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GTA San Andreas CCC

126 replies to this topic
Sin5k4
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#31

Posted 06 June 2005 - 05:27 PM

make it below 7k and i'll enter (haha j/k)

Majestic
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#32

Posted 06 June 2005 - 05:46 PM

hold your horses everyone.
sa uses a bit different format for car models and so the chances of the old zmod dff filter working are slim. And right now Oleg is more into zmod2 then the old zmod, so i dont think you'll see a new dff filer right away.

however, i can bet that sa will read vice dffs with no problem

HarLequiN
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#33

Posted 06 June 2005 - 05:47 PM

Ok, so how are we gonna do this? Is everyone gonna make a new thread for the cars? Do we post our WIP here? Or should we just pop out on 10th of July with a complete car out of nothing?
Or is that up to us??? smile.gif

NismoBNR32
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#34

Posted 06 June 2005 - 05:52 PM

I'm in too, I think I can work out somthing nice with 16k of polys, I have somthing I've already started, is it ok to continue with that or should I start making a new one?

123abc
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#35

Posted 06 June 2005 - 08:22 PM Edited by 123abc, 06 June 2005 - 08:28 PM.

user posted image


The start of my entry. 1952 Chevy Fleetline Ratrod. I'm kind of making it like this: Pix

bjiz
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#36

Posted 06 June 2005 - 08:29 PM

pff, glad that's solved biggrin.gif

damn, 16k should give some nice ones biggrin.gif

such a shame i can't join biggrin.gif

Augh
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#37

Posted 06 June 2005 - 08:48 PM

GTA doesn't even have an import/export that supports much in the way of optimisations (tri stripping as an example, don't know enough to go indepth), people use completely random benchmarks for texture sizes, compressions and arrangements, and everyone fencehops every other week over texturing or modeling this and that detail anyway. Why not just lay out some basic allowed texture sizes (use as much space as you like up to x or y px and no more, you don't have to use it all) and leave it at that. Performance isn't going to get very close to standardised until Satan is skating to work.

Cheers, good luck to all rampage_ani.gif

greengiant
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#38

Posted 07 June 2005 - 01:21 AM

I'm in, is it a min/max amount of wip pics we have to post

Mark
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#39

Posted 07 June 2005 - 10:22 AM

I think that rule sucked. We should be allowed to post as few or as many WIP pics as we like. I can understnad limiting the Kuruma compo one as it could give everyone loads of different ideas, but for this we can make anything, And hearing from some people and also my own entry, they're quited varied! tounge.giff*cking post wrappers!

HarLequiN
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#40

Posted 07 June 2005 - 11:28 AM

What? Now, how many WIP pics are we allowed to post?
Aw, crap, no matter, here is mine:
1963 Ford Fairlane 500, 5 hours of work and 1262 Faces (now, that's just the body, not the wheels, as they're just temporary to give it a better look!)
And I hate looking for good engine textures, as I'm to dumb to do them in Photoshop...!
user posted image

Augh
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#41

Posted 07 June 2005 - 11:30 AM

I'm rooting for the Ford, naturally biggrin.gif

Harlequin starts things at a running pace catspider.gif

Let's go? rampage_ani.gif

123abc
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#42

Posted 07 June 2005 - 02:21 PM

Jeeze, don't you think thats a bit much for pollies?

The 52 Chevy's body is done, I now have to make the chrome pieces for it.

user posted image

user posted image

Wireframe:

user posted image

user posted image

2136 pollies. smile.gif

Majestic
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#43

Posted 07 June 2005 - 04:45 PM

right.
zmodeler doesnt load san andreas dffs
the format is slightly different, both txd and dff. i couldnt find any tools that open either one.

for cars, almost all textures are shared, i.e. generic.
cars dont have body shading, at least doesnt look like it ingame.

also.. two entries in handling.cfg for wheelsize - my guess is front and rear biggrin.gif
also, there are several extra dummies, for peds and lights.

DexX
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#44

Posted 07 June 2005 - 05:02 PM

QUOTE (Majestic @ Jun 7 2005, 10:45)
right.
zmodeler doesnt load san andreas dffs
the format is slightly different, both txd and dff. i couldnt find any tools that open either one.

for cars, almost all textures are shared, i.e. generic.
cars dont have body shading, at least doesnt look like it ingame.

also.. two entries in handling.cfg for wheelsize - my guess is front and rear biggrin.gif
also, there are several extra dummies, for peds and lights.

Me and cerbera actually did alot of documentation on the cars in SA (from the ps2 version). I'll update it within the next day or 2 to reflect the changes made in the PC version.

Cerbera's SA Handling file observations -
http://www.gtaforums...howtopic=153355

My SA vehicle model observations -
http://www.gtaforums...howtopic=158088

i suspected that the vehicle models had multiple UV channels, to support the flames, and other paint kits you can put on cars. I would suspect thats why they wont load in zmod.
Maj, can you do me a huge favor, and post the renderware version of some of the cars? Use RW Analyze from steve m, if you dont have it already.

Majestic
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#45

Posted 07 June 2005 - 05:28 PM

QUOTE (ashdexx @ Jun 7 2005, 13:02)
Me and cerbera actually did alot of documentation on the cars in SA (from the ps2 version). I'll update it within the next day or 2 to reflect the changes made in the PC version.

Cerbera's SA Handling file observations -
http://www.gtaforums...howtopic=153355

My SA vehicle model observations -
http://www.gtaforums...howtopic=158088

i suspected that the vehicle models had multiple UV channels, to support the flames, and other paint kits you can put on cars. I would suspect thats why they wont load in zmod.
Maj, can you do me a huge favor, and post the renderware version of some of the cars? Use RW Analyze from steve m, if you dont have it already.

The ps2 and pc dff formats are different, i've checked in rwANALYSE.
in vice, there are flags in the rwGEOMETRY section to tell if the part has uvs/normals/vertex colors.

for sa, the uv flag is false, but the uvs are definately there. so the thing about multiple uvs might be true.

some vehicles:
http://gaiazov.com/SA-vehicles.rar

i was looking at the blade - it has extra txds for mutliple paintjobs, this was just like the hotring in vice.

Stefaan
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#46

Posted 07 June 2005 - 05:33 PM

Didn't the rockstar people say stuff like.. asigning multiple textures to buildings and sorts to recreate a better atmosphere. Like different textures for night and day. Couldn't this be the same for the cars?

DexX
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#47

Posted 07 June 2005 - 05:48 PM

QUOTE (Majestic @ Jun 7 2005, 11:28)
some vehicles:
http://gaiazov.com/SA-vehicles.rar

i was looking at the blade - it has extra txds for mutliple paintjobs, this was just like the hotring in vice.

im @ school atm, could you post a .zip instead (no winrar), or really, just tell me the version for the file? if multiple versions are present, post the newest (IE, Rw 3.7). the version is all im really interested in atm

Stefaan
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#48

Posted 07 June 2005 - 06:03 PM

Here you go.

http://users.pandora...SA-vehicles.zip


DexX
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#49

Posted 07 June 2005 - 06:38 PM

thanks stefaan smile.gif

aside from the multiple uv channels (which i can now 100% confirm)*, the dff layout is EXACTLY the same, it just looks like the section type id's were renumbered. but its very easy to go in and point out geometry sections, materials, etc. same for the txd's.

havent a chance to try and load the models into zmod yet (still at school) but methinks, once a proper IMG tools is released with SA support, that adding new cars will *soon* be a reality. steve will need to make some changes to rwanalyze though.

on the txds, it looks like the alpha information in the header has changed as well, btu you can still get image attributes, size, bit depth, etc. and there are apparently 32-bit dxt compressed textures, which i havent seen on vice before, thats new.

*about the multi-uv's. in RW Analyze, the Unknown Count, between "geometry Textured" and "Face Count", is the number of uv channels present on that geometry. i know this, because i've exported objects from 3ds max, with mutli-uv channels, and deduced it by comparing models in rwanalyze. time to get oleg to update his dff filter.

hoo-wee, and i dont even have the game yet! biggrin.gif

steve-m
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#50

Posted 07 June 2005 - 07:52 PM

my observations so far:
  • neither dff, txd or col can be opened in existing editors/viewers; update: only car dffs don't work, due to double UVs
  • col has yet another new format called COL3
  • gta_quick.dat only loads generic stuff and the Los Santos East map parts
  • polydensity.dat is binary, might hold some performance informations per zone, so the game knows what to load to keep the framerate up
  • binary IPLs are still present, and seem to have the same format
  • RW 3.6 used
  • txd format is slightly different, the const8 value is now 9, and "DXT1" or "DXT3" are stored as plain text
  • ifp format still ANP3, same as SA PS2, cracked already
  • exe is Securom 7 protected and encrypted, so patching the exe with tools like the LimitAdjuster will be impossible; not sure about mem mods yet

123abc
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#51

Posted 07 June 2005 - 09:24 PM

Zmod Pluggin?


Looks like its only going to be made for zmod2. I don't plan on forking over 32 freakin bucks for it though.



I wonder if its not too hard to write a filter for zmod1.

JJHW
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#52

Posted 07 June 2005 - 10:19 PM

Delfi will manage it... i bet, but then Oleg might have sometihng to say about it.

Well, that's my modelling career over, I'm not paying $32 for software I don't even like...

Mark
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#53

Posted 07 June 2005 - 10:35 PM

Well spose we could petition it tounge.gif Mind you i suppose its in his interest to get a reward out of his hard work.f*cking post wrappers!

123abc
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#54

Posted 07 June 2005 - 10:53 PM

QUOTE (JJHW @ Jun 7 2005, 22:19)
Delfi will manage it... i bet, but then Oleg might have sometihng to say about it.

Well, that's my modelling career over, I'm not paying $32 for software I don't even like...

I didn't like zmod2 either. I'd be happy if it was for free....but 32 bucks......hell naw.




Well, if everyone that wants do make vehicles for SA and not have to pay 32 bucks for zmod2 would post there, I'm sure that could sway him over.

HarLequiN
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#55

Posted 08 June 2005 - 06:09 AM

Hardyharhar. "I don't want to pay for your program but I want to use it! Give it for free!!!" You guys are cool, I admit!!! biggrin.gif

JJHW
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#56

Posted 08 June 2005 - 07:21 AM

No Harlequin, I'd be cool paying like $20 for Zmod1, if he put in an SA filter, but I'm not paying for Zmod 2, I don't like it...

bjiz
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#57

Posted 08 June 2005 - 07:22 AM

we don't want to use it, there is just no alternative yet...

zmod is a nice programme for someone that made it as a hobby, but it's just not pro. I'm glad i have max biggrin.gif

Augh
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#58

Posted 08 June 2005 - 09:20 AM Edited by Augh, 08 June 2005 - 02:53 PM.

Buy Silo for $109 tounge.gif

Isn't $32 like a portion the price of SA anyway? rampage_ani.gif

Ed; Lunik, that looks damn sweet ph34r.gif

Lunik
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#59

Posted 08 June 2005 - 10:29 AM

Post Progress pics if you want but more pics are better smile.gif
And ehm yeah here is my Wip,it will replace the Camper turn.gif
user posted image

123abc
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#60

Posted 08 June 2005 - 03:06 PM Edited by 123abc, 08 June 2005 - 03:08 PM.

user posted image

user posted image

I used real life pix of the car for the textures. 3078 pollies.



Btw, does the poly count have to include wheels too?




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