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[IV/EFLC] Maple Valley Raceway

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stilldre
  • stilldre

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#61

Posted 24 February 2012 - 07:49 PM Edited by stilldre, 24 February 2012 - 11:25 PM.

First release is out tounge.gif check it out..
After this i'm going to take my time on something else, so don't bother if u see some bugs.
All files are unlocked so u have the freedom in that biggrin.gif

For those who don't know where it is on map?! It's near old casino in Jersey, LC.

Download link:
http://www.mediafire...afx1ncjx4lzjxnj

Screens:
http://www.gtagaming...330125233_2.png
http://www.gtagaming...330125233_4.png
http://www.gtagaming...330125299_3.png
http://www.gtagaming...330125299_1.png

Trailer by Carrythxd:

Exxon
  • Exxon

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#62

Posted 25 February 2012 - 01:30 PM

If you don't look at the few minor bugs here and there, it's awesome! icon14.gif

stilldre
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#63

Posted 25 February 2012 - 01:47 PM

QUOTE (Exxon @ Saturday, Feb 25 2012, 14:30)
If you don't look at the few minor bugs here and there, it's awesome! icon14.gif

Ye it's playeble tounge.gif i wanted to fix that day some of it bugs, but gims slightly changed with material editor and it was kinda weird to work with.
Than i though whatever i'll do it some other time, now i'm making the Seacrest County. Within few weeks i'll open new forumtopic for it. icon14.gif

nkjellman
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#64

Posted 25 February 2012 - 06:09 PM

Great, can't wait to see what you come up with.

But I hope the plants drawdistance can be increased. Its annoying seeing them render as I drive.

Frank.s
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#65

Posted 25 February 2012 - 07:22 PM

QUOTE (nkjellman @ Saturday, Feb 25 2012, 18:09)
But I hope the plants drawdistance can be increased. Its annoying seeing them render as I drive.

That's because they're probably procedural plants. If plants are placed by wpl then they can have their ide draw distance changed higher.

Also, does IV's procedural vegetation models have ide definitions like SA's procedurals uses? If yes, then does adjusting the draw distance of the procedural objects in their ide files have an effect ingame?

nkjellman
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#66

Posted 25 February 2012 - 07:31 PM

QUOTE (Frank.s @ Saturday, Feb 25 2012, 19:22)
QUOTE (nkjellman @ Saturday, Feb 25 2012, 18:09)
But I hope the plants drawdistance can be increased. Its annoying seeing them render as I drive.

That's because they're probably procedural plants. If plants are placed by wpl then they can have their ide draw distance changed higher.

Also, does IV's procedural vegetation models have ide definitions like SA's procedurals uses? If yes, then does adjusting the draw distance of the procedural objects in their ide files have an effect ingame?

I wouldnt know, but my guss is those types of objects are auto generated. I have been noticing more maps having them lately, including this, GTA III Rage, and the Assasins Creed mod. I hope IV SA will use them in beta 3. I definitly think IV SA needs them. It will make the country side look much better and less flat. Ghostown 6 should have them too. However IV SA and Ghostown 6 should change the models, because IV ones are made to look more like weeds, and not tall grass you would find out in the country.

killed007
  • killed007

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#67

Posted 26 February 2012 - 01:37 PM

Graet track! I was looking forward to off roading in the hills tho there are LOTS on invisable obj. so thats not gonna happen tounge.gif . Is it my game or is anyone have game crash outside Nko's first safe house in cony island. When I drive or walk around the block out side safe house I soon have game stoped working crash. I remove the track & game is fine. Anyway cool island thanks for making it for all of us gamers! flmj.... / fulmjacket

Exxon
  • Exxon

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#68

Posted 26 February 2012 - 01:52 PM

QUOTE (killed007 @ Sunday, Feb 26 2012, 13:37)
When I drive or walk around the block out side safe house I soon have game stoped working crash. I remove the track & game is fine. Anyway cool island thanks for making it for all of us gamers! flmj.... / fulmjacket

I have that too confused.gif

stilldre
  • stilldre

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#69

Posted 26 February 2012 - 01:56 PM Edited by stilldre, 26 February 2012 - 02:07 PM.

QUOTE
@Exxon, Killed:

Its probably cedar trees, although i putted right texture dir for it.. Maybe cause there is so many trees, u still can but have to watchout for it,
until i came up with second release after time biggrin.gif
QUOTE
@Nkjellman:

Ye i don't like it mutch eather to have them rendered but that will do for now.
I'm sure going to make it better on SC.

I'm making now something for fun.. Water Slide for peds, cause i want to make somekinda theme park for SC later tounge.gif

buzzbass
  • buzzbass

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#70

Posted 26 February 2012 - 11:34 PM

Bug report:

- Like in your previous mods (Red Dead Island) is full of invisible trees.
- At certain points there are "holes" in the map and fall into the water (staying under map)
- Repetition of textures is very noticeable (certain points remind me minecraft LOL) and generally textures can be very improved.

Otherwise is awesome wink.gif

stilldre
  • stilldre

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#71

Posted 27 February 2012 - 12:11 AM

QUOTE (buzzbass @ Monday, Feb 27 2012, 00:34)
Bug report:

- Like in your previous mods (Red Dead Island) is full of invisible trees.
- At certain points there are "holes" in the map and fall into the water (staying under map)
- Repetition of textures is very noticeable (certain points remind me minecraft LOL) and generally textures can be very improved.

Otherwise is awesome wink.gif

Thx
QUOTE
Ye it's playeble  tounge.gif i wanted to fix that day some of it bugs, but gims slightly changed with material editor and it was kinda weird to work with.
Than i though whatever i'll do it some other time


Been making an video trailer today, cause seems that patch 1.4 doesn't render any trees at all.

stilldre
  • stilldre

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#72

Posted 29 February 2012 - 06:48 PM

Got some updates for this map coming tomorow tounge.gif
user posted image
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Also with an add-on Aqua Fun!!!
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terreur69
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#73

Posted 29 February 2012 - 06:49 PM

cool but , grass on the road ?

stilldre
  • stilldre

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#74

Posted 29 February 2012 - 06:52 PM

QUOTE (terreur69 @ Wednesday, Feb 29 2012, 19:49)
cool but , grass on the road ?

Weeds actually with small rocks, but not on circuit tarmac itself only outside to make look like it's been cracking through the older asphalt tounge.gif

nkjellman
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#75

Posted 29 February 2012 - 09:53 PM

You should add beams on the slide for realisom. In real life those slides would collapse. Also you should try to make a spot where the slides would fit. There cool, but they just seem random.

But the rest looks great. The slides may be fun to take a motercycle through.

buzzbass
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#76

Posted 01 March 2012 - 06:47 PM

With the update you will fix the mentioned bugs (textures, holes in the flow, no trees even with patch 7, etc) or only add the aquapark ?? sarcasm.gif

stilldre
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#77

Posted 01 March 2012 - 11:38 PM Edited by stilldre, 01 March 2012 - 11:47 PM.

QUOTE (buzzbass @ Thursday, Mar 1 2012, 19:47)
With the update you will fix the mentioned bugs (textures, holes in the flow, no trees even with patch 7, etc) or only add the aquapark ?? sarcasm.gif

Ye most of them bugs will be fixed, included aqua fun add-on.. Have also added parked cars and heli's for travel/racing.
But i need to fix those trees, that will i do tomorow than release cause wpl stream just don't work right smile.gif

In the mean time here is another trailer from Carrythxd..

buzzbass
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#78

Posted 02 March 2012 - 09:17 AM

Then so would be amazing smile.gif

gtasadude
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#79

Posted 02 March 2012 - 12:27 PM

Awesome, you should make a whole map based on this Aqua tube idea, never seen anything like it in GTA IV smile.gif

stilldre
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#80

Posted 02 March 2012 - 01:02 PM

QUOTE (gtasadude @ Friday, Mar 2 2012, 13:27)
Awesome, you should make a whole map based on this Aqua tube idea, never seen anything like it in GTA IV smile.gif

Hehe, thx but this idea will pass on to Seacrest County. I'm going to make an theme park biggrin.gif

stilldre
  • stilldre

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#81

Posted 02 March 2012 - 11:54 PM Edited by stilldre, 03 March 2012 - 12:33 AM.

So i bringing you next release of Maple Valley Raceway 1.1 + Aqua Fun Add-On biggrin.gif
Check it out! And rate if u're an member of gtagaming tounge.gif

Download could be found here:
http://www.gta4-mods...n-add-on-f12998

Trailer:


Screens:
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SonofUgly
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#82

Posted 03 March 2012 - 10:16 AM

Couple things about your Aqua Fun Add-on:
1. It's pretty awesome icon14.gif.
2. You need some bikes up at the top of the slides (going down the tubes in first person on a bike is super disorientating haha).
3. You also need some cars up there (the Comet is perfect because if you flip it it'll just roll back over, also it drives upside-down on the top of the tubes very nicely).
4. There needs to be a road going up there, perhaps a nice bendy road with lots of hairpins?

Other parts of your mod:
1. I was thinking that putting some boats around the island would be nice.
2. There's still some invisible holes all around the northern most area of the map.
3. On the dirt-rally track it might be better to blend in the edges of it so they're not so rounded, making it easier to get back on the track.
4. The road leading to the dirt track and the buildings is raised up and if you fall off you have to drive back to the main track's pit to get back up.
5. Where the slides and dirt track are there are still some invisible objects.

Anyway I really like your mod, and good luck with future releases.

0888
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#83

Posted 04 March 2012 - 07:25 AM

Hi
nice map
----------------------
I want to know how to make maps Please

quechus13
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#84

Posted 04 March 2012 - 08:12 AM

To fix the holes you need to convert the model to editable patch then to mesh.

please note it will lag like hell..

but IT WILL FIX THE HOLES.

stilldre
  • stilldre

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#85

Posted 04 March 2012 - 03:55 PM Edited by stilldre, 06 March 2012 - 01:14 AM.

I know how to fix holes, just didn't saw them all in max still have few but it's okay i'll do it some other time,
in mean time i have made an quick tutorial for people who want to convert map models to GTA IV > http://www.gta4-mods...o-gta-iv-f13023

Also i've been thinking about new idea and was trying something out, seem to inspire me back on what i wanted to do all along..
Been looking at that and seemed that RDR map isn't so big after all if u just turn it / and edit to an island, u'll still have RDR map on his best cool.gif

Exxon
  • Exxon

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#86

Posted 04 March 2012 - 08:23 PM

^ That looks amazing! wow.gif

stilldre
  • stilldre

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#87

Posted 04 March 2012 - 08:34 PM Edited by stilldre, 09 March 2012 - 12:04 PM.

QUOTE (Exxon @ Sunday, Mar 4 2012, 21:23)
^ That looks amazing! wow.gif

It is huh biggrin.gif just done exporting 1000hd models, what you saw up there is lod map.. smile.gif
But it might be better not do this map, cause it seems actually to much work and my scene is above 5mil poly's in max biggrin.gif
even the whole map isn't imported yet and without buildings. I might do only the american part later..

BRAEFRG
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#88

Posted 22 April 2012 - 08:15 PM

NIIIIIIIIIIICE MAP!
V1.2 ??

OnkelBazi
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#89

Posted 22 May 2012 - 01:40 PM

Hello there,

I got a problem!

I dont know why i cant see the map ingame?

I copy all the files into the directory`s

delete the files

----

DE platform:/DATA/MAPS/MAPLEVALLEY/MV_VEG.IDE

->IPL platform:/DATA/MAPS/MAPLEVALLEY/MV_VEG.IPL

now delete them, than open 'images.txt' also with notebook*

-----------

Start the Game loaded...... but theres no map? what i`m doing wrong?




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