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[WIP | REL] 2dfx & prelighting

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atfburner
  • atfburner

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#1

Posted 06 April 2008 - 09:39 PM Edited by atfburner, 21 December 2011 - 08:55 AM.

This started out as small prelighting fixes for addition to Things To Do in SA
since my stuff is not exclusively for deezire's mod it also means maybe
you want to add some of these to your own mod, thats ok too smile.gif

To keep things feeling fun my models fix list is deliberately low (theres a LOT
of bugs in vanilla SA with night time colours ect) i dont wanna know how many tounge.gif
So please dont post about the mashed up NVC you saw on an object somewhere in SA.

Most are small changes but an end result im happy with, along with some
mods with added 2dfx. Take what you want, comments welcome.
previews
Prelighting2dfx
bigboxtmp18 ce_brewery
blockpallet hashblock1_10_sfs
chapel_SFN desn2_stripsigs1
cn2_polis-heightfix des_bigbull
cn2_polis noodlecart_prop
des_westrn7_ chillidogcart
DYN_BAR_B_Q
DYN_F_WOOD_2
DYN_post_box
DYN_TABLE_2
Elmtreegrn2_hi
LODasave_sfw
roofstuff14
TCEhilouse02
donuts_sfw
DYN_GARRAGE2
lod_sfs015
lodckfacttanks_sfs
shoppie6_SFS03
the videos are short try playing twice ect
-----------

plz credit me if you release / host elswhere

JostVice
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#2

Posted 06 April 2008 - 09:56 PM

Nice work, mate. the NVC fix is a great addons, and the 2dfx is also awesome, realistic. You made your own particles or these are from SA?

Andrew
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#3

Posted 06 April 2008 - 11:45 PM

As requested, moved to miscellaneous smile.gif

Gunnie
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#4

Posted 07 April 2008 - 12:06 AM

QUOTE (Jost_Vice @ Apr 6 2008, 22:56)
Nice work, mate. the NVC fix is a great addons, and the 2dfx is also awesome, realistic. You made your own particles or these are from SA?

+1, great job atfburner, looks realistic, yeah! and thanks for feel use this mod in another biggers mod biggrin.gif maybe I'll use this effects for my mod, with your credits, of course.

I'll go to try the mod now.

Greetings!

atfburner
  • atfburner

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#5

Posted 07 April 2008 - 08:40 PM

The particle stuff was fun to make, always wanted to see that dood in
hashbury smoke his joint once you make a change another 10 ideas
pop along, the 2dfx released in pack 1 all use default particles used
in new ways.
the plan is to do some new particles one day even if theres no visual
editing tool and were all still using notepad text > check result > text way.
i would like to see fireflys in sa and some cool neon effects smile.gif



Sylvania
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#6

Posted 09 April 2008 - 07:07 AM

Sweet mod.

maybe in time you're gonna fix the whole map.

Good job icon14.gif

atfburner
  • atfburner

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#7

Posted 09 April 2008 - 02:19 PM

maybe one day when i get good enough to understand wtf problems like animated objects,
until then doing the whole of sa remains a dream blush.gif
this i gave up on (two weeks later) > user posted image


gtamodder
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#8

Posted 09 April 2008 - 06:08 PM

Nice work, cool.

atfburner
  • atfburner

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#9

Posted 12 April 2008 - 08:56 PM Edited by atfburner, 04 May 2008 - 08:55 PM.

Started on the bowling alley last night, colour matching hasnt realy
been an issue on previous stuff and wanted to add 2dfx along with
neons so im doing all the NVC work at the very last. Hoping this
turns out as nice as in the mind


the illumination around the bowling ball was originally just one light
that caused some issues with visabilty but now there 33 very very
small ones tbh havent decided which to go with yet

original
wip
wip2

pgtipsp
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#10

Posted 20 April 2008 - 02:06 PM

bowling alley looks great.

this is a really nice idea, and tuff nuts in SF looks great at night, i was wonderin after youve done the alley if you could do market station in LS (the underground one) - the lighting is horrid, and any peds or cj show up near pitch black - and it could be a really cool place (ever since max payne ive had a thing for subway stations in games haha)

cheers and good luck with the mod

atfburner
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#11

Posted 20 April 2008 - 11:02 PM Edited by atfburner, 20 April 2008 - 11:10 PM.

@pgtipsp
Glad your enjoying these, i was starting to wonder if the interest
wasnt so big
That market your chatting about was on my list for a while now
the plan is pretty big for it tho smile.gif
i'd like to add some nice lighting, make the stalls actually sell cool
stuff or at least add some peds behind stalls with items like bongs

Finally got round to finishing the bowling alley tonight, went with
the tiny lights idea and changed the neons to blue / yellow.
those new neons will needed to be added as a new timed object
details in rar.
a few new discoveries along the way making this one i love 3dmax
and SA both fustrating to work with sometimes but hugely rewarding
when you get it right.

download link in first post at the bottom and for a preview :
des_stwnbowl

chrisxpred
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#12

Posted 21 April 2008 - 01:12 AM

i love your work, keep it up!

pgtipsp
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#13

Posted 21 April 2008 - 09:18 AM

bowling alley looks fantastic ingame, reminds me of the buildings in American Grafitti

market sounds cool, but i meant the train station in los santos, the underground one next to the film studios, not sure if you realised what i meant or not hehe, keep it up dude

cheers

atfburner
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#14

Posted 04 May 2008 - 08:46 PM Edited by atfburner, 04 May 2008 - 08:50 PM.

started work on another part with some new neons
i'll try it with lights going around the edges like some
signs look irl before deciding which to use and then move
onto prelighting

user posted image

completed prelighting on some small objects, when ^
is finished i'll post them up together. 2 more (maybe 3)
to go beofre the 2nd pack is done.

user posted imageuser posted imageuser posted image

Thanks for the compliment pgtipsp, about the market
the one i had i mind was hashbury, still havent looked
at the one you mentioned yet tounge.gif

Bobesz
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#15

Posted 22 May 2008 - 05:57 PM

Great mod, good work! Could you do one for VC if you're done with SA?

Voodooman
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#16

Posted 26 May 2008 - 06:08 PM Edited by Voodooman, 26 May 2008 - 06:12 PM.

Nice work, it would be really nice if u will fix all that "magic" levitating grass and trees, many of vegs\trees just "flying" few meters over grass.

Also plese reupload file additional to another hosting, this damn rapid share makes me nervous, especialy that damn bug that appear from time to time when CAPTCHA shows 6 ot 9 symbols when input buffer just allow to enter 4 symbols... as result i cant download it becouse "code incorrect blah blah", try sendspace and few other (i hate damn rapid hostings)

Zera
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#17

Posted 26 May 2008 - 07:01 PM

QUOTE (Voodooman @ May 26 2008, 15:08)
especialy that damn bug that appear from time to time when CAPTCHA shows 6 ot 9 symbols when input buffer just allow to enter 4 symbols...

Not a bug. You have to enter only the symbols that are overlapped by the cat figure.

There are 6 symbols, but only 4 are with the cat.


atfburner
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#18

Posted 26 May 2008 - 08:31 PM Edited by atfburner, 26 May 2008 - 08:38 PM.

Thought i'd finished the Jetty Lounge wip posted earlier.... well maybe not
although the night prelighting is done (3 attempts later) The neon appearance
has been bugging me! Today ive been seeing how alphas in sa work, some
tests show useful stuff to make way better neons and that means a re-visit
to texture town on all previous stuff blush.gif

tests:
user posted image . user posted image

so far ...
user posted image


@Bobesz
It would be nice to work on vice sometime, at the moment
im having to much fun with sa biggrin.gifa

@Voodooman
The levitating stuff is part of model positions which is annoying
i know when you see a lampost inside a tree or some grass 40ft
in the air cos the fix is simple enough but the binary conversion
to make the fix needs to be accurate faik theres no tool to do that.

I'll see about using another filehost for all dl's with next release k

atfburner
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#19

Posted 01 June 2008 - 01:36 PM

new post, the last one is 6days old and big enough already

the transparency tests went quite well, i was going
for less sharp edged feel mostly with these tests
loosing jagged lines were the priority. SA used parts
not all of a white gradient so those were the values
used in making a new texture results in much less
jagged lines compared to the yellow wip neon posted.
while the they look less sharp now i like the smoother
feel and colour work.
user posted image
as there'll be future models any feedback about these
neons would be encouraging

pgtipsp
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#20

Posted 01 June 2008 - 04:05 PM

looks really great, much nice in pink than yellow - you should also have neon lights for the diamonds below the jetty lounge writing

Bobesz
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#21

Posted 09 June 2008 - 06:15 PM

The new one looks good, but i'd change the color from pink to something else.

Blackmen
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#22

Posted 13 June 2008 - 01:19 PM

I have found this light bug(Look the weapon):
user posted image

atfburner
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#23

Posted 20 June 2008 - 04:26 PM

learning new stuff in max i kinda hit a wall - then five more - but
finished the jetty lounge including all your great suggestions today hoorah!
With more models getting a neon upgrade i looked into what avalible ID's
are free and found a bunch so we can keep making for now smile.gif

download link in first post at the bottom (trying megaupload instead of rapidshare).
preview :
user posted image


so whats next.. ? IDK monocle.gif



@pgtipsp
had a look at the underground station, tell me more about your idea for
things to be here, like 4 benches and nothing else happing down there atm.
The lighting wasnt to dark maybe cos i use sunny weather cheat it was better?

@Blackmen
noted your find.

Kowaah
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#24

Posted 20 June 2008 - 05:15 PM

Awesome! Luv it! When next release will be? colgate.gif
And there would be needed pizza - cookie.gif cookie.gif cookie.gif

Bobesz
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#25

Posted 21 June 2008 - 04:51 PM

Great! I think you should try making the arrow flash, or make some of the small lights flicker.

pgtipsp
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#26

Posted 21 June 2008 - 05:43 PM

the sign looks soooo good ingame - i love it!

here is the station - as you can see (i use no weather mods) cj is all dakr and horrible once he enters the station

user posted image

user posted image


ideas for lighting - i was think of a fairly coldish grey/blue lighting, with fairly deep shadows behind the pillars onto the rail tracks

some ref pics of subway station lighting

http://workingtobeal...way-station.JPG

http://gardkarlsen.c...on_new_york.jpg

Kowaah
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#27

Posted 21 June 2008 - 06:05 PM

Damn probs.
My fav house in SA is Toreno's ranch,bu i'd love fix the bug - 2dfx fix for that house,like from factori ''fleischberg''

Screen -

Here

atfburner
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#28

Posted 22 June 2008 - 04:10 PM

First the bad news:
We have 1 free model slot left! sad.gif No more neons after that can be added until
sacky's limit adjuster works or (not so good idea) I remove unimportant original models.
Work will continue on regardless but id like your opnions. The last neon slot? that will be reserved for :
user posted image


Started working on vice city last night, (Bobesz will be happy tounge.gif)
user posted image


@Bobesz

My first animation tests were on this model & like you i wanted flashing stuff,
but it all failed horribly with the arrow cos you cant use alpha channel.
But now you mention it i reckon a letter from "jetty lounge" flickering could be
doable with no need for alpha.

@pgtipsp
Good ideas! your pics along with http://mic-ro.com/metro/metroart.html have many sources
of inspiration, things i already like to do are add phone booth and make the lighting
realy heavy on contrast

@all
Thx for the feedback biggrin.gif


Bobesz
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#29

Posted 22 June 2008 - 06:59 PM

I was playing vice city in the last few days and i noticed lots of bugs. Most of them were two sided bugs or col errors.

Kowaah
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#30

Posted 22 June 2008 - 08:48 PM

QUOTE (atfburner @ Jun 22 2008, 16:10)
First the bad news:
We have 1 free model slot left! sad.gif No more neons after that can be added until
sacky's limit adjuster works or (not so good idea) I remove unimportant original models.

Hey,if you need,i can send to you stream memory fix tool,that adds more slots,fix lags and bugs!




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