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[WIP|IV|MAP] Codename: Clockwork Mount

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Frank.s
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#151

Posted 25 February 2012 - 06:00 PM Edited by Frank.s, 25 February 2012 - 06:24 PM.

Looking forward to the new stuff. icon14.gif

Are you getting any map disappearing bugs after playing for a while?
(caused by OpenIV. It seems to happen less if the map mod in question is an addition to IV's original map and not a map-cleaned IV install with a map mod in it.)

Alwintheboy
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#152

Posted 26 February 2012 - 06:41 AM

Stunning tounge.gif

I am sure the progress is really good at the moment

Keep up the good work mate smile.gif

steel89ita
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#153

Posted 26 February 2012 - 03:57 PM

QUOTE (Frank.s @ Saturday, Feb 25 2012, 18:00)
Looking forward to the new stuff. icon14.gif

Are you getting any map disappearing bugs after playing for a while?
(caused by OpenIV. It seems to happen less if the map mod in question is an addition to IV's original map and not a map-cleaned IV install with a map mod in it.)

No, never happened to me.
Objects are loading a little slower than normal ones (probably I notice it because it currently does not have LODS, and I don't find any documentation to add them cryani.gif )
but I never had disappearing problems.


@Alwintheboy: The progress is not going really well on these days because we have continuous problems with Gims and the Material Editor, so It's really difficult/Sometimes Impossible to assign and get them working.
I hope that the problem will be solved soon, in the meantime I managed to have a working Bridge, here's a screen of how it blends with the original map

user posted image

Sebianoti
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#154

Posted 26 February 2012 - 07:09 PM

from the screenshot's view it's nice, however if i was on the other side?

Rob.Zombie
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#155

Posted 28 February 2012 - 05:04 PM

I like the textures you are using. They seem pretty nice.

SNAKE DOC
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#156

Posted 28 February 2012 - 09:50 PM

QUOTE (Rob.Zombie @ Tuesday, Feb 28 2012, 18:04)
I like the textures you are using. They seem pretty nice.

By the look of it, the majority are stock IV textures. biggrin.gif ENB makes them look better though.

The bridge blends pretty nicely, I must say.

Rob.Zombie
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#157

Posted 01 March 2012 - 09:18 AM

I dunno that road texture, especially on the bridge, that looks like a new one to me. Although it could be that there's no irritating specular map on it, which makes everything shine like it was icy or something biggrin.gif

junox
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#158

Posted 01 March 2012 - 10:30 AM Edited by junox, 01 March 2012 - 12:22 PM.

QUOTE (steel89ita @ Tuesday, Feb 21 2012, 21:28)
@stilldre: You are right, I have some problems with the UVW Map of the guard rail, I will check them smile.gif

@Blaster_nl: I'm a n00b on this field, I'm starting to learn something, It needs time but I love it biggrin.gif

@SpoonTheMan: I don't think it's a graphic question but I don't know anything about LAN Gaming..

@nkjellman: Thanks man! I would like to, but I'm sorry, I really don't have the time t join it, for now I just have the time to finish this project!

@msvu: Excuse me?? Why you want it without LC? Anyway I can't, I will made it as an "addon".

@all the others: Thank you very much, I really appreciate your support!
In the meantime, some screens from the terrain modeler (NOT GTAIV)
I changed a huge part of the terrain, remodeled hills and mountains, added some dirt tracks and "hidden" paths.
I still have to edit some dirt track curves and bends, but the big modelling work is done!

user posted image

user posted image

user posted image

Really nice Job on the land creation ... have you managed to add to the game ..? your roads look very smooth and very natural would be great to drive on - on closer look - you seem to have only single track road , would be really nice with a dual road


steel89ita
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#159

Posted 02 March 2012 - 08:31 PM Edited by steel89ita, 03 March 2012 - 03:58 PM.

Yes, textures are almost all from the original game.
I just want to blend it with the rest of the map and they are perfect for it.

I'm trying my latest export.
It is geographically correct, but there are loads of collision problems with it (don't know why, the previous export was good on the collision side)
[invsible walls, jumps & co.]
I'm trying to recreate them, will check if it works.

In the meantime, I'm accurately selecting the faces for the rock material (then I will add a blended material near it)
but I think I will add the trees before because my CPU is asking me to stop with that selections/paintings.

And, If you want to see the layout of roads and mountain, see it on the first page smile.gif

EDIT: Ok, realised that was a problem of my Game, on the default version there aren't collision problems

user posted image

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Sebianoti
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#160

Posted 02 March 2012 - 10:15 PM

so the city stays? it looks awesome

SonofUgly
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#161

Posted 03 March 2012 - 04:09 AM

Awesome mod, looks great and can't wait for it to go public.
Probably asking a lot, but is there any way to make this compatible with the SPA Francorchamps and Laguna Seca mods? Laguna Seca connects to LC right where your bridge connects to it and SPA Francorchamps is just east to Laguna so I'd have to remove both of them for your mod.

steel89ita
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#162

Posted 03 March 2012 - 12:30 PM Edited by steel89ita, 03 March 2012 - 04:01 PM.

QUOTE (SonofUgly @ Saturday, Mar 3 2012, 04:09)
Awesome mod, looks great and can't wait for it to go public.
Probably asking a lot, but is there any way to make this compatible with the SPA Francorchamps and Laguna Seca mods? Laguna Seca connects to LC right where your bridge connects to it and SPA Francorchamps is just east to Laguna so I'd have to remove both of them for your mod.

I tested it with the Spa Circuit and it's ok with it.
I didn't test the Laguna Seca circuit, but I can't move the mountain to another place, it's just perfect on this place..

@Sebainoti: Yes, the city stays there, this mountain is not really big, but it's still a funny addition to our city!

ZBNYNC
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#163

Posted 03 March 2012 - 07:37 PM

Wow, this map mod is going to be insane when it gets released!
I can't believe that I haven't come across this thread before, good luck with everything else that you have to do, I really hope to see a release in the near future.

boss06
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#164

Posted 05 March 2012 - 07:34 AM

release data ?

Deadly Target
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#165

Posted 05 March 2012 - 09:15 AM

When it's ready.

steel89ita
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#166

Posted 05 March 2012 - 12:18 PM Edited by steel89ita, 05 March 2012 - 12:32 PM.

QUOTE (ZBNYNC @ Saturday, Mar 3 2012, 19:37)
Wow, this map mod is going to be insane when it gets released!
I can't believe that I haven't come across this thread before, good luck with everything else that you have to do, I really hope to see a release in the near future.

Thank you, I hope it will be good for all of you!


I finally understood what was the problem of transparent collision: My GTA Folder.
I restored my backup and now it's all fixed!

I made a decision for the future progress, so the next step is to add trees and give a private beta to some testers.
I will divide rock/grass materials for the next beta because it's a really long procedure, and on a highly shaped terrain like that it requires much time (and CPU efforts) to select the rocks and design the blended materials.

The progress so far:
user posted image
user posted image
user posted image
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I'm adding trees on all the areas and accurately move them one by one to avoid Z Placing problems (sometimes they not collide with the terrain and I have to move them)
Collisions are working well, but I still have to figure how to give LODs to the trees.
I will add more trees on these areas and do the same where you can't see them!

@boss06: Like Deadly Target said, When It's Ready smile.gif

DB10
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#167

Posted 05 March 2012 - 12:26 PM

Great work, looking forward to the release. Keep it up!

msvu
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#168

Posted 05 March 2012 - 01:14 PM

Amazing pics as always.Love the mod.Can I be a beta tester ?

Sebianoti
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#169

Posted 05 March 2012 - 03:10 PM

If you need any testers i'm up for it! it looks amazin!

SpeedHunter
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#170

Posted 05 March 2012 - 03:51 PM

If you looking for beta tester I'm in. smile.gif

GtADuuuDe
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#171

Posted 05 March 2012 - 04:30 PM

this is looking very very good icon14.gif
amazing map, cant wait public release biggrin.gif

btw what enb you are using wow.gif it looks so beautiful

stilldre
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#172

Posted 05 March 2012 - 05:05 PM

Aslong u can get lod for trees, you can have as many u like else not all will spawn and will become invisible.
But it looks good, keep up icon14.gif
Btw: I hope u don't do each tree at time by hand, use advance painter script/plugin for max it easy the progress by just painting trees to ur surface in max smile.gif

SkylineGTRFreak
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#173

Posted 05 March 2012 - 09:14 PM

does it work on EFLC?

Jestic
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#174

Posted 05 March 2012 - 09:37 PM

QUOTE (SkylineGTRFreak @ Monday, Mar 5 2012, 23:14)
does it work on EFLC?

Maps are non related to game version. (any patch will work)

steel89ita
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#175

Posted 07 March 2012 - 12:23 PM

QUOTE (stilldre @ Monday, Mar 5 2012, 17:05)
Aslong u can get lod for trees, you can have as many u like else not all will spawn and will become invisible.
But it looks good, keep up icon14.gif
Btw: I hope u don't do each tree at time by hand, use advance painter script/plugin for max it easy the progress by just painting trees to ur surface in max smile.gif

Thanks man, I tried it and it works well, better than the Graphite Modelling Paint.
I have to move some trees tho, but it's still better!

---

Thanks to the others too, I will recheck the posts when I will search for beta testers biggrin.gif
Anyway, here's some more progress:

To keep the collisions of the trees and a good view distance I had to create 2 wpls: one with the standard distance and the other with a better view distance.
I will have to edit it when I will learn how to create lods for the standard objects.

I'm using Icenhancer 2.0N!

user posted image
user posted image
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user posted image


SpeedHunter
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#176

Posted 07 March 2012 - 12:56 PM

These dirt roads looks great.

Sebianoti
  • Sebianoti

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#177

Posted 07 March 2012 - 03:12 PM

Finally my dream of off-road tracks will come true, if chosen as beta tester i think I'll die with excitement... which won't be good tbh

SpoonTheMan
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#178

Posted 07 March 2012 - 06:33 PM Edited by SpoonTheMan, 07 March 2012 - 10:21 PM.

Some questions about Beta-Testing this mod: 1.What does a Beta Tester need to do(for this mod)? 2.How long will the Beta-Testing phase last (When will the mod go public)? 3.Is a beta tester (of this mod) allowed to share the mod with friends? 4.If I couldn't start/had to stop Beta-Testing this mod, would that be alright (especially for game-stability reasons)?

Tori_95
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#179

Posted 10 March 2012 - 12:54 PM Edited by Tori_95, 10 March 2012 - 12:59 PM.

NICE! I love this map even more with trees!


EDIT:
Wich ENB you were using in this picture?

user posted image

steel89ita
  • steel89ita

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#180

Posted 12 March 2012 - 08:54 PM

QUOTE (SpoonTheMan @ Wednesday, Mar 7 2012, 18:33)
Some questions about Beta-Testing this mod: 1.What does a Beta Tester need to do(for this mod)? 2.How long will the Beta-Testing phase last (When will the mod go public)? 3.Is a beta tester (of this mod) allowed to share the mod with friends? 4.If I couldn't start/had to stop Beta-Testing this mod, would that be alright (especially for game-stability reasons)?

1. A Beta Tester need to do the Beta tester: I need feedback for improvements and bugs.
2. The private beta testing will last when the map will be ready for the public, (ready to be tried, not fully developed)
3. I can't know if you share it with your friends, but because it's a w.i.p. version and private, I ask you to do not share it to make the development better.
4. Everyone can have other things to do, so yes, but If possible I ask for feedback to create something better.

@Tori_95: that was icenhancer 1.35 with the Packet Config, now I'm using icenhancer 2.0N.


Soon a simple teaser, I have to add some trees tho. smile.gif




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