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SA WIP
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_onyx_
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#661

Posted 08 May 2017 - 03:05 PM

hey what car replacements are you guy using for the screenshots

not undrstnd


Lozano71
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#662

Posted 08 May 2017 - 04:26 PM Edited by Lozano71, 08 May 2017 - 04:28 PM.

 

hey what car replacements are you guy using for the screenshots

not undrstnd

 

Он просит ссылки на автомобили которые ты используешь на скриншотах. И я думаю что он просит ретромашины, потому что найти остальные несложно.

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_onyx_
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#663

Posted 09 May 2017 - 07:21 AM

 

 

hey what car replacements are you guy using for the screenshots

not undrstnd

 

Он просит ссылки на автомобили которые ты используешь на скриншотах. И я думаю что он просит ретромашины, потому что найти остальные несложно.

 

all cars - exclusive for VxIV

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santotaku
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#664

Posted 09 May 2017 - 10:49 PM

 

 

 

hey what car replacements are you guy using for the screenshots

not undrstnd

 

Он просит ссылки на автомобили которые ты используешь на скриншотах. И я думаю что он просит ретромашины, потому что найти остальные несложно.

 

all cars - exclusive for VxIV

 

is there a link for them?


_onyx_
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#665

Posted 10 May 2017 - 06:25 AM

 

 

 

 

hey what car replacements are you guy using for the screenshots

not undrstnd

 

Он просит ссылки на автомобили которые ты используешь на скриншотах. И я думаю что он просит ретромашины, потому что найти остальные несложно.

 

all cars - exclusive for VxIV

 

is there a link for them?

 

no


cj2000
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#666

Posted 11 May 2017 - 12:06 PM

 

 

 

 

hey what car replacements are you guy using for the screenshots

not undrstnd

 

Он просит ссылки на автомобили которые ты используешь на скриншотах. И я думаю что он просит ретромашины, потому что найти остальные несложно.

 

all cars - exclusive for VxIV

 

is there a link for them?

 

The cars are exclusive for the mod.

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Vills SkyTerror
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#667

Posted 15 May 2017 - 02:02 PM

Will there be HQ textures in future? Or LQ only? Also LOD for everything?


_onyx_
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#668

Posted 16 May 2017 - 08:44 AM

Will there be HQ textures in future? Or LQ only? Also LOD for everything?

Lods already have, but hq will not

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_onyx_
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#669

Posted 17 May 2017 - 07:43 AM

new cars10650223.jpg10650224.jpg10650225.jpg10650227.jpg10650226.jpg10650228.jpg10650214.jpg10650215.jpg10650216.jpg10650217.jpg10650218.jpg10650219.jpg10650220.jpg10650221.jpg10650222.jpg10650211.jpg10650212.jpg10650213.jpg10650229.jpg10650230.jpg10650231.jpg

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Le Shark
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#670

Posted 17 May 2017 - 06:09 PM

Wish there were traffic & ped paths in LC (at least they don't work for me).

Although. considering the hume amount of work that you made, this (along with some other bugs) looks really minor!


_onyx_
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#671

Posted 18 May 2017 - 06:02 AM

Wish there were traffic & ped paths in LC (at least they don't work for me).

Although. considering the hume amount of work that you made, this (along with some other bugs) looks really minor!

пути в либерти работают, из папки add_plugins замени path.img в папке models


KiNGTyreZe
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#672

Posted 19 May 2017 - 06:38 PM

The graphics look amazing.


Stellasin
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#673

Posted 19 May 2017 - 07:34 PM

Can you post screenshots with MMGE 3?


Dragonforcee
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#674

Posted 23 May 2017 - 03:52 AM

Its Perfect Perfect Perfect!!!!

 

I am anxiously waiting to be able to play this...

I created Vk account just to keep track of progress (even if I do not know anything about the Russian language)... :lol:

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cj2000
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#675

Posted 23 May 2017 - 09:17 AM

Its Perfect Perfect Perfect!!!!

 

I created Vk account just to keep track of progress (even if I do not know anything about the Russian language)... :lol:

As long you are not living in Ukraine, there should be no problem with VK.

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spaceshape
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#676

Posted 29 May 2017 - 03:31 PM Edited by spaceshape, 29 May 2017 - 03:35 PM.

Nice Progress so far!

Keep it up onyx!

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_onyx_
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#677

Posted 02 June 2017 - 06:48 AM Edited by _onyx_, 02 June 2017 - 06:51 AM.

new cars
10709613.jpg10709614.jpg10709615.jpg10709616.jpg10709617.jpg10709618.jpg10709619.jpg10709620.jpg10709621.jpg10709622.jpg10709624.jpg10709623.jpg10709646.jpg10709647.jpg10709648.jpg10709649.jpg10709650.jpg10709651.jpg10709653.jpg10709655.jpg10709654.jpg10709659.jpg10709660.jpg10709661.jpg10709662.jpg10709663.jpg10709664.jpg10709665.jpg10709666.jpg10709667.jpg10709668.jpg10709669.jpg10709670.jpg
10709671.jpg10709672.jpg

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Kingbing
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#678

Posted 03 June 2017 - 03:16 PM

Looks good, but are there any updates on the map?  are vehicle and pedestrian paths implemented?

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_onyx_
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#679

Posted 04 June 2017 - 06:47 AM Edited by _onyx_, 04 June 2017 - 06:48 AM.

Looks good, but are there any updates on the map?  are vehicle and pedestrian paths implemented?

the updates for the map done, I'll show them later

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hellya2011
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#680

Posted 07 June 2017 - 04:50 AM Edited by hellya2011, 07 June 2017 - 04:54 AM.

I have to say guys nice work! This is truly an impressive feat! However i'm a little curious about some of the behind the scenes stuff  :whistle:

 

So how did you finally break the model limits and coordinate boundaries? Because holy crap! I searched and searched for a way to do that back a few years ago. Never any luck at doing so though. Have you had any problems with the buildings flickering in and out? I remember that was a major bug of my map mod when i added to many GTA4 models and props in once place.... i actually had one area with so many that the game would crash going near it lol. Also, i saw that you had a few of GTA4's breakable props (such as the light poles), how did you get them converted? is there a conversion tool now available? I remember i used to have to re-assemble those damn models by hand, so time consuming. Also, is their a new 3ds max plugin for gta5 models? i tried converting a gta5 model a year ago (just for old times sake) with GIMS and i never could get it to work just right (bright model, no collision, etc). 

 

Forgive me if any of the questions are obvious answers.. i haven't modded GTASA since early 2013... seems like a lot has changed since then  :monocle:

 

But anywayyyyy... nice work and can't wait to see a release!  :lol:

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_onyx_
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#681

Posted 07 June 2017 - 05:48 AM

I have to say guys nice work! This is truly an impressive feat! However i'm a little curious about some of the behind the scenes stuff  :whistle:

 

So how did you finally break the model limits and coordinate boundaries? Because holy crap! I searched and searched for a way to do that back a few years ago. Never any luck at doing so though. Have you had any problems with the buildings flickering in and out? I remember that was a major bug of my map mod when i added to many GTA4 models and props in once place.... i actually had one area with so many that the game would crash going near it lol. Also, i saw that you had a few of GTA4's breakable props (such as the light poles), how did you get them converted? is there a conversion tool now available? I remember i used to have to re-assemble those damn models by hand, so time consuming. Also, is their a new 3ds max plugin for gta5 models? i tried converting a gta5 model a year ago (just for old times sake) with GIMS and i never could get it to work just right (bright model, no collision, etc). 

 

Forgive me if any of the questions are obvious answers.. i haven't modded GTASA since early 2013... seems like a lot has changed since then  :monocle:

 

But anywayyyyy... nice work and can't wait to see a release!  :lol:

hi my friend, I remember your project!)) since it began my creative journey, then I started to eventually create your project completely from scratch
 
border of map has been hacked by the FLA (fastman limit adjuster) not problem 
 
not have models flickering, on all the textures have MIP-maps
 
all props have been converted by autoconverter, and placed on the original coordinates, the problems with overloaded places, too, never had
 
breakable objects from GTA4 has been hand-made using 3d max, about 200 different models
breakable objects from GTA5 made by autoconverter
 
I generally don't use any 3D editors in constructing the map, everything is done exclusively by the notepad and autoconverter
 
the only thing that you make with 3D max and Zmodeller3 is cut huge models (which don't climb to the dimensions) into several parts
and a huge Super-lods, I divide into several pieces
 
also in the middle of summer (maybe at the end) will release BETA3 with full maps 4 & 5

hellya2011
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#682

Posted 07 June 2017 - 07:03 AM Edited by hellya2011, 07 June 2017 - 07:06 AM.

hi my friend, I remember your project!)) since it began my creative journey, then I started to eventually create your project completely from scratch

 
border of map has been hacked by the FLA (fastman limit adjuster) not problem 
 
not have models flickering, on all the textures have MIP-maps
 
all props have been converted by autoconverter, and placed on the original coordinates, the problems with overloaded places, too, never had
 
breakable objects from GTA4 has been hand-made using 3d max, about 200 different models
breakable objects from GTA5 made by autoconverter
 
I generally don't use any 3D editors in constructing the map, everything is done exclusively by the notepad and autoconverter
 
the only thing that you make with 3D max and Zmodeller3 is cut huge models (which don't climb to the dimensions) into several parts
and a huge Super-lods, I divide into several pieces
 
also in the middle of summer (maybe at the end) will release BETA3 with full maps 4 & 5

 

Oh cool! Maybe that old mod made a little bit of an impact after all... although it seems so long ago now...

 

I knew that the FML existed i just never had much luck in actually getting it to work quite right. Respect for converting those props by hand. I did probably around 20ish? back in the day and they would each take about 20-30 minutes a piece.

 

It's nice to know however that the Mip Maps fix the flickering objects. I just never got around to doing it.

 

I used to use MeD map editor when i made my mod... Of course it was extremely crash prone being that it didn't know how to handle some models, but i always like watching the progress be made visually.

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_onyx_
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#683

Posted 07 June 2017 - 01:28 PM Edited by _onyx_, 07 June 2017 - 01:29 PM.

 

hi my friend, I remember your project!)) since it began my creative journey, then I started to eventually create your project completely from scratch

 
border of map has been hacked by the FLA (fastman limit adjuster) not problem 
 
not have models flickering, on all the textures have MIP-maps
 
all props have been converted by autoconverter, and placed on the original coordinates, the problems with overloaded places, too, never had
 
breakable objects from GTA4 has been hand-made using 3d max, about 200 different models
breakable objects from GTA5 made by autoconverter
 
I generally don't use any 3D editors in constructing the map, everything is done exclusively by the notepad and autoconverter
 
the only thing that you make with 3D max and Zmodeller3 is cut huge models (which don't climb to the dimensions) into several parts
and a huge Super-lods, I divide into several pieces
 
also in the middle of summer (maybe at the end) will release BETA3 with full maps 4 & 5

 

Oh cool! Maybe that old mod made a little bit of an impact after all... although it seems so long ago now...

 

I knew that the FML existed i just never had much luck in actually getting it to work quite right. Respect for converting those props by hand. I did probably around 20ish? back in the day and they would each take about 20-30 minutes a piece.

 

It's nice to know however that the Mip Maps fix the flickering objects. I just never got around to doing it.

 

I used to use MeD map editor when i made my mod... Of course it was extremely crash prone being that it didn't know how to handle some models, but i always like watching the progress be made visually.

 

I accept the whole visual progress to see directly in the game, just to see all the bugs and flaws, plus my card doesn't open in MEd, so work with Notepad

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Dragonforcee
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#684

Posted 11 June 2017 - 05:08 AM

In this game will have the easter eggs of gta v, such as Shipwrecks, sunken planes and a UFO??


_onyx_
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#685

Posted 11 June 2017 - 06:36 AM

In this game will have the easter eggs of gta v, such as Shipwrecks, sunken planes and a UFO??

yes

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_onyx_
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#686

Posted 12 June 2017 - 06:14 PM Edited by _onyx_, 12 June 2017 - 06:16 PM.

Fully finished City Hills 3
added Lods 
added particles 
working windmills, there were two different animations.
10753245.jpg10753253.jpg10753273.jpg
Spoiler
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spaceshape
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#687

Posted 12 June 2017 - 06:39 PM

 

Fully finished City Hills 3
added Lods 
added particles 
working windmills, there were two different animations.
10753245.jpg10753253.jpg10753273.jpg
Spoiler

 

We love & Support this Mod Onyx! Dont let this mod die!

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DeeAy
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#688

Posted 12 June 2017 - 07:04 PM Edited by DeeAy, 12 June 2017 - 07:04 PM.

Is it possible to download GTA IV's map version only ? 7 GB in one link is a bit too much :/


Stellasin
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#689

Posted 12 June 2017 - 07:42 PM

Will you change hill textures in future? They look really wired


LaDiDa
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#690

Posted 12 June 2017 - 08:30 PM

Very impressive so far. Map might need a 3rd party plugin for lighting tough (probably reshade).
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