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[IV/EFLC] The Custom Collisions + Procedural Topic

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Nargle592
  • Nargle592

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#1

Posted 07 September 2012 - 11:20 PM Edited by Nargle592, 08 September 2012 - 04:26 PM.

{The Custom Collisions + Procedural Topic}


Hello everybody, i'm here to create a useful topic. Since you can't view them in GIMS IV, i made pics of all procedural materials and all custom collisions of GTAIV and GTA EFLC. biggrin.gif

Procedural Materials
--------------------


- ext_pavement_litter

user posted image

- ext_weeds_rock

user posted image

- ext_wasteground_debris

user posted image

- ext_woodland_plants

user posted image

- ext_rubble_brick_weeds

user posted image

- ext_alleway_litter

user posted image

- ext_junkyard_rubbish

user posted image

- ext_bushes_lush

user posted image

- ext_bushes_dry

user posted image

- ext_flowerbed_plants

user posted image

- ext_bushes_mixed

user posted image

- ext_grass_dryplants_stones

user posted image

- ext_grass_dryplants_med

user posted image

- ext_grass_lushplants_short

user posted image

- ext_pavingslabs_debris

user posted image

Nargle592
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#2

Posted 07 September 2012 - 11:21 PM Edited by Nargle592, 08 September 2012 - 04:47 PM.

- ext_fastfood_litter

user posted image

- ext_litter_paper_leaf

user posted image

- ext_dirt_rubble_weeds

user posted image

- ext_woodplanks_breezeblocks

user posted image

- int_fastfood_litter

user posted image

- ext_docks_rubble_wood_rope

user posted image

- ext_industrial_debris

user posted image

- ext_roadside_litter

user posted image

- ext_grass_dryplants_short

user posted image

- ext_meadow_plants

user posted image

- ext_flowers_plants_sparse

user posted image

- ext_grass_dryplants_long

user posted image

- ext_grass_lushplants_long

user posted image

- int_skanky_litter

user posted image

- int_laundry_clothing

user posted image

Nargle592
  • Nargle592

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#3

Posted 07 September 2012 - 11:23 PM Edited by Nargle592, 10 September 2012 - 05:48 PM.

- int_laundry_socks

user posted image

- int_711_litter

user posted image

- ext_wasteground_weeds

user posted image

- ext_wasteground_bushy

user posted image

- ext_bushy_low

user posted image

- ext_bushy_med

user posted image

- ext_weeds_tall

user posted image

- ext_weeds_dense

user posted image

- ext_weeds_tall_dense

user posted image

- proc_wtr_floating_scum

user posted image

- proc_urb_floating

user posted image

- proc_indus_floating

user posted image


Custom Collisions
-----------------


- It will come soon ...

It was/gonna be useful for me so i hope it will be for you too. Enjoy ! icon14.gif

Nargle592
  • Nargle592

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#4

Posted 07 September 2012 - 11:24 PM

Reserved.

Nargle592
  • Nargle592

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#5

Posted 07 September 2012 - 11:25 PM

Reserved.

Limiter
  • Limiter

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#6

Posted 08 September 2012 - 12:36 AM

Okay, I never knew that some plants were procedural materials. Now I know thanks to this. smile.gif

Can I ask why screenshots such as the one depicting ext_grass_dryplants_short shows an invisible ground while screeshots such as ext_bushes_lush depicts a visible ground?

Thanks anyways for these screens. smile.gif

aacclapd
  • aacclapd

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#7

Posted 08 September 2012 - 12:45 PM

QUOTE (Limiter @ Saturday, Sep 8 2012, 01:36)
Can I ask why screenshots such as the one depicting ext_grass_dryplants_short shows an invisible ground while screeshots such as ext_bushes_lush depicts a visible ground?

thats because he used airbrake issue in native trainer and he went below the model.
the game engines dont display the backfaces of the models if they dont have an alpha shader that allows them to display it

Nargle592 @ nice topic, really helpful cuz i use this kind of procedurals always and i only have knownledge of some of them.
real nice!.

Nargle592
  • Nargle592

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#8

Posted 08 September 2012 - 01:27 PM Edited by Nargle592, 08 September 2012 - 05:00 PM.

Thanks for comment people smile.gif

Update : Replaced all pics with new better pics. You can see better the procedural materials.
+ Added new pics of procedural materials.
+ Placed the procedural materials in the same order they are in GIMS IV.

hristobg
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#9

Posted 09 September 2012 - 01:23 PM

Awesome! Bookmarked tounge.gif

jpm1
  • jpm1

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#10

Posted 09 September 2012 - 06:07 PM

i would have liked an explanation of how procedurals work exactly myself and most important on about how remove/add some on map areas . i have lot of plastic on a beach and i would like to reduce their number and replace them by sea turtles cool.gif . you can tweak objects spawning parameters in procedural.dat too , like spacing , quantity , height from ground etc

Nargle592
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#11

Posted 10 September 2012 - 05:50 PM

Update : Finished all procedural materials. Only custom cols are remaining.

Frank.s
  • Frank.s

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#12

Posted 10 September 2012 - 05:59 PM

Hell yeah, very useful. Props man. icon14.gif

Nargle592
  • Nargle592

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#13

Posted 10 September 2012 - 06:15 PM

QUOTE (Frank.s @ Monday, Sep 10 2012, 17:59)
Hell yeah, very useful. Props man. icon14.gif

Thank you very much. wink.gif




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