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[Official|REL] illres, illurb, and Black Mesa

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illspirit
  • illspirit

    lycanthroplasty

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  • Joined: 01 May 1976
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#1

Posted 24 May 2005 - 05:35 PM

Okay, the new islands are sorta done now. There's still some minor touch-up work to be done here and there, and the lots still need to be divided up for building on, but otherwise, this is mostly how it will look. Why are we releasing it early then? Well, aside from just wanting to see how it looks in-game, Steve and I figured it would be a good idea to plan things out a bit before lsicing up the final lots. And since a bunch of things will need to be prodded for it to work in San An anyway, we can all play with it as-is to get a feel for the map and plan things out a bit.

With illcom being a bit random in design, it might be a good idea to come up with a basic zoning layout before chopping up the new lots. This we can discuss here, obviously. On top of the zoning, we can do some degree of "pre-registering" lots, so I'll have an idea of how to slice up the land. This doesn't mean everyone can just say "I want this piece" and mark out half the map. But rather if anyone has a good idea (and preferably sketches, at least) for something that would probably take up more than one small/normal sized lot, then we could plan on splitting such sections off into larger chunks to keep the ide's managable. Or if someone has an idea for something smaller, matching lots could be arranged for those as well.

Rough plan for zoing is as follows. Suggest and/or edit as neccessary:
  • East island, illurb: mostly urban, in theory.
  • West island, illres: mostly low density residential, with some bigger stuff along the main road to the south.
  • Black Mesa (illurb_ne): cabins, fancy houses, goat hearding? Top bit is mine, btw. wink.gif
  • illurb_se/sw: skyscrapers, factories, and stuff? large square-ish bit at the end of the East Tank Bridge will contain the football stadium.
  • Spookie Hollow (on top of hill, illurb_nw): Old-ish neighborhood. Mainly Victorian/gothic/classic architecture. Possibly haunted?
  • illres_ne: Mostly suburban houses.
  • illres_se: Houses, row houses, low-rise flats/hotels, shops, light-to-medium commercial?
  • illres_crater: maybe a small urban area? maybe a resort/tourist attraction/casino-y place?
  • illres_sw/nw, general west coast: rural-ish stuff?
And, a download:
illnorth_alpha_up.rar (4.44 MB, installer)


-----

Known Bugs and Problems
  • paths are incomplete and not connected with illcom's path system
  • NW and NE corner elements (illres_NW_13, illurb_NE_5) overlap the world boundaries and had to be disabled
  • some of the boat paths might cause boats appearing underneath the land
  • at the entrances of the southern bridge grass is sticking through the road; sand textures/col; disappearing tower
  • the island access road (behind East Tank Bridge) still has to be modelled
  • roundabout not centered
  • no proper grass and rock materials

caponester
  • caponester

    Gangsta

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#2

Posted 25 May 2005 - 02:26 PM

It's been a f*cking nightmare trying to get onto the site but I finally arrived, I better make this post quick before the forums go down again biggrin.gif

Nice Islands, I'll be sure to try em out ingame sometime soon.

caponester
  • caponester

    Gangsta

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#3

Posted 25 May 2005 - 02:26 PM Edited by caponester, 25 May 2005 - 03:35 PM.

edit: Stupid forums conked out when I posted this and I resent the info by mistake blush.gif

Anyway I tried out the Islands and there fantastic, bloody brilliant, I can't wait till they start filling up!

buchsi
  • buchsi

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#4

Posted 25 May 2005 - 03:33 PM

Thats awesome! Amazing!!! The islands are looking better ingame than the renderings! I can see illcom from this high, and it looks like a small town! I bet, that in some months, when there are some houses and other things on the new islands, illcom will be forget! Im so proudly about myriad cryani.gif sigh.gif Wow, unblievable what you´ve done Illy.

*Adam*
  • *Adam*

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#5

Posted 25 May 2005 - 03:33 PM

omg they are finally here! inlove.gif

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


They are the best! illy <3

Kurropt Antagonist
  • Kurropt Antagonist

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#6

Posted 25 May 2005 - 03:42 PM

* please post * please post * please post * please post * please post * please post * please post * please post * please post * please post *

Awesome. I'm glad to see these at least get some sort of release on Vice City. Sadly, I will be left out once SanAn comes out, but this should hold me until I can get a better computer. smile.gif

caponester
  • caponester

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#7

Posted 25 May 2005 - 03:49 PM

I noticed at eithyer end of the suspension bridge made by steve which links to the left hand islands to the right hand islands theres a lump of grass on each side crossing the road wow.gif

At the base of Black mesa theres also a large hole in the mountain, If you need screens of these bugs just say.

I like the idea of a football stadium, should be great!

are lods planned for the mountain and bridges? I mean they are not gonna be changed so I'm pretty sure Lods should be created for them.

steve-m
  • steve-m

  • Feroci Racing
  • Joined: 26 Jul 2002

#8

Posted 25 May 2005 - 03:59 PM

Just edited illy's post, copied the bug list from the readme. Please post everything odd you notice in this topic, so we can add it to the list.

QUOTE (caponester @ May 25 2005, 17:49)
At the base of Black mesa theres also a large hole in the mountain, If you need screens of these bugs just say.

Yes, please. Edit: Wait, do you mean the missing NE corner?

JoaoBio
  • JoaoBio

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#9

Posted 25 May 2005 - 04:23 PM Edited by JoaoBio, 25 May 2005 - 08:22 PM.

Omg omg omgg... Christmas arrived earlier this year... Trying them now..
Okix... I've been searching the islands divagating and killing cops... tounge.gif and it's f*cking great, really it's amazing, but the radar must be updated as soon as possible, because it's f*cked up like hell to find places and easy to get lost... confused.gif

Mike
  • Mike

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#10

Posted 25 May 2005 - 04:43 PM Edited by mikechml, 25 May 2005 - 05:57 PM.

Great work on these islands guys.

Made an install script and it should work ok, wasn't sure how to do the streetlights.ipl line though :\
CODE
; This is the install script for the BW Installer.

print Adding illnorth alpha
dir select add_to_img
IMG opendef
IMG delete illcom_c5_r1.dff
img addall
img close

dir create data\maps\illnorth
dir create data\maps\illres_Crater
dir create data\maps\illres_NE
dir create data\maps\illres_NW
dir create data\maps\illres_SE
dir create data\maps\illres_SW
dir create data\maps\illurb_NE
dir create data\maps\illurb_NW
dir create data\maps\illurb_SE
dir create data\maps\illurb_SW

copy maps\illnorth\illnorth.col to data\maps\illnorth\illnorth.col
copy maps\illnorth\illnorth.ide to data\maps\illnorth\illnorth.ide
copy maps\illnorth\illnorth.ipl to data\maps\illnorth\illnorth.ipl

copy maps\illres_Crater\illres_Crater.col to data\maps\illres_Crater\illres_Crater.col
copy maps\illres_Crater\illres_Crater.ide to data\maps\illres_Crater\illres_Crater.ide
copy maps\illres_Crater\illres_Crater.ipl to data\maps\illres_Crater\illres_Crater.ipl

copy maps\illres_NE\illres_NE.col to data\maps\illres_NE\illres_NE.col
copy maps\illres_NE\illres_NE.ide to data\maps\illres_NE\illres_NE.ide
copy maps\illres_NE\illres_NE.ipl to data\maps\illres_NE\illres_NE.ipl

copy maps\illres_NW\illres_NW.col to data\maps\illres_NW\illres_NW.col
copy maps\illres_NW\illres_NW.ide to data\maps\illres_NW\illres_NW.ide
copy maps\illres_NW\illres_NW.ipl to data\maps\illres_NW\illres_NW.ipl

copy maps\illres_SE\illres_SE.col to data\maps\illres_SE\illres_SE.col
copy maps\illres_SE\illres_SE.ide to data\maps\illres_SE\illres_SE.ide
copy maps\illres_SE\illres_SE.ipl to data\maps\illres_SE\illres_SE.ipl

copy maps\illres_SW\illres_SW.col to data\maps\illres_SW\illres_SW.col
copy maps\illres_SW\illres_SW.ide to data\maps\illres_SW\illres_SW.ide
copy maps\illres_SW\illres_SW.ipl to data\maps\illres_SW\illres_SW.ipl

copy maps\illurb_NE\illurb_NE.col to data\maps\illurb_NE\illurb_NE.col
copy maps\illurb_NE\illurb_NE.ide to data\maps\illurb_NE\illurb_NE.ide
copy maps\illurb_NE\illurb_NE.ipl to data\maps\illurb_NE\illurb_NE.ipl

copy maps\illurb_NW\illurb_NW.col to data\maps\illurb_NW\illurb_NW.col
copy maps\illurb_NW\illurb_NW.ide to data\maps\illurb_NW\illurb_NW.ide
copy maps\illurb_NW\illurb_NW.ipl to data\maps\illurb_NW\illurb_NW.ipl

copy maps\illurb_SE\illurb_SE.col to data\maps\illurb_SE\illurb_SE.col
copy maps\illurb_SE\illurb_SE.ide to data\maps\illurb_SE\illurb_SE.ide
copy maps\illurb_SE\illurb_SE.ipl to data\maps\illurb_SE\illurb_SE.ipl

copy maps\illurb_SW\illurb_SW.col to data\maps\illurb_SW\illurb_SW.col
copy maps\illurb_SW\illurb_SW.ide to data\maps\illurb_SW\illurb_SW.ide
copy maps\illurb_SW\illurb_SW.ipl to data\maps\illurb_SW\illurb_SW.ipl

col open data\maps\illcomNE\illcomNE.col
col delete illcom_c5_r1
col addfile illcom_c5_r1.col
col close

gta_vc.dat open
gta_vc.dat add IDE data\maps\illnorth\illnorth.ide
gta_vc.dat add IDE data\maps\illres_Crater\illres_Crater.ide
gta_vc.dat add IDE data\maps\illres_NE\illres_NE.ide
gta_vc.dat add IDE data\maps\illres_NW\illres_NW.ide
gta_vc.dat add IDE data\maps\illres_SE\illres_SE.ide
gta_vc.dat add IDE data\maps\illres_SW\illres_SW.ide
gta_vc.dat add IDE data\maps\illurb_NE\illurb_NE.ide
gta_vc.dat add IDE data\maps\illurb_NW\illurb_NW.ide
gta_vc.dat add IDE data\maps\illurb_SE\illurb_SE.ide
gta_vc.dat add IDE data\maps\illurb_SW\illurb_SW.ide

gta_vc.dat add COLFILE 0 data\maps\illnorth\illnorth.col
gta_vc.dat add COLFILE 0 data\maps\illres_Crater\illres_Crater.col
gta_vc.dat add COLFILE 0 data\maps\illres_NE\illres_NE.col
gta_vc.dat add COLFILE 0 data\maps\illres_NW\illres_NW.col
gta_vc.dat add COLFILE 0 data\maps\illres_SE\illres_SE.col
gta_vc.dat add COLFILE 0 data\maps\illres_SW\illres_SW.col
gta_vc.dat add COLFILE 0 data\maps\illurb_NE\illurb_NE.col
gta_vc.dat add COLFILE 0 data\maps\illurb_NW\illurb_NW.col
gta_vc.dat add COLFILE 0 data\maps\illurb_SE\illurb_SE.col
gta_vc.dat add COLFILE 0 data\maps\illurb_SW\illurb_SW.col

gta_vc.dat add IPL data\maps\illnorth\illnorth.ipl
gta_vc.dat add IPL data\maps\illres_Crater\illres_Crater.ipl
gta_vc.dat add IPL data\maps\illres_NE\illres_NE.ipl
gta_vc.dat add IPL data\maps\illres_NW\illres_NW.ipl
gta_vc.dat add IPL data\maps\illres_SE\illres_SE.ipl
gta_vc.dat add IPL data\maps\illres_SW\illres_SW.ipl
gta_vc.dat add IPL data\maps\illurb_NE\illurb_NE.ipl
gta_vc.dat add IPL data\maps\illurb_NW\illurb_NW.ipl
gta_vc.dat add IPL data\maps\illurb_SE\illurb_SE.ipl
gta_vc.dat add IPL data\maps\illurb_SW\illurb_SW.ipl
gta_vc.dat close

print In \data\maps\streetlights.ipl find and delete (or disable) the following line:
print 351, lamppost3, 0, 464.7, -514.2, 18.1, 0, 0, 0, 0, 0, 0.694658, -0.71934
print Install finished, use LimitAdjuster to check and correct the map object limits


-Mike

caponester
  • caponester

    Gangsta

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#11

Posted 25 May 2005 - 04:54 PM

upon closer inspection of the readme I've realised that Illy already knows about the 2 bugs I spotted, heres the pic anyway

user posted image

Does anyone else think that Illcom, the original islands should have the same dark roads as used in the new Islands? I think the roads look 10 times better in the new islands inlove.gif

Black-hawk
  • Black-hawk

    Boss

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  • Joined: 28 Mar 2004

#12

Posted 25 May 2005 - 06:08 PM

user posted image
Cabin anyone? turn.gif
Also I've a shack done too.
Already in-game, on Black-mesa, but I've put it in LC

spaceeinstein
  • spaceeinstein

    巧克力

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#13

Posted 25 May 2005 - 06:27 PM

AH f*ck! Because of this site being down so often, I don't come here anymore and I made a script for no apparent reason.
CODE
print Installing Illspirit's Northern Islands...

dir select add_to_img
img opendef
img addall
img close

col open data\maps\illcomNE\illcomNE.col
col addfile illcom_c5_r1.col
col close

ipl open data\maps\streetlights.ipl
ipl del inst 351, lamppost3, 0, 464.7, -514.2, 18.1, 0, 0, 0, 0, 0, 0.694658, -0.71934

dir create data\maps\illnorth
dir create data\maps\illres_Crater
dir create data\maps\illres_NE
dir create data\maps\illres_NW
dir create data\maps\illres_SE
dir create data\maps\illres_SW
dir create data\maps\illurb_NE
dir create data\maps\illurb_NW
dir create data\maps\illurb_SE
dir create data\maps\illurb_SW
copy maps\illnorth\illnorth.col to data\maps\illnorth\illnorth.col
copy maps\illnorth\illnorth.ide to data\maps\illnorth\illnorth.ide
copy maps\illnorth\illnorth.ipl to data\maps\illnorth\illnorth.ipl
copy maps\illres_Crater\illres_Crater.col to data\maps\illres_Crater\illres_Crater.col
copy maps\illres_Crater\illres_Crater.ide to data\maps\illres_Crater\illres_Crater.ide
copy maps\illres_Crater\illres_Crater.ipl to data\maps\illres_Crater\illres_Crater.ipl
copy maps\illres_NE\illres_NE.col to data\maps\illres_NE\illres_NE.col
copy maps\illres_NE\illres_NE.ide to data\maps\illres_NE\illres_NE.ide
copy maps\illres_NE\illres_NE.ipl to data\maps\illres_NE\illres_NE.ipl
copy maps\illres_NW\illres_NW.col to data\maps\illres_NW\illres_NW.col
copy maps\illres_NW\illres_NW.ide to data\maps\illres_NW\illres_NW.ide
copy maps\illres_NW\illres_NW.ipl to data\maps\illres_NW\illres_NW.ipl
copy maps\illres_SE\illres_SE.col to data\maps\illres_SE\illres_SE.col
copy maps\illres_SE\illres_SE.ide to data\maps\illres_SE\illres_SE.ide
copy maps\illres_SE\illres_SE.ipl to data\maps\illres_SE\illres_SE.ipl
copy maps\illres_SW\illres_SW.col to data\maps\illres_SW\illres_SW.col
copy maps\illres_SW\illres_SW.ide to data\maps\illres_SW\illres_SW.ide
copy maps\illres_SW\illres_SW.ipl to data\maps\illres_SW\illres_SW.ipl
copy maps\illurb_NE\illurb_NE.col to data\maps\illurb_NE\illurb_NE.col
copy maps\illurb_NE\illurb_NE.ide to data\maps\illurb_NE\illurb_NE.ide
copy maps\illurb_NE\illurb_NE.ipl to data\maps\illurb_NE\illurb_NE.ipl
copy maps\illurb_NW\illurb_NW.col to data\maps\illurb_NW\illurb_NW.col
copy maps\illurb_NW\illurb_NW.ide to data\maps\illurb_NW\illurb_NW.ide
copy maps\illurb_NW\illurb_NW.ipl to data\maps\illurb_NW\illurb_NW.ipl
copy maps\illurb_SE\illurb_SE.col to data\maps\illurb_SE\illurb_SE.col
copy maps\illurb_SE\illurb_SE.ide to data\maps\illurb_SE\illurb_SE.ide
copy maps\illurb_SE\illurb_SE.ipl to data\maps\illurb_SE\illurb_SE.ipl
copy maps\illurb_SW\illurb_SW.col to data\maps\illurb_SW\illurb_SW.col
copy maps\illurb_SW\illurb_SW.ide to data\maps\illurb_SW\illurb_SW.ide
copy maps\illurb_SW\illurb_SW.ipl to data\maps\illurb_SW\illurb_SW.ipl

gta_vc.dat open
gta_vc.dat add IDE data\maps\illnorth\illnorth.ide
gta_vc.dat add IDE data\maps\illres_Crater\illres_Crater.ide
gta_vc.dat add IDE data\maps\illres_NE\illres_NE.ide
gta_vc.dat add IDE data\maps\illres_NW\illres_NW.ide
gta_vc.dat add IDE data\maps\illres_SE\illres_SE.ide
gta_vc.dat add IDE data\maps\illres_SW\illres_SW.ide
gta_vc.dat add IDE data\maps\illurb_NE\illurb_NE.ide
gta_vc.dat add IDE data\maps\illurb_NW\illurb_NW.ide
gta_vc.dat add IDE data\maps\illurb_SE\illurb_SE.ide
gta_vc.dat add IDE data\maps\illurb_SW\illurb_SW.ide
gta_vc.dat add COLFILE 0 data\maps\illnorth\illnorth.col
gta_vc.dat add COLFILE 0 data\maps\illres_Crater\illres_Crater.col
gta_vc.dat add COLFILE 0 data\maps\illres_NE\illres_NE.col
gta_vc.dat add COLFILE 0 data\maps\illres_NW\illres_NW.col
gta_vc.dat add COLFILE 0 data\maps\illres_SE\illres_SE.col
gta_vc.dat add COLFILE 0 data\maps\illres_SW\illres_SW.col
gta_vc.dat add COLFILE 0 data\maps\illurb_NE\illurb_NE.col
gta_vc.dat add COLFILE 0 data\maps\illurb_NW\illurb_NW.col
gta_vc.dat add COLFILE 0 data\maps\illurb_SE\illurb_SE.col
gta_vc.dat add COLFILE 0 data\maps\illurb_SW\illurb_SW.col
gta_vc.dat add IPL data\maps\illnorth\illnorth.ipl
gta_vc.dat add IPL data\maps\illres_Crater\illres_Crater.ipl
gta_vc.dat add IPL data\maps\illres_NE\illres_NE.ipl
gta_vc.dat add IPL data\maps\illres_NW\illres_NW.ipl
gta_vc.dat add IPL data\maps\illres_SE\illres_SE.ipl
gta_vc.dat add IPL data\maps\illres_SW\illres_SW.ipl
gta_vc.dat add IPL data\maps\illurb_NE\illurb_NE.ipl
gta_vc.dat add IPL data\maps\illurb_NW\illurb_NW.ipl
gta_vc.dat add IPL data\maps\illurb_SE\illurb_SE.ipl
gta_vc.dat add IPL data\maps\illurb_SW\illurb_SW.ipl
gta_vc.dat close

mickarrow
  • mickarrow

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#14

Posted 25 May 2005 - 06:32 PM

Congratz illspirit and Steve-M: great islands. rah.gif
I don't know if they will ever get filled up, 'cause damn that's a lot of space to fill. Been working quitly on two lots, I'll post some screenies once i get my files together.

Can someone make new radar textures, 'cause half the time I don't know where I'm cruisin cool.gif

GT-1
  • GT-1

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  • Joined: 21 Nov 2003

#15

Posted 25 May 2005 - 06:57 PM

I made an install script yesterday and made small adjustments to the installer interface. This is just for the North Islands and not a full update though.

user posted image

Link Updated in first post in a moment. smile.gif

steve-m
  • steve-m

  • Feroci Racing
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#16

Posted 25 May 2005 - 07:20 PM

Wee, 3 different install scripts. Which one is better? tounge.gif

Mike
  • Mike

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#17

Posted 25 May 2005 - 08:38 PM

user posted imageuser posted imageuser posted imageuser posted image
user posted imageuser posted imageuser posted imageuser posted image
user posted imageuser posted image


Again, great work! inlove.gif


-Mike

BCspeed34
  • BCspeed34

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#18

Posted 25 May 2005 - 08:49 PM

Downloaded it yesterday

Loved it inlove.gif

cookie.gif cookie.gif

Super Sheiki
  • Super Sheiki

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#19

Posted 25 May 2005 - 08:58 PM

I don´t know do you do all this, you are very patient to do this... Thank you for do this hard work, i love it, you have a "big cojones" illy biggrin.gif

Opius
  • Opius

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#20

Posted 25 May 2005 - 09:32 PM

The last eighteen months have only been a warm-up...

Amazing work, Illspirit and Steve. Now we just need Necrosis to get the whole base land down.

spaceeinstein
  • spaceeinstein

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#21

Posted 25 May 2005 - 09:59 PM

There are some things I don't like. Why did you use the collision "Grass 2 VC"? It's not even grass and I don't know why it's called that way. And don't use "Rock" collisions because no matter what you do, you'll slide off the rock even if it's pretty flat. And you can't jump while on the "Rock" collision. Why is the funky bridge's collsion and texture sand?

steve-m
  • steve-m

  • Feroci Racing
  • Joined: 26 Jul 2002

#22

Posted 25 May 2005 - 10:23 PM

Yep, I noticed that grass problem too late (didn't know about it before). But since we need to define completely new surfaces for SA anyway (which has 179 different types), you shouldn't worry about that now.
Bridge is sand due to lack of a better texture, i told illy to change it. tounge.gif (and collision is sand since it's asscociated with the material)

On a different note, I can proudly say that these two bridges are my first ever publicly released map mods! tounge2.gif (apart from the test loop 3 years ago)

Decay
  • Decay

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#23

Posted 25 May 2005 - 11:27 PM

Looks Amazing. Now I gotta install VC again. wink.gif


BCspeed34
  • BCspeed34

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#24

Posted 25 May 2005 - 11:40 PM

Well, here's some screenies featuring the Cebille (SA'd and engine by me) smile.gif

user posted image

user posted image

user posted image

illspirit
  • illspirit

    lycanthroplasty

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  • None

#25

Posted 25 May 2005 - 11:56 PM

And now something to ease the monotony of the empty land. Meant to release this with the ground, but we were anxious to see the islands in game.

user posted image


'Tis still beta-riffic, but you can download the little park thingy here (546KB, sorry, should've dxt'ed the txd)

Special thanks to Steve for this one. I made him stay up late to export it for me. tounge.gif

Decay
  • Decay

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#26

Posted 26 May 2005 - 02:22 AM

Looks good.

Cran.
  • Cran.

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#27

Posted 26 May 2005 - 04:16 AM

I don't know whats happening but i'm having some major lagging problems. When ever I hit a car, it goes down to 10-15 fps for a second. Apart from that very nice smile.gif

Specs just to help you:
P4 3.4GHz
1024MB DDR2 PC4200 ram
nVIDIA GeForce 6800 Go w/256mb GDDR3
Windows XP Home

I was running at 800x600 with 2xaa (Well I was too lazy to change at the time tounge.gif )

Might have been my comp was just running laggy so i'll try it again.

Snow Racer
  • Snow Racer

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  • Norway

#28

Posted 26 May 2005 - 05:10 AM

ok... Should we fill first island before we start to grab new lots?
and new topdown picture is requested for lot request

marciano muller
  • marciano muller

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#29

Posted 26 May 2005 - 05:40 AM

notify.gif notify.gif notify.gif wow great

Cran.
  • Cran.

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#30

Posted 26 May 2005 - 06:09 AM

@Illy I've got a problem with the bowel. Seems you supplied cst's instead of cols so really I cant import that using steve's col editor! wtf?




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