004 - 11:45 AM

user posted image

Monitor57
  • Monitor57

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#58

Posted 27 December 2004 - 07:42 PM

i like it black hawk, but the house is kinda thin for a land plot of that size sad.gif u need to make the house bigger ande maybe add garage? looks cool tho




- M57

Kitteh
  • Kitteh

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#59

Posted 27 December 2004 - 10:12 PM

My first attempt at an at least mildly detailed house uses 6 or 7 GTA 3 textures smile.gif

90 polygons for the house, 98 for the entire lot.

user posted image

Cran.
  • Cran.

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#60

Posted 28 December 2004 - 05:23 AM

Looks Pretty good Kitteh, good use of GTA3 Textures but change the grass texture. Great for 98 Polies.




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