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[WIP][IV]Custom race tracks

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Mark01
  • Mark01

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#1

Posted 24 July 2011 - 06:04 PM

IV DIRT TRACK

I started this thing two days ago for IV and keep tweaking it here and there, I'm not really a big poster here but for this one I felt like I needed to post it for feedbacks and ideas. It will be kinda a 'test' for me to expand my horizons about IV modding and ofc a release.

user posted image
user posted image
user posted image
IV lack of racetracks as the good old gta had so I'm planning to do more that one dirt track, another nascar track on tarmac will be around the one above and... that's all, I don't have an idea of what to do next so if you think you have good ideas or crits it's very welcome, only rules I'm trying to keep:

-Fit IV map
-Something realistic but fun to play with IV engine

I don't have much to show for now but pics will come along with progress so stay tuned.

_Rob_
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#2

Posted 24 July 2011 - 06:20 PM

Looks awesome, will be fun for taking the Sanchez on icon14.gif I can see this maybe even progressing into a collective map replacement for IV, where it's just a load of islands of racetracks and stunt zones tounge.gif . Good work man!

LeitoPL
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#3

Posted 24 July 2011 - 06:38 PM

Wow, i like it! Keep it up!

Rob.Zombie
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#4

Posted 24 July 2011 - 09:33 PM

The dirt track looks very nice and smooth so far including the textures, so keep up. For NASCAR track I think there's Dakota GP track already, but it's your decision. For next map, I think a (japanese) hill serpentine road would be very nice. It doesn't have to be scratch made since there are a lot of very nice maps (for example SAkina) for SA which we can convert.

Exxon
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#5

Posted 25 July 2011 - 08:00 AM

You should make a HUGE desert like the desert in Dakar Rally devil.gif

stilldre
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#6

Posted 25 July 2011 - 12:47 PM

Looking great! I hope u could help me out too with making roads like yours and how to put it to IV with converting it.
Check my project Akina Remake http://www.gtaforums...howtopic=481542, i'm new to modding maps but i would like too make things real..

Mark01
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#7

Posted 26 July 2011 - 06:48 PM

Thanks all.

@Bam -- Yep that's the big picture I have in mind, putting differents racetracks or everything related to race and stunt together. As for doing it as a collective map i'd say it's a good idea indeed but for now the map is very wip and I'm still figuring out how the island will look like so we'll talk about that when I'll have more progress on the whole map.
@stilldre http://www.youtube.c...nel_video_title

Not huge progress but progress anyway,
user posted image
main road connecting to the island
user posted image
bump and spec added

Good news is I'm finally getting rid of MAX 2010 today... Shifty41s_beerhatsmilie2.gif
And also I'm writing all the best ideas on paper so they will not be forgotten.

ED-E
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#8

Posted 26 July 2011 - 06:53 PM

Why you getting rid of it?

GTAmasta17
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#9

Posted 26 July 2011 - 10:03 PM

Are you going to add trees and stuff like that? tounge.gif

stilldre
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#10

Posted 27 July 2011 - 06:22 PM Edited by stilldre, 07 September 2011 - 09:53 PM.

Thx Mark! Nice work btw! I'm sure that i'm going to try that map of yours biggrin.gif

Peace orly.gif

Mark01
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#11

Posted 28 July 2011 - 07:15 AM Edited by Mark01, 28 July 2011 - 08:37 PM.

Yep. GIMS and OpenIV is all you need for importing models to IV.

For the export part nothing complicated once you know how it works, just create dummies and attach your model to them. ex,
user posted image
further explanation on GIMs topic.

For IV map in MAX I imported col files, wbn>obn.

About your terrain just select border of it and extrude to enlarge, learn poly modeling for MAX.

TheSpinBuster
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#12

Posted 12 August 2011 - 09:23 PM Edited by TheSpinBuster, 12 August 2011 - 09:26 PM.

looks good (one of the best maps)

thebestgameever
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#13

Posted 12 August 2011 - 10:57 PM

Looks awesome.

One of those maps i want for gta iv biggrin.gif

Lukasdk
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#14

Posted 13 August 2011 - 10:52 AM

wow this map looks really awesome! Hope you release it soon biggrin.gif

stilldre
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#15

Posted 13 August 2011 - 11:21 AM

Nice! Looks great although it needs a lil' scenery and some hills around the dirt-track colgate.gif

Mark01
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#16

Posted 07 September 2011 - 08:18 PM

Thanks for the cool comments guys.

Update time... about time!

user posted image
new dirt track

user posted image
a quick render showing the island. I'll do a better render when I'll have more progress on the whole island

The island will have different areas with different types of tracks. There will be 2-3 tracks on the beach area on the right. 3 tracks on dirt. 1 on tarmac and the last one will be situated in a stadium with huge ramps and loops.

Yeah I know sounds ambitious... Next update soon.

_Rob_
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#17

Posted 07 September 2011 - 08:24 PM

Looks freakin sweet mate icon14.gif

stilldre
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#18

Posted 07 September 2011 - 09:40 PM

Now that's what i'm talking about biggrin.gif

GTARandom
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#19

Posted 07 September 2011 - 09:42 PM

@Mark01: That reminds me of TrackMania tracks so much!

Looks great icon14.gif

-I-
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#20

Posted 08 September 2011 - 01:40 PM

yeah great icon14.gif too bad i dont have gta 4...btw i have a question..does in gta 4 we need to preligh the model like in gta sa?

Mark01
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#21

Posted 30 January 2012 - 02:39 AM

Hey,

Thanks for the comments everyone, it's been a while since I did not posted any updates here (5 months) but honestly I didn't worked as much on it since last time and even If I made some progress it's not worth an update after all these months.

It's always easy for me to come up with something new and get overly ambitious with an inspiration overdose at the start but then I end up being lazy of the project and put it aside, that's my biggest weakness (I'm not the only one I guess...) But I'm still working on it and I'll complete it, so If you are still looking for it (not sure there are a lot people tounge2.gif ) be prepared for an update.


The main work is the modeling part of the rest of the island, I need a lot of inspiration and this project depends on it, I already exported some parts of my island to the game but it's a pain in the ass to work with vertex color, lights, normal/spec maps and what's irritate me the most is the fact that I can't edit WPLs with notepad, so to not waste my time I'll export only after completing the whole island.

So my workflow goes this way:

-modeling
-texturing
-lighting
-ao vertex color pass
-exporting

I'm also working with organic 3d modeling softwares (such as zbrush, mudbox, sculptris...) and I already made one track with it and it looks better, more natural.

Triple Penetration
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#22

Posted 30 January 2012 - 02:50 AM

Very good. ph34r.gif

Frank.s
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#23

Posted 30 January 2012 - 12:14 PM

Yeah, sounds good. icon14.gif

Also, i'm not sure if you know this but it is possible to edit wpls using notepad, however it requires a little more effort than editing, say an ide file.

1. Download Dagerons Placement tool.
2. Use it to open a wpl and export the whole file to a dat file.
3. Edit the (text based) .dat file in notepad or w/e
4. Import the dat into Placement tool and save. (it will replace all lines)

user posted image

Mark01
  • Mark01

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#24

Posted 01 February 2012 - 03:18 AM

Frank, that'll be really helpful thanks man! wink.gif

------

I made huge progress on the island yesterday but still it wasn't enough for me to show off some screens and I had enough work on it for the day but I still wanted to try something else... so after that I decided to make a quick test with vertex alpha ingame to see if there would be no problems with z-fighting or any kind of bugs in the distance because that's what I'm going to use for all the terrains and dirt tracks and all I can say is that it works well! tounge.gif

user posted image
user posted image
user posted image
user posted image

And if you're wondering how it looks in max
user posted image

There is only 2 layers, dirt and tyre marks the rest is grass and I did not used blendshape shader because there is no support for normal maps (yet?)

nkjellman
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#25

Posted 01 February 2012 - 04:32 AM

This looks great. It would fit nicely in EFTW.

noelgamo
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#26

Posted 01 February 2012 - 05:18 AM

Great job Mark01 biggrin.gif .. the textures are Great.. did you use the terrain blending shader?(dont know whats its called) or did you use an alpha on the roads?

Frank.s
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#27

Posted 03 February 2012 - 02:56 PM Edited by Frank.s, 03 February 2012 - 03:02 PM.

That smooth polyflow combined with normal maps, vertex alpha and AO, it's inspiring. icon14.gif

I've been getting some problems with vertex alpha transparency, is there any sure-fire way to stop the z-fighting?

Jestic
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#28

Posted 03 February 2012 - 03:44 PM

QUOTE (Frank.s @ Monday, Jan 30 2012, 14:14)
Yeah, sounds good. icon14.gif

Also, i'm not sure if you know this but it is possible to edit wpls using notepad, however it requires a little more effort than editing, say an ide file.

1. Download Dagerons Placement tool.
2. Use it to open a wpl and export the whole file to a dat file.
3. Edit the (text based) .dat file in notepad or w/e
4. Import the dat into Placement tool and save. (it will replace all lines)

user posted image

And why in gods name would u use that unfisnhed tool instead of GIMS

?

Frank.s
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#29

Posted 03 February 2012 - 03:45 PM

I don't. wink.gif
Read our convo, Mark wanted to know a way to edit a wpl using notepad so i told him how.
Could you edit your post to remove the unnecessary pic?

nkjellman
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#30

Posted 03 February 2012 - 09:55 PM

QUOTE (Blaster_nl @ Friday, Feb 3 2012, 15:44)
QUOTE (Frank.s @ Monday, Jan 30 2012, 14:14)
Yeah, sounds good. icon14.gif

Also, i'm not sure if you know this but it is possible to edit wpls using notepad, however it requires a little more effort than editing, say an ide file.

1. Download Dagerons Placement tool.
2. Use it to open a wpl and export the whole file to a dat file.
3. Edit the (text based) .dat file in notepad or w/e
4. Import the dat into Placement tool and save. (it will replace all lines)

user posted image

And why in gods name would u use that unfisnhed tool instead of GIMS

?

Only time I use it is when I'm converting maps to xpl so they work on Xbox 360.




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