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Angel Pine Project

SA WIP
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#31

Posted 01 September 2016 - 10:17 PM

I'd still be very careful with the GTA Wikia since it's a whole lot of hearsay. But either way, it's a good enough reference.

You got that right, but I indeed compared what we got in Angel Pine, SA and the actual Lone Pine, CA and they are somewhat similar. What's weird is the locations, considering Angel Pine is close to Mnt. Chilliad, close to San Fierro, and Lone Pine is in the middle of nowhere (literally) in the eastern area of California (which is weird).


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#32

Posted 02 September 2016 - 07:38 AM

 

I'd still be very careful with the GTA Wikia since it's a whole lot of hearsay. But either way, it's a good enough reference.

You got that right, but I indeed compared what we got in Angel Pine, SA and the actual Lone Pine, CA and they are somewhat similar. What's weird is the locations, considering Angel Pine is close to Mnt. Chilliad, close to San Fierro, and Lone Pine is in the middle of nowhere (literally) in the eastern area of California (which is weird).

 

I think they're going for place names and similar layouts rather than similar geographic locations then clearly.

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#33

Posted 06 September 2016 - 06:28 PM

Is everything going okay with the map? I haven't heard from OP in a while, I dunno if anyone else has or not.
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#34

Posted 06 September 2016 - 09:36 PM

Currently I'm working on sawmill. As i said, something went wrong with polygons in both SA sawmill and LCS interior when i tried to convert them to editable poly. I would use IDE flag (2-sides texture) like guard3 advised, but IDE flags can't be described by MTA script, so shell has been remodelled from scratch. Today i finihed clearing the grid, gotta fix textures soon

Spoiler

Also i should agree with the fact that Angel Pine absolutely has no relation to Lone Pine. I checked a lot of California towns and somehow came across Angels Camp - 12 miles away from CDP San Andreas, this is the only one town in California that has sawmill (works since 1976) and trailer park.
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#35

Posted 06 September 2016 - 10:03 PM

Good job! Any tasks for me?

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#36

Posted 06 September 2016 - 10:47 PM

Damn, that Sawmill is looking even better with the interior! I can't wait to explore it ingame.

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#37

Posted 06 September 2016 - 11:53 PM

this is some good ass sh*t over here, keep it coming

 

i always enjoyed angel pine

+1

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#38

Posted 07 September 2016 - 08:11 AM

Looking awesome, good progress!


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#39

Posted 07 September 2016 - 08:14 AM

That Sawmill Interior looks very similar to the one in LCS. I'm guessing you used that as the Base Resource to assist you with your Remake. If so, good choice.

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#40

Posted 07 September 2016 - 09:56 AM

It is the LCS sawmill.
Nice progress pal! Have a :cookie:
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#41

Posted 08 September 2016 - 04:34 AM

I just remembered that I made a strip mall that could be used if it's good enough. I just need ideas for shops and sh*t.

 

qeZbY9L.png

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#42

Posted 08 September 2016 - 09:53 AM

Maybe original GTA shop textures for the windows? It will blend nicely :)

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#43

Posted 08 September 2016 - 10:37 AM

^ Second that, or if you're going original then local charity shops, grocery store, mail office and the likes.

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#44

Posted 08 September 2016 - 10:41 AM

Will there be a Supa Save Store with this Project? I'd imagine Towns like Angel Pine would have a largish Grocery Store.

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#45

Posted 12 September 2016 - 04:44 PM

Will there be a Supa Save Store with this Project? I'd imagine Towns like Angel Pine would have a largish Grocery Store.


Probably, but again that's Jugend's call to make.

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#46

Posted 13 September 2016 - 01:36 PM Edited by Jugend84, 13 September 2016 - 02:39 PM.

Sawmill 
ceiling lamps light on after midnight

Spoiler

Here is your supasave incoming
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#47

Posted 14 September 2016 - 03:55 PM

Even though it's the Supa-Save from GTA 3, I'm still psyched about the idea of seeing it in Angel Pine, along with the new revision, which I hope is going great by the way.


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#48

Posted 23 September 2016 - 12:24 AM

Pretty great stuff you've got here. If you ever need a car or anything just ask, I'd be glad to help out.

Though, it's been kinda quiet. Is there any progress other than the Supa-Save?

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#49

Posted 23 September 2016 - 01:17 AM

That reminds me, with the idea of new cars and all the other stuff me and Jugend've been working on and stuff, why not get this moved to the Total Conversion section? Especially since this is more than a simple basic map mod it seems.


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#50

Posted 23 September 2016 - 07:30 AM

Pretty great stuff you've got here. If you ever need a car or anything just ask, I'd be glad to help out.

Though, it's been kinda quiet. Is there any progress other than the Supa-Save?

You ve got awesome mods there, I am planning to gather up car modders when town structure will be done, so you need to wait a bit.
Сurrently i removed Angel Pine and small hill above, also made a big flat area for mapping
Town will be built in Autodesk InfraWorks since this program has ability to generate roads and buildings right on the landscape

Spoiler

That reminds me, with the idea of new cars and all the other stuff me and Jugend've been working on and stuff, why not get this moved to the Total Conversion section? Especially since this is more than a simple basic map mod it seems.

Would be great, maybe will ask moderators to place topic at TC section when project will be closer to release)

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#51

Posted 23 September 2016 - 06:32 PM

That's good news on the town. I don't think I've ever seen anything done for GTA with Autodesk Infraworks, but hopefully it all works out well and stuff. And if that doesn't work, there's still those modular road bits from a previous project I can hand over your way.

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#52

Posted 26 September 2016 - 09:20 AM Edited by Jugend84, 26 September 2016 - 11:27 AM.

Stores

Spoiler

Retextured sawmill
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#53

Posted 27 September 2016 - 11:53 AM

It all looks like it's always been there in truth!  Excellent stuff!


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#54

Posted 27 September 2016 - 12:09 PM

Nice going there.

 

I like your Signature and Topic Header as well. :^:


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#55

Posted 27 September 2016 - 01:53 PM

That reminds me I ought to get a new signature for this mod once this gets more underway, at least to where the new streets are ingame without issue. Then I guess it's officially official on that.
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#56

Posted 02 October 2016 - 11:29 PM

The things I've missed! Everything is simply amazing so far, I'm speechless! Only real complainI have to do is about the prelightning, that could use some tweaking, but that's not really important co.pared to all the work you did. Anything new to show? I sure am excited to see more. Luck! :D

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#57

Posted 04 October 2016 - 01:41 PM Edited by Vikki_Suicide, 04 October 2016 - 01:41 PM.

The things I've missed! Everything is simply amazing so far, I'm speechless! Only real complainI have to do is about the prelightning, that could use some tweaking, but that's not really important co.pared to all the work you did. Anything new to show? I sure am excited to see more. Luck! :D

I think getting the modelling and the layout is more the priority for now, prelighting can be done afterwards, heck, someone else could even do it!
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#58

Posted 05 October 2016 - 09:13 AM

The things I've missed! Everything is simply amazing so far, I'm speechless! Only real complainI have to do is about the prelightning, that could use some tweaking, but that's not really important co.pared to all the work you did. Anything new to show? I sure am excited to see more. Luck! :D

All models have basic day/night prelights. Detailed prelightning will be done when i will be closer to release

Spoiler

Working on police station
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#59

Posted 05 October 2016 - 09:45 AM

Liking it a lot!  More projects like this should start popping up, take the small and insignificant and give it a new lease of life!


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#60

Posted 05 October 2016 - 10:42 AM

Great stuff. :D





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