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[Official] PPT 3

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TRN4L
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#331

Posted 21 December 2007 - 07:00 AM

Holy-Moley-Donut-Shop

aad
  • aad

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#332

Posted 22 December 2007 - 10:16 AM Edited by aad, 22 December 2007 - 12:26 PM.

Finnaly holidays have started and i dont have to worry about school at least not so much as i had to before, my end presentation of this school year will be in mid january so untill then its just finishing of some small bits, besides that i also found some extra time for just some small modeling stuff

so here goes, a very WIP lot for GTI again

http://s187.photobuc...rrent=step2.jpg

sorry for the big resolution

Cya

Aad.

update:

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Gforce
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#333

Posted 24 December 2007 - 07:28 PM

user posted image

Pat
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#334

Posted 24 December 2007 - 07:31 PM

QUOTE (Gforce @ Dec 24 2007, 14:28)
[/IMG]http://img512.imageshack.us/my.php?image=yagaja9.png[/IMG]

wow.gif

Going to release it soon? inlove.gif

Gforce
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#335

Posted 24 December 2007 - 07:33 PM Edited by Gforce, 24 December 2007 - 08:18 PM.

oops i hit reply instead of editing my last post notify.gif

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no set release date yet, these are merely ingame tests for the WIP so i could see what it would look like, still got a lot to do to get the extra's etc done.............. also currently making new 3D headlights for it wow.gif

Snow Racer
  • Snow Racer

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#336

Posted 25 December 2007 - 11:29 AM

Aad - the textures are boring and non detailed try make something like this
we do have a lot of buildings with that kind of texturing that makes this mod looks like it was created by noobs

Gforce - try to remove body texture

I think it needs more polys...

Shifty41s_beerhatsmilie2.gif

Gforce
  • Gforce

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#337

Posted 25 December 2007 - 02:11 PM Edited by Gforce, 25 December 2007 - 02:13 PM.

QUOTE (Snow Racer @ Dec 25 2007, 11:29)
Gforce - try to remove body texture

I think it needs more polys...

Shifty41s_beerhatsmilie2.gif

HOLY SH!T !!! ............... we have a milestone post from Snow Racer, i never thought i would see the day you typed the words "I think it needs more polys... " wow.gif

i agree though, it will be getting a lot more triangles and new body maps, i wanted to keep the essence of the original Yagamashi by Diesel but make it a lot more 3D and higher-poly, also think of this bike as more of an addition to the Yagamashi range rather than a replacement for Diesel's original bike, currently uses the FCR900 slot too.

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as you can see , the current poly count is quite low.

and on the subject of Vehicle poly count, my personal opinion is that we should up the poly count for 4 wheel vehicles to be between 7k - 10k, and bikes to around 6k - 7k.


Edit:- P.S. .......... "Merry Christmas" to Everybody .................... UP you're arse!!! tounge.gif

Snow Racer
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#338

Posted 25 December 2007 - 06:18 PM

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finally updating the diesels scrapyard... mostly moving the scrapyard to the other location...

yeah vehicles should have more polys in those areas where you need them

mickarrow
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#339

Posted 25 December 2007 - 10:43 PM Edited by mickarrow, 25 December 2007 - 10:56 PM.

Whoa...Snow's not modelling cars. tounge.gif

That scrapyard looks very promising.

Agreed on the polycount. Maybe up it for lots too?


Edit:: sorry Aad, I know it's still wip, but I kinda have to agree with SR on this one... needs more polies too, it's still just boxes really turn.gif

Snow Racer
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#340

Posted 26 December 2007 - 10:28 PM

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the container thing is for grand theft auto to sell cars just like in "Gone In 60 Seconds"
not sure if I gonna use it for this lot since theres no crans or cargo ships on that lot...

locO G
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#341

Posted 27 December 2007 - 12:58 AM

That's looking good, Snow Racer.
I like the dock retexturing.

It needs some good SA style prelighting and a vertex paint job.
How about some railings around the dock?
Might I also suggest some strip lights to break up the interior ceiling (a chance for some 2DFX lights and NVC.



locO G
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#342

Posted 28 December 2007 - 12:14 AM Edited by locO G, 28 December 2007 - 12:41 AM.

Sorry for the double post...

I couldn't help myself. I felt the urge to get started on illurb10...

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...will somebody just slap me with a trout and send me back to Kamsterdam. He He. I want to get some working escalators in Brownwater too.

In just 2 hours I've got the basic roads in.
In the centre of that roundabout I plan a mock classical plaza and fountain.
I'll run some pedestrian side streets off from it with some shops and town houses.
All in the future.

Thanks to mickarrow for his Library...
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...and Johnline for his arches...
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...they'll form the facade for my art gallery.
Hopefull aad my a have a model or two to join them.

I'm going to have some fun texturing this lot. He He

Hollaz
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#343

Posted 28 December 2007 - 11:41 AM

Looking good! icon14.gif

Kolji
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#344

Posted 28 December 2007 - 02:00 PM

The arches are awesome

aad
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#345

Posted 28 December 2007 - 10:35 PM

That really brings back memories seeing old models getting back , Mick really done a stunning job a while ago with that library and i always wondered if it was ever used or finished so here is my answer i gues

good work already loco, also you asked me for some models / leftovers and i packed them up so check your pm inbox asap.

oh and another thing loco maybe you can help me out with some lots too, so we can help each other, ill explain a pm or on irc these days

cya

Aad.

locO G
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#346

Posted 30 December 2007 - 02:38 AM

Jasper retexture started, aad...

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I'm going to model some added 'neo-classical' details.

I don't know what you had in mind for it originally, but I think it looks like a diplomatic embassy.

aad
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#347

Posted 30 December 2007 - 10:00 PM

QUOTE (locO G @ Dec 30 2007, 02:38)
Jasper retexture started, aad...

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I'm going to model some added 'neo-classical' details.

I don't know what you had in mind for it originally, but I think it looks like a diplomatic embassy.

hmm that looks kinda nice, really something totally different from what it originally was planned it looks way better now,

also thinking about modeling could you help me with some nice textures maybe create some or modify some for me ill pm you for the details

just keep up the good work, im also still looking trough more max files that i could dig up, still has some on cd / dvd etc and on my other pc, so keep watching your pm box.

cya

Aad

spaceeinstein
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#348

Posted 31 December 2007 - 07:44 PM

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Gforce
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#349

Posted 31 December 2007 - 07:52 PM

wow locO_G, you're going like a steam train biggrin.gif

it's great to see that new dock Snow Racer, i look forward to playing with that.

seriously good to see so much scm progress spaceeinstein, getting the crane's stuff working is going to be hard work i think.

also maybe you could lighten up the shadows a little while you're working on things, imo they seem too dark, maybe just a touch darker than R* default would be better ?

spaceeinstein
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#350

Posted 31 December 2007 - 08:47 PM

I don't know how to make the shadows lighter. Mission-scripted objects are easy to install. Most of them are just copy and paste with changes in their coordinates.

locO G
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#351

Posted 02 January 2008 - 12:26 AM

The train rolls on. G...

I've started to model the plaza and work on some textures that will set the tone for the lot.

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aad has been added to the lot ownership list. Many thanks, sir.

Snow Racer
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#352

Posted 02 January 2008 - 05:04 PM

finally loco, you are using much better textures now... detailed ones smile.gif

is anyone thinks that Supasave should be adjusted like proper baseland...?
and is any one think that Decay's or Red Killer's lot between Odies Berlin TV tower and Supasave should be remodeled...?

locO G
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#353

Posted 03 January 2008 - 12:43 AM Edited by locO G, 03 January 2008 - 12:49 AM.

Thanks, Snow Racer.

I've been adding some textures to Johnline's facade and retexturing mickarrow's library...

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Both may need a little remodelling, but the textures will still be valid.
The library base will need some major work.

I have a feeling, in order to fill this lot, I'm going to have to model some ultra low poly buildings or add a park to fill the lot.
I'm already at 7k with 48 256x256 textures. I know that sounds small, but it's only going to rise.
I'll have to be smart with this one.

Snow Racer: illcomNE is in a sorry state. Have a go at revamping Supasave and see what you can do.

Gforce
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#354

Posted 05 January 2008 - 06:06 PM

the locO modding train is definitely in town biggrin.gif

here's some more spam from me

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@Snow Racer: knock yourself out re-skinning the island smile.gif

as i tried explaining on irc, i added and included everything i could find that was ever made/released for MI-VC so that people could see what the island "could" look like, now it's time for a major modding/texture facelift to replace the old outdated VC look to bring things up to date.

i personally think we have a nice base to rework from now.

aad
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#355

Posted 05 January 2008 - 06:46 PM Edited by aad, 05 January 2008 - 07:41 PM.

nice work so far Gforce, it really gives the bike some more class.

anyway talking about something nice i finnaly got arround to fix some Illcom path files currently i have redone all the car paths,

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as far as the rest of the paths go, i still need to do a massive job to get it all fixed up, all other paths were made trough converting and some bits of redoing and were never actualy any good, so look forward for a big paths release with all included,


Cya

Aad.

ps: custom paths can now be added just add them to your lot and send me the splines in a max files this way i can merge the paths way faster and you will be guaranteed your lot will have paths on it.

[edit]

- some ped peds added
- boat paths finnaly working perfectly'

user posted image

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teaser:

Download ( click, view, and then right click save ass)

mickarrow
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#356

Posted 06 January 2008 - 08:12 PM

Once again, thank you all for the nice progress you're showing.
Neat textures locO. I'm looking forward to what SR is going to do with the dock area...

aad
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#357

Posted 06 January 2008 - 09:04 PM

Here's another path progress screen, i finished of the ped paths for illcom ( custom paths still in the making)

- Car paths ( base land all done)
- Ped Paths ( base land all done)
- Boat paths ( base all done)

- Custom lot ped and car paths (in progress )

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Download ( right click save as)

or visit

http://www.members.l.../aadhe2/myriad/ and download it there ( right click save as)

goodnight

Aad.

Gforce
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#358

Posted 11 January 2008 - 08:09 PM Edited by Gforce, 11 January 2008 - 09:36 PM.

given space has been making great inroads with adding bread and butter side missions to the scm, i figured i would given him a possible reason to add some loading "Boxes" onto van type missions using the forklift wink.gif

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i will need permission from illspirit to use his GTA3 Forklift in MI-SA.

and i suppose i should get the link road between illurb and GTI released soon in ............. installer 0.7 wow.gif

aad
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#359

Posted 11 January 2008 - 09:07 PM

QUOTE (Gforce @ Jan 11 2008, 20:09)
given space has been making great inroads with adding bread and butter side missions to the scm, i figured i would given him a possible reason to add some loading "Boxes" onto van type missions using the forklift wink.gif

user posted image
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i will need permission from illspirit to use his GTA3 Forklift in MI-SA.

and i suppose i should get the link road between illurb and GTI released soon in ............. installer 0.7 wow.gif

next time copy the public direct link of imageshack, that will show up on the forum, thumbnails or other links will just show as X on here, same on firefox just a tip, and nice to see the forklift in use again isnt that the one he released on gourange, cause it seems to be a bit different then the one i remember.

just keep it up all, next update of my paths and other stuff will be tommorow morning or 5 days later when i have had my presentation

goodnight all again

xrk
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#360

Posted 12 January 2008 - 03:50 AM

QUOTE (aad @ Jan 6 2008, 21:04)


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I dont mean to offend anyone but doesn't that art gallery look a bit like it would fit more in the simpsons or futurama... not myriad?

maybe it's wip?

Honestly not being a prick.
This part of Gtaf scares me. *runs*




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