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Liberty City Nights

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OmeXr
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#31

Posted 03 June 2010 - 11:11 PM

QUOTE (Meat. @ Jun 3 2010, 22:42)
Everything is so awesome! Never liked chinatown and wanted to suggest to cover it with some usual buildings but this is so nice!

Those cars and palms are letdown though.

thanx!

btw, i'm gonna change all cars and those palms.

leik oh em jeez!
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#32

Posted 03 June 2010 - 11:38 PM

I would be willing to re-create some of the shops from NFS Underground 2 if that's the look you're going for, would be able to find a place for them, and get them in-game yourself, as I am by no means a mapper.

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#33

Posted 04 June 2010 - 02:12 AM

Where can I get a download link?

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#34

Posted 04 June 2010 - 03:24 AM

You can't.

OmeXr
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#35

Posted 04 June 2010 - 10:50 AM

QUOTE (jim_gta @ Jun 4 2010, 02:12)
Where can I get a download link?

hahaahahahh.

Claude Speed.
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#36

Posted 04 June 2010 - 11:26 AM

Doesn't this kind of fake reflections lag your game?

OmeXr
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#37

Posted 04 June 2010 - 11:42 AM

QUOTE (Claude Speed. @ Jun 4 2010, 11:26)
Doesn't this kind of fake reflections lag your game?

no. never happend anything like that.

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#38

Posted 04 June 2010 - 11:50 AM

What is the reason of those damn palms? I don't get it, palms just doesn't fit LC.
I like completely everything except those palms. And I'm asking to remove them, not change.

ms.cooldude
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#39

Posted 04 June 2010 - 12:03 PM

QUOTE (txdeditor @ Jun 4 2010, 12:50)
What is the reason of those damn palms? I don't get it, palms just doesn't fit LC.
I like completely everything except those palms. And I'm asking to remove them, not change.


Read the post again.
QUOTE (OmeXr @ Jun 4 2010, 00:11)

btw, i'm gonna change all cars and those palms.


When he means change, it means he put different ones in place, so he will be removing them. We'll see what he does, you shouldn't criticise without seeing it.

OmeXr
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#40

Posted 04 June 2010 - 02:05 PM

new screens

user posted image
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#41

Posted 04 June 2010 - 03:57 PM

The texture on the wall in the first picture is not good because the grafitti is repeating too much. And those 2dfx corona\light effects look too big and have weird unrealistic colors.

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#42

Posted 04 June 2010 - 04:05 PM

QUOTE (Claude Speed. @ Jun 4 2010, 15:57)
The texture on the wall in the first picture is not good because the grafitti is repeating too much. And those 2dfx corona\light effects look too big and have weird unrealistic colors.

thanx for noticing i will fix them.

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#43

Posted 12 June 2010 - 06:31 PM Edited by OmeXr, 12 June 2010 - 06:33 PM.

New screens!

some updates at saint mark's.
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new safe house and pier near salvatore's place
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no more borgnine taxi's
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some new textures
[/B]user posted image
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Mark01
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#44

Posted 12 June 2010 - 09:11 PM

Rock and grass textures are too repetitive, sidewalk texture looks weird.
The atmosphere is a bit too flashy but its feel nice.

The rest seems to be fine, good work wink.gif


OmeXr
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#45

Posted 12 June 2010 - 09:30 PM

QUOTE (Mark01 @ Jun 12 2010, 21:11)
Rock and grass textures are too repetitive, sidewalk texture looks weird.
The atmosphere is a bit too flashy but its feel nice.

The rest seems to be fine, good work wink.gif

aaaa i dont know but..

-surprise!- its gta3!

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#46

Posted 12 June 2010 - 09:48 PM

so?
Being GTA III is not reason to give the mod a bad appereance, you could get the mesh inside MAX, and unwrap em with a nice 512x512 texture, and do some more realistic textures that at least fit with R* textures, that look bit more realistic than yours

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#47

Posted 12 June 2010 - 10:10 PM

QUOTE (vans123 @ Jun 12 2010, 21:48)
so?
Being GTA III is not reason to give the mod a bad appereance, you could get the mesh inside MAX, and unwrap em with a nice 512x512 texture, and do some more realistic textures that at least fit with R* textures, that look bit more realistic than yours

first of all,

i dont know anything about modelling or texturing with 3dsmax or zmodeler kinda programs.

and second, grass texture from vc (sunshine autos grass) and rock texture from san andreas desert..

Claude Speed.
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#48

Posted 12 June 2010 - 10:17 PM

Use grass textures from SA. Sidewalk texture looks repetitive too.

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#49

Posted 12 June 2010 - 10:31 PM

then what did you do exactly then???

all you have posted is made in 3d modeling programs.


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#50

Posted 12 June 2010 - 10:32 PM

"then what did you do exactly then???

all you have posted is made in 3d modeling programs."

i just edited map and changed some textures. ms.cooldude making a script and junior converting cars. that's all.

QUOTE (Claude Speed. @ Jun 12 2010, 22:17)
Use grass textures from SA. Sidewalk texture looks repetitive too.

i'm sorry but in real life, sidewalks are different in each cm?

you guys just so rude, never support for anything.

i dont know do i have to make it like san andreas? then what was the point of r* made a game like sa?

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#51

Posted 12 June 2010 - 10:35 PM

QUOTE (OmeXr @ Jun 12 2010, 22:32)
"then what did you do exactly then???

all you have posted is made in 3d modeling programs."

i just edited map and changed some textures. ms.cooldude making a script and junior converting cars. that's all.

QUOTE (Claude Speed. @ Jun 12 2010, 22:17)
Use grass textures from SA. Sidewalk texture looks repetitive too.

i'm sorry but in real life, sidewalks are different in each cm?

you guys just so rude, never support for anything.

i dont know do i have to make it like san andreas? then what was the point of r* made a game like sa?

look we are just saying what looks good and what looks bad

If you cant take criticism correctly then thats your problem my friend

now he said that you should use SA's textures because its more HQ than GTA III's

ms.cooldude
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#52

Posted 12 June 2010 - 10:37 PM

You guy's are forgetting how old the game is and the fact that there are restrictions. Also new games shouldnt be the mark point for mod expectations. You guys should see the effort that OmeXr is putting in, keep it up mate icon14.gif

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#53

Posted 12 June 2010 - 10:45 PM

QUOTE (quechus13 @ Jun 12 2010, 22:35)
QUOTE (OmeXr @ Jun 12 2010, 22:32)
"then what did you do exactly then???

all you have posted is made in 3d modeling programs."

i just edited map and changed some textures. ms.cooldude making a script and junior converting cars. that's all.

QUOTE (Claude Speed. @ Jun 12 2010, 22:17)
Use grass textures from SA. Sidewalk texture looks repetitive too.

i'm sorry but in real life, sidewalks are different in each cm?

you guys just so rude, never support for anything.

i dont know do i have to make it like san andreas? then what was the point of r* made a game like sa?

look we are just saying what looks good and what looks bad

If you cant take criticism correctly then thats your problem my friend

now he said that you should use SA's textures because its more HQ than GTA III's

i have no problem guys believe me,

but i have to edit all the models with grass texture on it for just having 512x512 pixels grass textures? thats just crazy! the things you want to see in this mod are just impossible.

because this is just gta3, nothing else. the game has all kinda idiotic limits for a game can ever have. and i'm just tired messing around with those limits.

so you guys either support me, or i can just go and make a request to moderator for lock down this topic. is that all you guys want?

...

Claude Speed.
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#54

Posted 12 June 2010 - 11:07 PM

No. You can have whatever size for a model's texture. The game automatically fits the texture to the model.

Here's an example of a seamless\non-repetitive sidewalk texture from Vice City:
user posted image

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#55

Posted 12 June 2010 - 11:11 PM

its looking good;

OmeXr
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#56

Posted 12 June 2010 - 11:21 PM

QUOTE (Claude Speed. @ Jun 12 2010, 23:07)
No. You can have whatever size for a model's texture. The game automatically fits the texture to the model.

Here's an example of a seamless\non-repetitive sidewalk texture from Vice City:
user posted image

i have all sidewalk textures from gta series. (from gta3 to gta iv)

i already tried all of them for lcn, but the only one is good for a race game is the one that i'm currently using.

and that sidewalk texture in that pic you sent, totally repetitive.

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#57

Posted 12 June 2010 - 11:29 PM

QUOTE (OmeXr @ Jun 12 2010, 23:21)
and that sidewalk texture in that pic you sent, totally repetitive.

It is repetitive because that's the cheapest way R* could do it but it's almost unnoticeable compared to your texture.

OmeXr
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#58

Posted 12 June 2010 - 11:33 PM

QUOTE (Claude Speed. @ Jun 12 2010, 23:29)
QUOTE (OmeXr @ Jun 12 2010, 23:21)
and that sidewalk texture in that pic you sent, totally repetitive.

It is repetitive because that's the cheapest way R* could do it but it's almost unnoticeable compared to your texture.

aa i'm sorry but do you know the texture i'm using for sidewalks, from san andreas? also r* made it, didn't they?

so this is all rockstar's work, their textures, their success.

what am i doing here then? yea you guys right i don't deserve anything. cuz you guys can do it much more better. why am i holding you with my basic and unprofessional works, or my lack of talent?


vans123
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#59

Posted 12 June 2010 - 11:46 PM

1-Yeh sidewalks are diferent in every CM, a poop, a bubble gum, maybe a piece of old pizza i dont know, but at least in my city, not even 1 sidewalk is the same(talking in real methodsas u wanna talk)
2-SA is fking damn OLD, really from 2004, 6 fking years, III is i think 10, its a 2000 game, and SA clearly supports IV models, talking about 40k poly models and see monitor57, the piece of art he did(couse i dont think he is continuing it) for LC III city
3-I dont like to compare mods, but you asked for it man, and it seems you of course hate ppl saying your bad steps you did with your mod,now... we never said, use 1 texture! you can have for example one clean, one with cracks, one dirty and one with missing parts of the sidewalk and make random UVW maps, just like IV did, and for that you dont need a Crytek Engine.

now, if you ask all those questions, may i ask this one....

¿Why are you making a mod that really takes experience in GTA Modding when you say you dont even know to do a texture job with 3D Max/Zmod and when you dont like criticsm?

Thats the question you need to answer to yourself so you find the answer if continue this mod or shut it down

OmeXr
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#60

Posted 12 June 2010 - 11:56 PM

QUOTE (vans123 @ Jun 12 2010, 23:46)
1-Yeh sidewalks are diferent in every CM, a poop, a bubble gum, maybe a piece of old pizza i dont know, but at least in my city, not even 1 sidewalk is the same(talking in real methodsas u wanna talk)
2-SA is fking damn OLD, really from 2004, 6 fking years, III is i think 10, its a 2000 game, and SA clearly supports IV models, talking about 40k poly models and see monitor57, the piece of art he did(couse i dont think he is continuing it) for LC III city
3-I dont like to compare mods, but you asked for it man, and it seems you of course hate ppl saying your bad steps you did with your mod,now... we never said, use 1 texture! you can have for example one clean, one with cracks, one dirty and one with missing parts of the sidewalk and make random UVW maps, just like IV did, and for that you dont need a Crytek Engine.

now, if you ask all those questions, may i ask this one....

¿Why are you making a mod that really takes experience in GTA Modding when you say you dont even know to do a texture job with 3D Max/Zmod and when you dont like criticsm?

Thats the question you need to answer to yourself so you find the answer if continue this mod or shut it down

i can take critism, i always do. but you are really high today or just forget which game we are talking about. but that's it.

i had enough with you guys!

yea that's correct that i dont know anything about texture jobs or modelling with 3ds/zmodeler, but atleast i did my best with gta3!

what is uvw maps? i dont have any idea! you guys just can't understand this. i can't make it great or atleast i can't make happy you uber,super mod makers!

i'm done with mod making or posting here! i hope you guys are so happy!




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