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Cran.
  • Cran.

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#211

Posted 23 June 2007 - 01:05 AM

Utterly fantastic Gforce! I can't wait for 0.6! Nice to see my car going around myriad, too! tounge.gif

Mark
  • Mark

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#212

Posted 23 June 2007 - 05:58 PM

Talking of that, I better work on the Vakthund again! Yarr! viddy_pirate.gif

Oh G, i'll probs be able to get that petrol station to you Sunday provided I don't get caught up with anything.

BCspeed34
  • BCspeed34

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#213

Posted 23 June 2007 - 06:29 PM

QUOTE (GTAuron @ Jun 22 2007, 03:43)
QUOTE (BCspeed34 @ Jun 22 2007, 04:37)
For some reason this just popped into my head, are we ever going to see the gorgeous sewer that Steve-M kept teasing us with back in the day?

I don't think there's any news on that since those days. Spose one could be modelled icon14.gif

In that case, it looks like someone might finally return to modeling. BUT NOTE! I will only make my mods for Vice, they will need to be converted by someone else. (My PC can't run SA, very slow gameplay).

Reason for all of this? Schools out and my only vacation is happening on the 17th of August tounge.gif

Mark
  • Mark

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#214

Posted 23 June 2007 - 06:57 PM

Win! And don't worry I have issues getting stuff into SA (map models anyway) thanks to not using max.

locO G
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#215

Posted 23 June 2007 - 07:08 PM

QUOTE (BCspeed34 @ Jun 23 2007, 18:29)
BUT NOTE! I will only make my mods for Vice, they will need to be converted by someone else. (My PC can't run SA, very slow gameplay).


I will gladly help anyone get their map mods ingame.
Just PM me or pop into MI-IRC

BCspeed34
  • BCspeed34

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#216

Posted 26 June 2007 - 06:41 PM

Well, I don't have any map mods present right now, but I did find my SA-ish conversions of the Yamagashi bike, the Oceanic replacement, and the Corgette. The Oceanic needs to be finished in the interior to fit with SA standards, and the Corgette needs an engine. They all need to be converted to SA, but as I said, they have correct textures and whatnot.

Gforce
  • Gforce

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#217

Posted 02 July 2007 - 04:26 AM

GTI finally comes to life smile.gif

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aad
  • aad

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#218

Posted 02 July 2007 - 08:50 AM Edited by aad, 02 July 2007 - 10:34 AM.

Watch the nightlife of GTI comes alive, while the drivers go crazy in the background, total carnage, and aliens warping to outerspace, people screaming and running arround.

Awesome screens Gforce, seeing Kamsterdam, TRN4L lots, etc all in GTI. and please up that movie i really like to see the carnage i have created with the paths tounge.gif ,

oh did i said aliens watch the space police on the roofs. cool.gif

Mark
  • Mark

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#219

Posted 02 July 2007 - 09:31 PM

Wow, looking great with all the new lots and paths.

Skillful driving by the copper there.

aad
  • aad

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#220

Posted 03 July 2007 - 07:46 AM

Hopefully we can convert or remake all the paths for whole Myriad Islands soon, i checked out some experimental stuff yesterday but there will still massive bugs in there, altough they wont be noticed much there are things you will see , car suddenly turning in the midle of the street, cars shooting to outerspace, these are really a headache of getting rid of, altough it aint impossible. i already remade the GTI car paths 3 times and im still having bugs in them maybe some other tool then 3dsmax is needed, the method of creating lines / splines is just not accurate and can cause these bugs.

cry.gif So anyone interested or got any experience with creating 100% bugfree paths come and join the party. confused.gif

Cya

Aad

edit: woot my 900th post on here

Mark
  • Mark

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#221

Posted 03 July 2007 - 05:37 PM

LOL I like the Star Trek vehicles.....Warp 9....ENGAGE!

Made driving around MI challenging...and random.

steve-m
  • steve-m

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#222

Posted 05 July 2007 - 05:51 PM

QUOTE (aad @ Jul 3 2007, 09:46)
maybe some other tool then 3dsmax is needed, the method of creating lines / splines is just not accurate and can cause these bugs.

Well, what else do you suggest? I was under the impression that aligning spline nodes to vertices/edges of the underlying meshes is as accurate as it gets...

aad
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#223

Posted 05 July 2007 - 05:56 PM

Sorry steve , i explained it a bit wrong i gues. what i wanted to say was the way junctions and other crossings are exported / created by vertexes isnt perfect, the bugs appear at those points, also there are several other things that are hard to crack even if it looks like you created a 100% bugfree path it wont turn out to be like that. SO steve-m maybe you can help us guys out or explain to us how to fix these.

Anyway no one have celebrated me yett, turned 20 this day : bored.gif

locO G
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#224

Posted 05 July 2007 - 10:16 PM

I've got some pics of what I'm getting upto on illurb

Day 3...

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I've still got some texture work left to do. Then there's the fancy stuff to add, not to mention baseland remodelling and filling up the rest of the lot.

I'll keep you all posted.

Gforce
  • Gforce

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#225

Posted 06 July 2007 - 03:26 AM

QUOTE (aad @ Jul 5 2007, 17:56)

Anyway no one have celebrated me yett, turned 20 this day : bored.gif

a belated "Happy 20th Birthday" to you Aad.

i even got you a cake tounge2.gif

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@locO_G: great to see some progress on illnorth already wink.gif

steve-m
  • steve-m

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#226

Posted 06 July 2007 - 03:56 PM

QUOTE (aad @ Jul 5 2007, 19:56)
Sorry steve , i explained it a bit wrong i gues. what i wanted to say was the way junctions and other crossings are exported / created by vertexes isnt perfect, the bugs appear at those points, also there are several other things that are hard to crack even if it looks like you created a 100% bugfree path it wont turn out to be like that. SO steve-m maybe you can help us guys out or explain to us how to fix these.

I don't think that's your fault. If you've been using my path compiler, it's certainly buggy, or at least not doing the intersections right or something. Not sure about Deniska's script. If the other people working on their own tools don't get it working soon, I might look into it again and possibly update my tool.

QUOTE (Gforce @ Jul 6 2007, 05:26)
QUOTE (aad @ Jul 5 2007, 17:56)
Anyway no one have celebrated me yett, turned 20 this day : bored.gif

a belated "Happy 20th Birthday" to you Aad.

x2

Mark
  • Mark

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#227

Posted 10 July 2007 - 06:57 PM

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aad
  • aad

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#228

Posted 11 July 2007 - 10:45 AM

Hmm that looks interesting, and looking at the shape it reminds me of some old classic looking office buildings / shops combined. Nice to see some work of you again GTAuron.

and now i really see that i will need to change my simple mind ish buildings and start desinging something that stands out from all the cube-ish buildings. Keep it up guys. Anyway im still having some other old buildings in the planning to fix and put them back into GTI, some roman arched buildings etc, some banks just need to redo some of them i will post screens as soon as i fixed them.

Cya

Aad.

Cran.
  • Cran.

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#229

Posted 11 July 2007 - 03:22 PM

Decided to make a Berlingo for funsies. Fun fun fun!

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aad
  • aad

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#230

Posted 27 July 2007 - 09:05 AM

Just to keep this topic alive some update on my lot for GTI, it is finnaly getting somewhere.

http://s187.photobuc...nt=lotdev56.jpg

Cya

Aad.

locO G
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#231

Posted 28 July 2007 - 12:57 AM

QUOTE (aad @ Jul 27 2007, 09:05)
...it is finally getting somewhere.


Yep. It's looking good.
I like the shapes.
Might I suggest that you make the brown 'boomerang' building taller.
Another 4 floors should do it. Then, maybe break up the texture

Keep up the cool work.

aad
  • aad

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#232

Posted 28 July 2007 - 06:55 AM

QUOTE (locO G @ Jul 28 2007, 00:57)
QUOTE (aad @ Jul 27 2007, 09:05)
...it is finally getting somewhere.


Yep. It's looking good.
I like the shapes.
Might I suggest that you make the brown 'boomerang' building taller.
Another 4 floors should do it. Then, maybe break up the texture

Keep up the cool work.

Never looked it that way, may do that, and breaking up the textures, i gues i will do that with colors and some horizontal lines across, i will keep you guys updated.

Cya

Aad.

Bearzi
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#233

Posted 28 July 2007 - 07:38 PM

QUOTE (GTAuron @ Jul 10 2007, 18:57)
IMG]http://www.isarapix.com/pix91/1184093760.gif[/IMG]

Lol, looks like old bakery! biggrin.gif

aad
  • aad

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#234

Posted 31 July 2007 - 10:46 AM Edited by aad, 31 July 2007 - 10:51 AM.

some more shots for the public

http://i187.photobuc...pg?t=1185878932 (to big to show here just click the link)

http://i187.photobuc...pg?t=1185879048 (to big to show here just click the link)

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cya and have fun,

Maybe a release within this week depends on my motivation and ideas.

Cya

Aad.

wauzie
  • wauzie

    GTI + MI

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#235

Posted 31 July 2007 - 07:39 PM

I like your buildings aad smile.gif , but i think it is a little bit empty at the moment. I think you should add some generic stuff, some detaills, like
airco's and some vegetation in the front. No doubt that it's gonna look great when the whole thing is done biggrin.gif .

Keep up the good work anuj_cop.gif

aad
  • aad

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#236

Posted 01 August 2007 - 08:32 PM

QUOTE (wauzie @ Jul 31 2007, 19:39)
I like your buildings aad smile.gif , but i think it is a little bit empty at the moment. I think you should add some generic stuff, some detaills, like
airco's and some vegetation in the front. No doubt that it's gonna look great when the whole thing is done biggrin.gif .

Keep up the good work anuj_cop.gif

Wauzi if you looked close and carefully at the following link you will see that i did add some installations on the roof, and about teh generics they will follow, im still doing the landscaping and scenary surrounding the buildings so when thats done i will add things like

http://i187.photobuc...pg?t=1185879048 ( on the left at the round building) maybe i will turn those vents and airco's into generics for easier placement and adding.

- trees
- phone boots
- plants ( bushes)

and some other small favorites of mine

- lampposts all kinds of them
- 2dfx stuff

just wait for the ending result when i all got it sorted,

also another thing seeing you responding here is remarkable, it actualy somehow shows that you are still interested in our progress and the whole mod, why not join us again i know you have been progressed with modding way more then i am atm, you can do so much more then just presentations, just think about it Wauzi.

Cya

Aad.

Gforce
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#237

Posted 01 August 2007 - 09:23 PM

progress is looking great Aad, GTI is filling up slowly but surely smile.gif

@Wauzie: good to see you're still around, grab yourself another lot and build something wink.gif

Jorge F.
  • Jorge F.

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#238

Posted 08 August 2007 - 02:24 PM Edited by Jorge F., 08 August 2007 - 03:57 PM.

Hi there,

I started today with a litte lot on GTI.
Here are two screens for what I got so far tounge.gif :

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Its still very WIP off course wink.gif .

edit
Just textured some things a bit smile.gif

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aad
  • aad

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#239

Posted 09 August 2007 - 07:13 AM

Jorge.F that looks great, really a nice filler for such a small lot keep it up and it may end up in the final GTI. Good to see you are finnaly helping again on GTI,

Gforce
  • Gforce

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#240

Posted 13 August 2007 - 09:20 PM

QUOTE (Jorge F. @ Aug 8 2007, 14:24)
Hi there,

I started today with a litte lot on GTI.
Here are two screens for what I got so far tounge.gif :


looking great so far Jorge.F.

it's good to see you back working on GTI again, and welcome to Myriad, it's good to see you as an active member of the MI project finally cool.gif

thanks to TRN4L there has been some progress with GT-1's old McOdie's files, there's still a lot of work to be done yet but we finally have the lot ingame.

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