[WIP] ALCATRAZ Island "The Rock"
Posted 31 May 2007 - 03:07 PM
I've build Alcatraz Island in the San Fierro bay area.
The only problem is that the entire island still has bugs and cannot run yet in sa...
I can only load small bits at a time.. while hoping the rest of the game doesn't crash.
Along with smokingcookie I've tried several things:
-Splitting the mod in 5 IPL's (I've lost count on how many objects I've used)
-Rebuilding the island with just a few different sort of objects ie. use three types of objects to minimize bugs(still working on that)
problem with this is that the island starts flashing when you walk/drive/fly by it (something to do with graphics card?)
-I may have hit the max number of objects that can be added (in VC you had to change that number in the .exe file - is that possible in SA? - I've heard the exe was never cracked)
-I've also used some DYN_ files (removed them when trying the mod - but it still doesn't work)
-Maybe it's possible to place the objects in the SCM file (with included savedgame)
Some basic info for those of you who haven't seen my mod at GTAGarage..
-Alcatraz will be placed in the bay area; north of the containership.. (storyline missions must be completed before installing.. at least 2 missions aren't possible any more)
-Burden for pc will be quite high (at least mine does)
-Number of objects is unknown.. I've stopped counting..
-It is an exact as possible replica of the real island in the San Fransisco bay area (based on photo's and sattelite images)
-Tunnel systems underneath the island are based on the movie "The Rock"
-It has the showerroom, underwater entrance, workshop (where they enter under water), water tower, carttrack,
missile-storage in the morgue (optional) and the missiles are set as in the movie (also optional)
-The tunnels connect almost every part of the island
Some things need a little attention:
-The interior of the cells
-The connection between the Island an the seabed (you wouldn't want to be able to swim under it)
-Creating zones - so that it doesn't rain inside the tunnels and the helicopter doesn't follow you there
-Maybe some weapons placed on the island (stars etc)
Here is a screen of how it will look like if I can get it to work.
I think it's beautifull
I've placed the IPL files Here.
You're free to view them in MEd - by Tonywob (here)
If anyone can help me out with fixing this mod; you're help will be very much apprieciated!!
Please tell me what you think of my mod
link to GTAGarage (ALCATRAZ "The Rock")
Posted 31 May 2007 - 03:22 PM
This is a good solid mod, I would like to use this for SA in SOL, but thats upto you?
This would save me modelling a prison, but Pm me if your interested.
Posted 31 May 2007 - 04:11 PM
The current amount of objects is 4,645 (let's say "over 4000 objects"). I used MS Word to count the no. of objects
Posted 31 May 2007 - 06:49 PM
Unless it is simply much larger than my eyes let on??
It looks like if you list-attatch every piece together... ok look, Hook me up with the files, my email is my screen name without "tm" on it @comcast.net. I'll have a look, burn up my processor by attatching it all into one, and see how many objects I can bust it down into. Hopefully ALLLLL those objects are not high poly. Hopefully many of them consist of very few poly.
My aim is to not go over the 5+ stock limit, but if I can't optimize this into 5 or fewer pieces, I bet seti will be able to add this in my lesser-objects form to SOL, which would be quite awesome.
Also, be sure: Do not send me generic objects, only send me what is new to SA. So, don't send trees and stuff. And there is a good chance that if you guys modeled trees on there that I *might* have to snip them to be replaced with SA generics, same goes for bushes and so on. Please post a wireframe if possible to let me know what I'm going to be looking at. If you do not feel like buggering with email, just upload to www.yousendit.com and PM me the link to your file it gives you. Cheers, ttyl
Posted 01 June 2007 - 09:00 AM Edited by J3LM3R, 01 June 2007 - 12:57 PM.
Every part of the island is made by so I don't know if you're still able to use it...
You have my permission to use it in SOL as long as I can have the credit for the island.
If you have to alter the island to make it work - I'm sure we can work something out (ie. originally made by J3LM3R - altered by...)
The IPL files are at my site (download link - see first topic)
If you have questions, just post them and I'll see if I can help you..
btw. the size of the island is big... the island is really big.. is covers half the bay. (I'll see if can get a pic from top view)
:Edit: here is a view from the top. You can see the containership and the "Golden Gate".
(PM me if you want a bigger version of the screen)
Posted 04 June 2007 - 02:40 PM
Posted 28 June 2007 - 09:06 PM
but the island is beautiful, no words for that...seems so freakin' real..
nice job man, but it has that problem though...
Posted 29 June 2007 - 06:26 AM
I made the island so you can easy install and uninstall it with adding/deleting IPL's.
This means that you can delete the line in the gta.DAT that refers to the IPL file when you come to a mission in the bay area.
After you have done the mission you can easily re-install the island.
When the mod is (finally) working I'll include a guide on how to act when missions are set in that area.
The most easy way (like any map mod) is to install it once the storyline missions are finished. When the missions are not yet completed and you want to have the island installed; I'll make sure there are directions in the readme how to un-install/disable the island. (I'll try to add a list with it of when the missions use the bay area)
I hope your question is answered..
Posted 29 June 2007 - 10:13 AM
Keep working hard coz the mod is 5*
Posted 29 June 2007 - 11:19 AM
that would be worth it
Posted 29 June 2007 - 12:11 PM
i am making the Alcatraz island in new 3D model but i have problems because i don't know how it is and how big the roads are. so now my island is very small.
Can someone from San Francisco help me whit some photos, made near it, on the internet i can't find some
Back to topic: it is very impressive what you have made there. hope you will make it work.
Posted 29 June 2007 - 05:45 PM
I'll try to add the objects in the main.scm - maybe they will work then (need some time to figure it out or maybe someone can help me with that)
I'll see if I can get a script included that makes the game progress 100% so you don't have to do the storyline (again).
Yes, Its entirely made from SA objects..
Maybe you can import the playermodel or a standard size cars into your 3d modeling program to help you out with the scaling..
I've based my island on the movie "The Rock" (that gives you an impression of the environment of the island - details etc)
I've used googlemaps for satellite images (a sort of map where buildings are set) and I've used almost every picture on the web available (via google)
There are lots of pictures that show how buildings look like and what colors they are..
I hope you can make you're Island work,
Posted 29 June 2007 - 07:25 PM Edited by raresh_r, 29 June 2007 - 07:35 PM.
edit: Photos The buildings i've founded them but i need to model the terrain to fit them in that is a little hard
Posted 30 June 2007 - 08:23 AM
It looks awesome.. I'd really like that in SA
You could also use more objects to help you scale the island and the roads (by importing a road section from SA and compare it to your road until you've found the scale you want. But you can also use a car or something else you know (so you know what size it has compared to the rest of SA)
The model you showed has a flat base.. does this base reach the bottom of the seabed? because if it doesn't, you'll be able to swim underneath the island..
good luck modding... I hope you can make it work in SA,
Posted 30 June 2007 - 10:03 AM
Posted 03 July 2007 - 06:40 AM
Posted 03 July 2007 - 10:30 PM
it would be nice but i dunno...its your call and its your mod...
once again, freakin awesome mod..
Posted 11 July 2007 - 10:38 AM Edited by SmokingCookie, 16 July 2007 - 09:36 AM.
Posted 12 July 2007 - 06:02 PM
btw: The rocks are at sea level and there are many places where you can get you're boat (safely) near the island without using the jetty..
I hope I've answered you're question,
Posted 20 July 2007 - 04:28 PM Edited by SmokingCookie, 21 July 2007 - 08:49 AM.
Posted 20 July 2007 - 10:27 PM
Posted 21 July 2007 - 08:48 AM
Posted 21 July 2007 - 11:02 PM
|QUOTE (SmokingCookie @ Jul 21 2007, 08:48)|
|OK, but there's one "tiny" problem: the island contains over 4000 objects, so it's going to be hard to check whether they are "good" or "bad" objects...|
no, i meant - check one object first and if it is displayed ingame correctly, just copy it nundren of time just to test if the game is capable of handling it. if the game will crash at 500 objects in the same spot it means that you have too many objects in your mod. however, if the game load OK with 4000 same objects on the same place but doesnt load with your mod installed (400 different objects) then it means that you have used that faulty object. then it is simply a matter of finfing that object and i can help you with it, if you do the first part as i explained. though you can try placing 1000 objects at the time to make it easier to check
Posted 22 July 2007 - 08:09 AM
Posted 22 July 2007 - 11:00 PM Edited by Ë¸øåíüêà, 22 July 2007 - 11:29 PM.
|QUOTE (SmokingCookie @ Jul 22 2007, 08:09)|
|Well, OK, but I have been seperating the "good" and "bad" objects from each other, of course deleting the "bad" ones, but there are just far to many objects in the IPL, that's why I have been wondering how much time it would take some1 to "merge" lots of objects into 1, to make the number of objects go down dramatically.|
BTW i broke your IPL into 7 smaller ones, each one loads OK but when i load two at the time game crashes as you approach the island. The problem is definately in the number of objects I may try to combine them, though i dont guarantee it.
Cry. Cry. I tryed to attach together the first ~400 jbjects when my Gmax run out of memory and shut down. And i have 1 GB of RAM. The sad thing is, that you probably wont be able to implement it on SA - the engine probably reacts not on the number of objects, but on the number of polygons used. Therefore, even if someone will manage to attach 50 objects at the time, it will take ages to make many ~30 Mb Txd files and the game still will crash (most probably)... Now, i can give you two advises - first - delete all the vegetation and other stuff, reduce the number of objects used to 1700 (it worked and after that it crashed on my PC). And the second advice - try to model yourself, it will save you lots of polygons. The third advice is probably not needed here - you can convert Alkatraz to GTA 4 format eventually, it is probably capable of high-poly locations
BTW the tonnel system is great, i mean i havent seen them all, but from what i have seen i can tell you, youve done a great job!
Posted 23 July 2007 - 03:09 PM
|QUOTE (SmokingCookie @ Jul 23 2007, 09:40)|
|I love details: why do you say 2 advices while giving 3?|
i made the third one up while typing up the second
Posted 04 August 2007 - 06:30 PM
Thanks for helping me out.. I could have thought of that but I didn't so thank you.. when I find the time I'll try the thing you said about all the objects at the same location and the different objects.. (I know from "jetdoor" that there can't be too much near eachother or you'll be able to walk through them.. (they're not solid anymore then - some are, some are not))
About the "merging" thing: I don't think it's possible because of the poly's and the col's.. tha game engine (like you said) can't handle it unless the .exe is cracked but I don't see that happen in a while..
Next (school)year I will be learning AutoCAD so I think I can try some modelling myself and re-do the island.. what kind of program if the best for modelling in SA.. Some modders are using sketch-up, others use Zmod.. wich one is the best?
thanks about the tunnels.. I took me most of the time building them (when that was done most of the island was finished..)
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