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Angel Pine Project

SA WIP
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PhillBellic
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#61

Posted 05 October 2016 - 10:48 AM

Working on the Sheriff's Office.

Spoiler


FTFY. :^:

Will it have a Car Park 'round the back as well? Also can I suggest you change the 'Angel Pine' Text to "Whetstone County"?

 

The following Topic from the V Section, is pretty relevant in this Discussion.

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Jugend84
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#62

Posted 11 October 2016 - 02:54 PM Edited by Jugend84, 11 October 2016 - 02:56 PM.

Workshop interior from LCS, has to be retextured as well

Spoiler

Will it have a Car Park 'round the back as well? Also can I suggest you change the 'Angel Pine' Text to "Whetstone County"?

 

The following Topic from the V Section, is pretty relevant in this Discussion.

 

Will be done :)

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guard3
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#63

Posted 11 October 2016 - 03:52 PM

Nice! Keep it up!

universetwisters
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#64

Posted 12 October 2016 - 03:50 AM

I'm loving the workshop! I can imagine that the warehouse interior/exterior can easily be repeated. Maybe even keep the interior but do the exterior like some prefab warehouses like these? I've seen a few of them clustered together in some industrial parks and I'm sure that they wouldn't look too out of place in Angel Pine.

 

Prefab-Steel-Framework-Warehouse-Buildin

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Jugend84
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#65

Posted 15 October 2016 - 05:51 PM

Car shop and some random sh*t

Spoiler

Going to start filling interiors soon

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Vikki_Suicide
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#66

Posted 18 October 2016 - 07:20 AM

Looks good, are you just going to to the prelighting afterwards I take it once you've got everything modelled and positioned!?


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#67

Posted 18 October 2016 - 02:14 PM

are you just going to to the prelighting afterwards

Exactly.

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Cp.Suicide
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#68

Posted 24 October 2016 - 10:29 PM Edited by Cp.Suicide, 24 October 2016 - 10:30 PM.

Dude I'm waiting for your project good luck sorry for my bad English.


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#69

Posted 31 October 2016 - 04:38 PM

Long time no see

1_by_sally2999-damyj7o.png

2_by_sally2999-damylp5.png

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universetwisters
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#70

Posted 01 November 2016 - 05:31 AM

Nice, you went with the mall idea! Really reminds me of the abandoned one in Kitsault, too.
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Jugend84
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#71

Posted 02 November 2016 - 06:55 AM

Nice, you went with the mall idea! Really reminds me of the abandoned one in Kitsault, too.

It supposed to be the mall, but i thought that town has enough of trade buildings, so decided to bring some diversity and make a cultural center out of it (+ easter eggs will be much more pertinent in this case).

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PhillBellic
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#72

Posted 06 November 2016 - 10:15 AM

Jugend, how is progress going with this? :)


universetwisters
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#73

Posted 08 November 2016 - 07:49 PM

Jugend, how is progress going with this? :)


I bet he'll surprise us with some neat stuff in a few days, that's what I like about this mod, when there's progress it surely shows.

@jugend - you could probably take that building and also make it into a town hall, since my town's town hall also has a museum and library hooked on it, you could probably make it something like that.
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Vikki_Suicide
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#74

Posted 10 November 2016 - 09:20 AM

 

Jugend, how is progress going with this? :)


I bet he'll surprise us with some neat stuff in a few days, that's what I like about this mod, when there's progress it surely shows.

@jugend - you could probably take that building and also make it into a town hall, since my town's town hall also has a museum and library hooked on it, you could probably make it something like that.

 

I second this, everything goes quiet for some time then we get a rather nice update here and there.  Still looks to be going strong!!


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#75

Posted 21 November 2016 - 01:30 PM

Any progress? This mod is incredible.

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#76

Posted 05 December 2016 - 02:32 AM

just to make you sure that mod is alive

mta_screen_2016_12_05_03_34_11_by_sally2

mta_screen_2016_12_05_03_33_56_by_sally2

mta_screen_2016_12_05_03_34_36_by_sally2

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Vedder
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#77

Posted 05 December 2016 - 02:52 PM Edited by Vedder, 05 December 2016 - 02:53 PM.

One question:
How are you planning to make when it rains or fog builds up that it actually rains outside, without the rain or fog being in the interiors. Gta SA fixed this with interiors being in other universe, but with this,I'm curious to know how are you fixing that with the interiors being in the same universe as the buildings.
Same with the lightning, are you going to make shadows and light beams seeping through the windows and window shades?
Windows gonna be breakable?
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Jugend84
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#78

Posted 11 December 2016 - 03:59 PM

mta_screen_2016_12_11_10_29_43_by_sally2
mta_screen_2016_12_11_10_29_21_by_sally2

Bank
111_by_sally2999-dardrke.png
 

One question:
How are you planning to make when it rains or fog builds up that it actually rains outside, without the rain or fog being in the interiors. Gta SA fixed this with interiors being in other universe, but with this,I'm curious to know how are you fixing that with the interiors being in the same universe as the buildings.
Same with the lightning, are you going to make shadows and light beams seeping through the windows and window shades?
Windows gonna be breakable?

You will be surprised, but weather shaders really disappear at some places of San Andreas

Spoiler

The only thing is that no one still didn't modify this part of the game and i have no clue how to make it

Windows won't be breakable for now since it's multiplayer mod - MTA does not allow me to change game core in order to notify object with another physics. Single player mod with breakable windows may be released closer to 2018

Some buildings will get windows with light shaders. Probably

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vans123
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#79

Posted 11 December 2016 - 06:06 PM

They are called cullzones, i remember doing alot of them back when i converted part of IV's map to SA, just dont really remember how to

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universetwisters
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#80

Posted 12 December 2016 - 04:29 AM Edited by universetwisters, 12 December 2016 - 04:36 AM.

I like how you got to put the Cluckin' Bell in it's original building. Now it looks a lot more like a diner and all that good stuff. Ammunation on the other hand just looks weird. Way too grungy and windowless, but then again, that's sadly how they decided to do it with SA. I liked how it was in III and VC much better, where it actually looked like a proper store instead of some guy's basement. I remember doing up an Army Surplus store interior for another mod if you think you'll be interested.

 

Spoiler

 

Again, it's not as accurate as the original from San Andreas, but as far as realism/detail goes I'd say it hits the nail on the head.

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Jugend84
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#81

Posted 12 December 2016 - 12:22 PM Edited by Jugend84, 12 December 2016 - 01:00 PM.

Meanwhile bank is almost done
111_by_sally2999-darhlhf.png

They are called cullzones, i remember doing alot of them back when i converted part of IV's map to SA, just dont really remember how to

I was sure that I know everything about GTA modding before now. Thanks for the info
 

I like how you got to put the Cluckin' Bell in it's original building. Now it looks a lot more like a diner and all that good stuff. Ammunation on the other hand just looks weird. Way too grungy and windowless, but then again, that's sadly how they decided to do it with SA. I liked how it was in III and VC much better, where it actually looked like a proper store instead of some guy's basement. I remember doing up an Army Surplus store interior for another mod if you think you'll be interested.

Exactly. Maybe it looks weird because this model doesn't have pre-lights as i used it in first export (as well as cluckin' bell actually). WIll add pre-lights later.

Spoiler

Whatever, your scene will be useful for sure. Cheers and cya in PM

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#82

Posted 12 December 2016 - 03:49 PM

Oh boy, it's been a while since I last visited this. It's amazing to see all the great new progress, keep up!

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#83

Posted 15 December 2016 - 01:33 PM

mta_screen_2016_12_15_15_19_21_by_sally2

mta_screen_2016_12_15_15_20_38_by_sally2

mta_screen_2016_12_15_15_19_58_by_sally2

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goodidea82
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#84

Posted 15 December 2016 - 05:19 PM

Maybe add some secret room or underground tunnel without telling us about them.


Jugend84
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#85

Posted 15 December 2016 - 08:08 PM

Maybe add some secret room or underground tunnel without telling us about them.


allready did
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#86

Posted 15 December 2016 - 09:58 PM

Damm it, now you told us ;-)


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#87

Posted 16 December 2016 - 09:56 PM

Edit mt chiliad, remove the mountain bike tracks, add more plains to it and trees make it like a family of outsiders lives up on it with cabins, huts and caves. Have you seen a new show called 'the outsiders'? If not, check it out, might give you some inspiration.

universetwisters
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#88

Posted 17 December 2016 - 03:18 AM

Edit mt chiliad, remove the mountain bike tracks, add more plains to it and trees make it like a family of outsiders lives up on it with cabins, huts and caves. Have you seen a new show called 'the outsiders'? If not, check it out, might give you some inspiration.

 

I don't think he's going to edit that too much, seeing as I remember him saying that he wasn't going to do anything major like changing the layout of the town. But then again, I dunno if changing the geography of a mountain would be easier. Maybe not? I dunno.


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#89

Posted 18 December 2016 - 04:27 PM

Poking out some caves in Mt. Chilliad doesn't sound bad though, could turn out to be kickass.

Orr making a whole system of channels and passageways inside the mountain from top to bottom, maybe even with mines and rails and carts. But that's now a completely new project of its own. Interesting thought.
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Jugend84
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#90

Posted 18 December 2016 - 08:42 PM

 remove the mountain bike tracks, add more plains to it and trees

i feel you, but confrontation between nature and man has no sense, especially in the GTA (who gives a f*ck about nature actually)

 

Poking out some caves in Mt. Chilliad doesn't sound bad though, could turn out to be kickass.

Orr making a whole system of channels and passageways inside the mountain from top to bottom, maybe even with mines and rails and carts. But that's now a completely new project of its own. Interesting thought.

Yeaaah
0_0.jpg
 

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