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[WIP l BETA] GTA Vice City Recover

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elMarcoPL
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#211

Posted 21 April 2012 - 06:14 PM

I'm hardly working on map. Now left two, last and the hardest parts of this - oceandN & oceandrv. Hardest because of xods, double models (night and day), and double lods. If I will done at least one of them, i'll do some screenshots. Rest of map is done.

d3jan
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#212

Posted 23 April 2012 - 12:34 AM Edited by d3jan, 23 April 2012 - 12:43 AM.

QUOTE (xXaerooff2Xx @ Saturday, Apr 21 2012, 20:14)
I'm hardly working on map. Now left two, last and the hardest parts of this - oceandN & oceandrv. Hardest because of xods, double models (night and day), and double lods. If I will done at least one of them, i'll do some screenshots. Rest of map is done.

awsome progress of the map, sure it's not easy to convert all the map by your self biggrin.gif
when the release date will be ? approximately
and about the kuruma, i say it's better to be the original model, but from the xbox biggrin.gif

Junior123456789
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#213

Posted 23 April 2012 - 01:48 AM

QUOTE (opnoright @ Tuesday, Apr 17 2012, 10:00)

user posted image
1986 Toyota Camry

I'm only pointing this out because a rounded modern looking car in the 80's doesn't seem right to me.

Looks like a car in SA Windsor or something, if I'm wrong sorry, but I don't remember very well...

d3jan
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#214

Posted 23 April 2012 - 11:33 PM

QUOTE (Junior123456789 @ Monday, Apr 23 2012, 03:48)
QUOTE (opnoright @ Tuesday, Apr 17 2012, 10:00)

user posted image
1986 Toyota Camry

I'm only pointing this out because a rounded modern looking car in the 80's doesn't seem right to me.

Looks like a car in SA Windsor or something, if I'm wrong sorry, but I don't remember very well...

it looks more like manana to me biggrin.gif

Triple Penetration
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#215

Posted 24 April 2012 - 11:51 AM

Manana x 2 times amount of the doors = 1983 Kuruma

d3jan
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#216

Posted 29 April 2012 - 07:00 AM

any updates ? biggrin.gif

elMarcoPL
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#217

Posted 29 April 2012 - 11:26 AM

Screens today.

d3jan
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#218

Posted 29 April 2012 - 08:41 PM

QUOTE (xXaerooff2Xx @ Sunday, Apr 29 2012, 13:26)
Screens today.

i'll wait biggrin.gif

elMarcoPL
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#219

Posted 29 April 2012 - 09:00 PM

Sorry for delay. Screens will be tomomrow.
1st reason - there wasn't time to do screens blush.gif
2nd reason - I decided to add Vertex and Night vertex colors. Today I tested it on one part of map. Working pretty good. There's also a new VC timecyc, all Xbox cars converted and some other things, like premission for h3nriqu3's HUD.
Sorry again, but I think that you won't be disapointed. colgate.gif

nkjellman
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#220

Posted 30 April 2012 - 03:45 AM

You should ask the VC HD team for some of their cutscenes/missions. I heard they had some of them converted to SA.

elMarcoPL
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#221

Posted 01 May 2012 - 08:14 AM

I can make them myself wink.gif.

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elMarcoPL
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#222

Posted 01 May 2012 - 09:34 AM Edited by xXaerooff2Xx, 01 May 2012 - 09:53 AM.

Here you are also in-game screens:

user posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted image

___________________________________

At GTAForums awards we have been nominated to best map, so if you want to vote for us, go here: http://www.gtaforums...howtopic=508590

d3jan
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#223

Posted 02 May 2012 - 11:41 AM

nice biggrin.gif <3 inlove.gif

Junior123456789
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#224

Posted 02 May 2012 - 01:35 PM

Awesome screens. Loved all of 'em inlove.gif

Mega.
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#225

Posted 02 May 2012 - 09:27 PM

Wow, incredible! Nice work at the map converting, it looks amazing! So does the vehicles and timecyc!

EverLost123
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#226

Posted 03 May 2012 - 02:31 AM Edited by EverLost123, 03 May 2012 - 02:40 AM.

Its just me or the peds , specially Tommy, are very low poly?

I mean, look at those arms bored.gif

user posted image

Im not sure whats happen on the conversion, but the VC tommy is extremely better

user posted image

countergame
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#227

Posted 03 May 2012 - 05:10 AM Edited by countergame, 04 May 2012 - 12:00 PM.

QUOTE (EverLost123 @ Thursday, May 3 2012, 02:31)
Its just me or the peds , specially Tommy, are very low poly?

I mean, look at those arms  bored.gif


Im not sure whats happen on the conversion, but the VC tommy is extremely better

user posted image

The beta screens aren't high-poly, they're shooped, R* did that a lot with the III/VC era games.

elMarcoPL
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#228

Posted 03 May 2012 - 07:34 AM Edited by xXaerooff2Xx, 03 May 2012 - 07:45 AM.

EverLost is right, but it depend of game engine.
I will show you what I mean.
Here's pic of VC:
user posted image

Look at back of Tommy.
We can't see any polys, because VC engine lighting only side ends of body, or (like in pictrue) all back in same level of colour.
It is named as illumination. In SA illumination lighting not only ends, but all body, what you can notice on my screens.
Of course I will try to fix it.

Frank.s
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#229

Posted 03 May 2012 - 10:32 AM

Lol. You guys are so mis-led. The beta screens aren't high-poly, they're shooped, R* did that a lot with the III/VC era games.

Dingleman
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#230

Posted 03 May 2012 - 01:21 PM

What the hell are you guys on about? tounge.gif

All that Tommy model needs is to be popped into 3Ds Max and given a vertex weld and a mesh smooth. The "low poly" model seems that way due to the sharp edges, not a lack of polygons.

MinnieMan121249
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#231

Posted 03 May 2012 - 05:05 PM

Here's how you fix the hard edges on the models:

The weld option when editing the polygons on the mesh has a value of 0.1. Change it to 0.001, select all the polygons on the model and weld them. This will smooth the model and remove those hard edges on the back of Tommy's shirt and arms.

Dipto
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#232

Posted 04 May 2012 - 06:29 AM

You should post the mod in the 'gtagarage.com' instead of the site you posted it.

elMarcoPL
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#233

Posted 04 May 2012 - 07:17 AM

I will upload there 0.98c, because there is no sense to up last version.

Thanks Minnie for tut. This + m. smooth made Tommy looks really good. I will show it today wink.gif.
l

Junior123456789
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#234

Posted 04 May 2012 - 01:37 PM Edited by Junior123456789, 04 May 2012 - 01:57 PM.

I took CS model, weld the vertices, applied Mesh Smooth and added GTA IV hands (texture is from Vakooja). = Tommy HD

user posted image
By junior123456789 at 2012-05-04

But when I rig I have this error:
user posted image

Uploaded with ImageShack.us

What's wrong? I have rigged alot of peds before but this one I can't.
Sorry for offtopic really.

Mr. Myriad
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#235

Posted 05 May 2012 - 02:05 AM

xXaerooff2Xx, when will you upload the new version?

EverLost123
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#236

Posted 05 May 2012 - 03:10 AM

It's so annoying when you do something extremely good on something, then when you are just going to save it, it gives a unexplanable error. No works can describe that.

elMarcoPL
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#237

Posted 05 May 2012 - 09:43 AM

1. Convert it to mesh again, and delete bones.
2. Press "skip col" in KAM's script and export it as custom model (like building).
3. Reset 3ds max.
4. Import your HQ Tommy.
5. Rig it again and now you should be able to export it.
__________________________________

Progress:

- Smoothed Tommy,
- Added Night neons,
- Fixed runing and sprint, and converted new anims (in one word I'm reconverting and fixing anims wink.gif).

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countergame
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#238

Posted 05 May 2012 - 09:48 AM

You should fix the hands.. :-) But it looks better now.

elMarcoPL
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#239

Posted 05 May 2012 - 09:51 AM

Alright I will do it wink.gif

d3jan
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#240

Posted 05 May 2012 - 02:35 PM

it looks awsome biggrin.gif icon14.gif




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