[Official|REL] Myriad & GTI San Andreas
Posted 11 May 2006 - 03:01 PM
Posted 11 May 2006 - 03:27 PM
(EDIT) Yay, it works. The following screenshots are using my GTASA Handling Overhaul.
Good LOD, look over there!
1024 x 768, 84kB.
If only there were some cops to be running from...
1024 x 768, 100kB.
Btw, a lot of walls are slightly too high to climb up on. Would be cool if people could update all the walls which are slightly too high. Adding some generic objects would make some buildings climbable without adjusting their models. This sort of thing would take a long time but would improve gameplay.
In fact, a lot of MISA buildings are just plain too big. Some doorways are twice the height of the player...even for small buildings!
Throwing the Banshee around illCOM:
1024 x 768, 93kB.
Getting the Cheetah a bit too sideways at high speed:
1024 x 768, 75kB.
Remember to reduce your speed when conditions are not ideal:
1024 x 768, 109kB.
MISA is coming together amazingly well. There's so many lots that are in game, it's really starting to feel like a city and get some atmosphere. GForce, you've done an awesome job putting all of these models together. Some of the models are really high quality with good detailing, so well done on the people who've built and released stuff.
Edited by Cerbera, 11 May 2006 - 05:14 PM.
Posted 11 May 2006 - 08:45 PM
Posted 11 May 2006 - 10:02 PM
|However, word of warning, now none of these illcom lots show up in Med 0.32 which is a bit of a bugger when it comes to placing generic objects. Always backup everything!|
I'm now going to use two installs if GTA, one for modelling my lots and one for the whole of MI.
Please disregard this post, it was only a temporary glitch in my end.
Edited by locO G, 12 May 2006 - 01:11 AM.
Posted 11 May 2006 - 11:36 PM
|QUOTE (locO G @ May 11 2006, 22:02)|
|now none of these illcom lots show up in Med 0.32|
thats not entirely true
maybe you should update video drivers or play with driver settings ?
Posted 12 May 2006 - 12:18 AM
It must have been a Med glitch or, as you suggested, my graphics card (as I've mentioned before, I'm only packing a barely minimum spec. Nvidia P.O.S.), plus I had 3ds Max open at the time, running in open_GL mode. Who knows?
All I could see were the generic objects (which looked like an IDE/IPL issue as in AleXXX's MI-SA LODs a new way ).
Thank heavens for that, I don't have to double install after all (I'm running a bit low on hard disk space).
PS: Tomorrow I'll have a look at sAdIsTiCmAcHiNe's cinema lot base model, primarily for my own interest.
It's a great looking lot, one of my favourites in fact.
Logically it can only be one of three things, textues, nornals or 3ds Max reset XForm.
If I get anywhere, I'll let you know.
Edited by locO G, 12 May 2006 - 01:15 AM.
Posted 12 May 2006 - 04:32 PM
Edited by Jost_Vice, 12 May 2006 - 04:35 PM.
Posted 13 May 2006 - 03:43 AM
Posted 14 May 2006 - 10:38 AM
GREAT MADE! i love u for this mod
Posted 23 May 2006 - 01:14 PM
Posted 23 May 2006 - 04:59 PM
Posted 24 May 2006 - 01:24 PM
the only 2 thing I have to say are :
what I really didnt like was that the original san andreas paths
where still there so all the cars drove into the water, true buildings etc.
so maybe in the next release you can remove the paths or even make
the other thing I didnt like was that there was no map
so hope this will be included in the next release
so hoping that will be soon I would love to see the train etc.
Posted 24 May 2006 - 01:26 PM
i managed to find the problem with sadistic's cinema lot, embarrassingly i forgot to move the coords for the base model lod
open illcomSW.ipl and replace line 12661 with the following line and the base model should now show up ingame ...................
12661, LODcom_c5_r8, 0, -78.209, 50.46, -3.0, 0.0, 0.0, 0.0, 1.0, -1
i will include this fix in any possible future test update's
Edited by Gforce, 24 May 2006 - 01:48 PM.
Posted 24 May 2006 - 05:03 PM
Savepoints would be a great addition, too. Then you could start on the island you wanted to test on by creating multiple savegames.
Something weird I've noticed: Parachutes don't work. Whenever I jump off a really tall building or exit from a plane at high altitude, CJ just dues the "wiggle my legs and arms until I die" animation...then splats against the ground.
Using exactly the same in the same situations in GTASA and the parachute works correctly. Is this a feature which gets unlocked in a GTASA mission, which we havn't unlocked by default in the MI SCM?
Posted 24 May 2006 - 07:38 PM
Posted 30 May 2006 - 03:47 PM
Edit: nice work on the path node's steve
Edited by Gforce, 30 May 2006 - 03:57 PM.
Posted 30 May 2006 - 04:12 PM
edit: Work? There was no work involved. These are files I generated back when I decoded the path files, and only now found out that I'm too stupid to link to an external img (gta.dat had wrong path) - and I always believed they didn't work.
edit2: Could use these empty paths for tomorrow's update then. But better keep them in an extra img, so we could easily update.
Posted 02 June 2006 - 01:14 AM
you might as well stay with update1 atm, i'm having some problems removing a stupid bug thats causing the map models on illcom flicker between lod and closeup models on all 4 mapped sections when stood at certain camera angles, i originally put it down to my gfx card AA settings etc so i ignored it but after getting feedback from another playtester it seems to be within the construction.
over the last 2 days i've worked and reworked the the ide/ipl files in a few different setups but the problem just doesn't stop, it seems to settle down at long distance or while driving at speed it's not too noticeable,seems to have happened since adding just about all the lod files maybe a complete img rebuild may yeild a result but i cant see that being the problem ..........
some screens to show progress
it is easier to explain what is not contained
Odie's mansions and skyline ........... needs scm scripting to make them work.
Lazio's pool and park ........... same reasons as above.
Mick Arrow's Library ........... it's being moved to another location.
still contains the wrong version of snow racer's 5 lot skyline release.
ps. the problem existed before i added the nodes fix
Posted 02 June 2006 - 02:10 PM
Good luck with the LOD problems. My advice would be to remove all the LOD entries then try adding one of them back in. If it glitches, check to make sure you are referencing it correctly. Once you figure out the problem, you can apply the updated technique to the rest of them.
Or, release it as is and other members of the MI community can try prodding it.
Posted 08 June 2006 - 09:15 AM
Posted 08 June 2006 - 11:25 AM
@Cerbera: the original radar maps were being made by Delfi/JernejL for VC but he never did make a map for the north islands, i never did work out how to chop up a map correctly for the radar so that counts me out but i would like to see the radar map like the hi-detail radar map that was released for SA using mapviewer
on a side note Cerbie, is there any chance that you can collect all the converted cars and add all the relevent (handling,carcols etc) data to the data files used and bolt it all together in one pack for me and i will add that to baseland installer V0.5 .............. using your modified SA handling setup obviously, i want that fast Hydra setup included if possible.
Posted 08 June 2006 - 01:00 PM
Posted 08 June 2006 - 03:54 PM
Posted 08 June 2006 - 06:22 PM
Note: not everything is renderded correctly so there may be black pieces in the images or they may be a bit offset but its better then no changed radar at all.
Its placed in maps just find the list of radar images delete them and add mine, dont blame me for anything that mucks your game up its your own responsablity.
and i may ask someone who made the GTI radar images to make them for Myriad too.
Have Fun, Dont think this is an real release its just an test package that i made in 1 minute. yes Gforce i can click very fast replacing all TXD images files. And i dont use IMG tool to add the files one by one i use Spark to add 10 at once really handy.
Posted 09 June 2006 - 09:14 PM
I think all MISA cars should stick very closely to R* style setups so they will all be consistant. Otherwise we'll have hatcbacks (compacts) performing better than the racing cars!
(EDIT) Good luck with the radar map. A rough one would be fine for MISA developers to use while testing lots. A tidy, stylish one would only be needed for the first proper release of MI+GTi+Necrosis release, which is some way off. If somone is willing to make one before then and keep it updated, that's cool too.
Edited by Cerbera, 09 June 2006 - 10:10 PM.
Posted 11 June 2006 - 04:04 PM
Nothing much changed except I have emptied out mission 0 which had all the cars and pickups in. These are not done thorough IPL's. I would suggest compleatelly redoing all the parked cars positions and pickups.
I have also added more than one script, each with a different start position. There is also the proper GXT file in their aswell.
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