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[WIP|IV|MAP] Codename: Clockwork Mount

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steel89ita
  • steel89ita

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#1

Posted 02 February 2012 - 12:37 PM Edited by steel89ita, 15 August 2013 - 08:00 PM.

user posted image


user posted image

DOWNLOAD THE BETA1 HERE:

DOWNLOAD
mirror



Hello!
This is my first project for GTAIV:
A Mountainous map full of roads and dirt tracks,
with the wish to create something that blends with the whole Liberty City map.


Thanks for the help to:

LegizLegiz - Paths.img NODs (Car Paths)
Terreur69Terreur69 - Radar.img tips to create the WTDs for the radar


CURRENT LAYOUT [v.0.0.3]
[Click to enlarge]
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[Screenshots taken from the v.0.0.5]

CHANGE LOG:
v.0.0.1 First Alpha
- Basic Map and road Creation
- 7 Materials
- No additional objects

Version Screenshots:
http://www.gtaforums...st&p=1061061320

v.0.0.2
- Some Road curves and height edited
- Map Geometry changed according to the map placement
- Added Rails according to the curve direction and "danger"

Version Screenshots:
http://www.gtaforums...st&p=1061073910
http://www.gtaforums...st&p=1061075744
http://www.gtaforums...st&p=1061080135
http://www.gtaforums...st&p=1061090468


v.0.0.3
- Dramatically changed terrain design of Mountains and Hills, corrected shapes and heights
- Added additional dirt tracks and changed some other
- Edited many curves and bends to be more "natural" and better for the gameplay
- Reduced Road and Dirt Tracks width a bit
- Changed material and collision for the dirt tracks
- Added connection Bridge
- Added some trees

Version Screenshots:
http://www.gtaforums...st&p=1061124175
http://www.gtaforums...st&p=1061129919


v.0.0.5 - Actual Version W.I.P.
- Reassigned collisions: Added Grass, Rock and Sand collisions to the Map
- Changed some procedural materials
- Added blended materials for grass and rocks
- Changed and created some new textures
- Fixed the Rails texture
- Added Specular and Bump Maps for Roads, Dirt Tracks and Guard Rails


stilldre
  • stilldre

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#2

Posted 02 February 2012 - 12:43 PM Edited by stilldre, 02 February 2012 - 12:50 PM.

Cool biggrin.gif what program u used to build this map?
I guess CityScape biggrin.gif btw u should make some tunnels and less bridge legs.

Shotgunfan345
  • Shotgunfan345

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#3

Posted 02 February 2012 - 12:44 PM

cool keep it up biggrin.gif

WpeRek
  • WpeRek

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#4

Posted 02 February 2012 - 01:30 PM

WoW, cool map, and screens. icon14.gif icon14.gif

LeitoPL
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#5

Posted 02 February 2012 - 01:58 PM

That's reminds me of the old NFS Hot Pursuit. Awesome turn.gif

Rob.Zombie
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#6

Posted 02 February 2012 - 03:12 PM

Nice job. Can't wait to use it. Looks like a perfect map for drifting. Also can you take some screenshots without enb?

Garju67
  • Garju67

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#7

Posted 02 February 2012 - 04:11 PM

Nice keep going icon14.gif

Exxon
  • Exxon

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#8

Posted 02 February 2012 - 04:41 PM

That looks sick wow.gif

You only need to resize it a bit, the roads look small compared to the car icon14.gif

GTARandom
  • GTARandom

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#9

Posted 02 February 2012 - 04:43 PM

Awesome , awesome! Textures match perfectly.

Made in CityScape by the looks of it (bridge legs)

Jestic
  • Jestic

    Chris

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#10

Posted 02 February 2012 - 04:49 PM

Cool, but stop using enb and use visual iv instead.

Exxon
  • Exxon

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#11

Posted 02 February 2012 - 05:09 PM

QUOTE (Blaster_nl @ Thursday, Feb 2 2012, 16:49)
Cool, but stop using enb and use visual iv instead.

Why? ENB looks better cool.gif

69_black_69
  • 69_black_69

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#12

Posted 02 February 2012 - 05:26 PM

Damn, that's awesome. Love that foggy screenshot.

But show it without enb, please.
If it's still looking good without any visual enhancement mod, then icon14.gif .

Mrgrandis_HKG
  • Mrgrandis_HKG

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#13

Posted 02 February 2012 - 05:53 PM Edited by Alwintheboy, 02 February 2012 - 05:56 PM.

Oh my god! Very nice map! cookie.gif

QUOTE
That looks sick wow.gif

You only need to resize it a bit, the roads look small compared to the car icon14.gif


I think that a narrower road fits this mountain more tounge.gif

Jestic
  • Jestic

    Chris

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#14

Posted 02 February 2012 - 06:40 PM

QUOTE (Exxon @ Thursday, Feb 2 2012, 19:09)
QUOTE (Blaster_nl @ Thursday, Feb 2 2012, 16:49)
Cool, but stop using enb and use visual iv instead.

Why? ENB looks better cool.gif

Nah, it just plays with you because the effects are so overwhelming.

Still, truth it, most people (more then 80%) play without enb, so the screens give a wrong expression, and those people will be disappointed

Trust me, with the right timecyc it's better without.

EverLost123
  • EverLost123

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#15

Posted 02 February 2012 - 07:29 PM

I Read Cockwork Mouth, problem?

Besides that, good map ,good textures, good ENB, good car, everything seems to be good in this mod smile.gif

Exxon
  • Exxon

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#16

Posted 02 February 2012 - 08:05 PM

QUOTE (Blaster_nl @ Thursday, Feb 2 2012, 18:40)
QUOTE (Exxon @ Thursday, Feb 2 2012, 19:09)
QUOTE (Blaster_nl @ Thursday, Feb 2 2012, 16:49)
Cool, but stop using enb and use visual iv instead.

Why? ENB looks better cool.gif

Nah, it just plays with you because the effects are so overwhelming.

Still, truth it, most people (more then 80%) play without enb, so the screens give a wrong expression, and those people will be disappointed

Trust me, with the right timecyc it's better without.

I really believe you, but I think ENB looks better.
For example, it makes cars have realistic reflections, instead of what IV has.
Also, the clouds look better. And, the sunflare is very nice. Something that SA has, but IV doesn't turn.gif

But those people can see it's ENB, right?
They probably know that, so they can't really be disappointed.

Tori_95
  • Tori_95

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#17

Posted 02 February 2012 - 08:15 PM

THATS SO PERFECT AND RANDOM!!! So great my friend, what program are you using?
Im learning a bit of 3ds max so i hope i can help with basic modelling and such

elMarcoPL
  • elMarcoPL

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#18

Posted 02 February 2012 - 08:22 PM

Powala z nóg!
Last screen... Well what i have to say? Perfect job.

Frank.s
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#19

Posted 02 February 2012 - 08:47 PM

The base terrain looks great, can't wait to see it with vegetation + trees + details. icon14.gif
Any collission bugs? If the seperate objects are large then they might cause the collision to become weirdly bumpy. Chop it up into enough small peices and that sometimes fixes the problem. (i've seen that collision bug on a lot of maps made using CityScape so thats one reason i'm asking)

QUOTE (Tori_95)
So great my friend, what program are you using?
It seems to be modeled in Autodesk CityScape, i suspected that when i first saw it and GTARandom said that the bridges look like CityScape ones too however the author hasn't said for certain what programs he used.

buzzbass
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#20

Posted 02 February 2012 - 09:21 PM Edited by buzzbass, 15 March 2012 - 05:32 PM.

Nice smile.gif

nkjellman
  • nkjellman

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#21

Posted 02 February 2012 - 09:56 PM

Nice map man. It looks really good. I hope you add trees on it. Most maps like this are lacking them.

Squirlkiller
  • Squirlkiller

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#22

Posted 03 February 2012 - 01:06 AM

That enb is godlike with the roads wow.gif

brian.
  • brian.

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#23

Posted 03 February 2012 - 01:15 AM

Island looks awesome. I wanted to try this CityScape program, and it seems the website is down? I hope I didn't miss this soft? Can anyone point me to it in PM or?

Tori_95
  • Tori_95

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#24

Posted 03 February 2012 - 02:40 AM Edited by Tori_95, 03 February 2012 - 02:45 AM.

QUOTE (brian. @ Friday, Feb 3 2012, 01:15)
Island looks awesome. I wanted to try this CityScape program, and it seems the website is down? I hope I didn't miss this soft? Can anyone point me to it in PM or?

Isnt it a plugin of 3ds max? im kinda conffused



QUOTE (Frank.s @ Feb 2 2012, 20:47)
The base terrain looks great, can't wait to see it with vegetation + trees + details. icon14.gif
Any collission bugs? If the seperate objects are large then they might cause the collision to become weirdly bumpy. Chop it up into enough small peices and that sometimes fixes the problem. (i've seen that collision bug on a lot of maps made using CityScape so thats one reason i'm asking)

QUOTE (Tori_95)
So great my friend, what program are you using?
It seems to be modeled in Autodesk CityScape, i suspected that when i first saw it and GTARandom said that the bridges look like CityScape ones too however the author hasn't said for certain what programs he used.


Where can i buy or download CityScape?

nkjellman
  • nkjellman

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#25

Posted 03 February 2012 - 04:28 AM

QUOTE (Tori_95 @ Friday, Feb 3 2012, 02:40)
QUOTE (brian. @ Friday, Feb 3 2012, 01:15)
Island looks awesome. I wanted to try this CityScape program, and it seems the website is down? I hope I didn't miss this soft? Can anyone point me to it in PM or?

Isnt it a plugin of 3ds max? im kinda conffused



QUOTE (Frank.s @ Feb 2 2012, 20:47)
The base terrain looks great, can't wait to see it with vegetation + trees + details. icon14.gif
Any collission bugs? If the seperate objects are large then they might cause the collision to become weirdly bumpy. Chop it up into enough small peices and that sometimes fixes the problem. (i've seen that collision bug on a lot of maps made using CityScape so thats one reason i'm asking)

QUOTE (Tori_95)
So great my friend, what program are you using?
It seems to be modeled in Autodesk CityScape, i suspected that when i first saw it and GTARandom said that the bridges look like CityScape ones too however the author hasn't said for certain what programs he used.


Where can i buy or download CityScape?

Doesnt City Skape work like the editor in Far Cry 2 or Mod Naition Racers?

PreciousWall
  • PreciousWall

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#26

Posted 03 February 2012 - 08:57 AM

holy damn! im so excited with this!

MIXAZZZ
  • MIXAZZZ

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#27

Posted 03 February 2012 - 09:57 AM

Excellent! 5/5

steel89ita
  • steel89ita

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#28

Posted 03 February 2012 - 12:23 PM

First of all, thanks all for the replies!
I can't reply to everyone, but here some answers:

I'm using Cityscape to create the base terrain (bridges, roads and mountain) and 3ds max to do the rest.
For the first alpha test (v.0.0.1) I divided the terrain in small lots of 10-15k polys.

The building steps are these:
-basic modelling in cityscape
-basic terrain adjustments in 3ds max
-basic material assignment
-addition of stuff and split of the scene in more parts (woods/trees, grass, flowers...)


And here the screenshots from Vanilla GTAIV and EFLC (Remember, still v.0.0.1 First Alpha, the v.0.0.2 is under construction)

user posted imageuser posted imageuser posted imageuser posted imageuser posted image

I have to realize how to add stuff like trees (if it's a procedural or I have to put them on the scene) but for now I have to do much work on the terrain!

Frank.s
  • Frank.s

    PingPang

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#29

Posted 03 February 2012 - 12:36 PM

Sounds good.
Thanks for the info, you really should make the terrain blend between lots of different textures, that would add much more detail than one texture. GIMS supports blended terrain materials too now. icon14.gif

Tori_95
  • Tori_95

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#30

Posted 03 February 2012 - 01:10 PM Edited by Tori_95, 03 February 2012 - 02:10 PM.

QUOTE (steel89ita @ Friday, Feb 3 2012, 12:23)
First of all, thanks all for the replies!
I can't reply to everyone, but here some answers:

I'm using Cityscape to create the base terrain (bridges, roads and mountain) and 3ds max to do the rest.
For the first alpha test (v.0.0.1) I divided the terrain in small lots of 10-15k polys.

The building steps are these:
-basic modelling in cityscape
-basic terrain adjustments in 3ds max
-basic material assignment
-addition of stuff and split of the scene in more parts (woods/trees, grass, flowers...)


And here the screenshots from Vanilla GTAIV and EFLC (Remember, still v.0.0.1 First Alpha, the v.0.0.2 is under construction)

user posted imageuser posted imageuser posted imageuser posted imageuser posted image

I have to realize how to add stuff like trees (if it's a procedural or I have to put them on the scene) but for now I have to do much work on the terrain!



EDIT: Are you using the demo version?




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