|QUOTE (Fireburns @ Thursday, Nov 24 2011, 20:53)|
I will have a look at your release at the weekend, since your work deserves much more time than I have now.
The fog on some floors is probably caused by the .col file of the set object.
See you later! You made me looking forward to the weekend even more!
I see, thanks, I am not touching *.col files, but as long as this kind of stuff is documented it can be fixed or worked later.
|QUOTE (methodunderg @ Thursday, Nov 24 2011, 21:19)|
|OMG. the lights look awesome. I presume left is BEFORE, and right is AFTER?|
Any chance they can be convereted for GTA:SA?
You presume right (left->before - right->after), I don't have SA to test if they will work, I could import them as SA format, but there is no guarentee they will look properly or even work. That's why I left the *.max files there without much of a disclaimer but the idea is that anyone is free to do whatever they want with them. Also I didn't mention but the chamfered/beveled edges around the models are "unmapped" like that to denote borders, is basically an outline effect (or a fake specular) otherwise the polys are half a waste, but is a matter of choice, the chamfer could be smooth as well for example.
I would also argue that SA has its own style of lights, regarding III with normal street lights (light posts), those have a broken model which I am not sure how to properly build, but regardless, I would need to see what kind of light they use, they are very low-poly and barely seem to have a type or "kind" at all. So I am left to pass something realistic arbitrarely, which is not "smoothing a model" at all but almost choose and design, and it gets kind of troublesome to me, taking or seeing models from SA or IV could be a lot more faithful to the game, I don't have resource files now, so is that, or something I really like, or making a model from someone who spended time making a tutorial.
Another part about adding detail is checking if it's worth, as in someone will be able to spot differences themselves before/after just by looking (is a scrap model):
Though I would need to see how they look in-game, no shadows means it could look really flat like the original model, but even without shadows the deep should be there. I am not sure why the original container has that weird ceiling is like they wanted to chamfer the top edges but also mantain the UV proportions and ended like that.