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GTA Evallonia City

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TheSharkEU
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#1

Posted 01 May 2017 - 12:16 PM Edited by TheSharkEU, 01 May 2017 - 12:17 PM.

Hello everyone.
I want to present you GTA Evallonia City, my first european TC for GTA SA .
 
 
This will be a parody of some european country's (for first version, will be three parody cities from Italy, UK and Romania).
I will keep the III-era graphic, will be some more detailed building, but in majority will be some simples buildings, like in original game. It will be a story with CJ, like a continuation from old game, with italian Mafia, some ilegal business in UK and some escape from police in Romania. Story will be revealed in future.
Will be new cars, new peds, new radios, new functions, etc.
 
I will make this project as a hobby, so I can't work every day on it. In this first video is only a little part of work (like one-two days), so this project will be finished as soon I can, depends of my prioritar work.
If you want to be in my team, you can give me a PM. I search for map and cars modellers, scripters and sounders.
 
I wait for some opinions, advice, wishlist and all :D
 
Have a great day !
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HardBassAdidas
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#2

Posted 01 May 2017 - 02:18 PM

Are you using objects streight from google earth app?

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Dacia
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#3

Posted 01 May 2017 - 02:30 PM

This looks awesome! 


(Ambient)
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#4

Posted 01 May 2017 - 02:34 PM

These models look like they were made in Google SketchUp, weren't they?


The_Human
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#5

Posted 01 May 2017 - 02:37 PM

Looks great so far and please keep the low quality look in the models. And an interesting concept too, hoping to see more progress.


universetwisters
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#6

Posted 01 May 2017 - 02:55 PM

Funny you got a map mod set in Europe because I've got buildings kicking around from old mods set in England and Germany.

 

Lemme know if you wanna make use of them, I'd be glad to see them ingame one way or another.

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SMACKED!
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#7

Posted 01 May 2017 - 04:32 PM

'em textures

 

ZwZOyaG.gif

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TheSharkEU
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#8

Posted 01 May 2017 - 05:05 PM

Are you using objects streight from google earth app?

 

I use only Monumento Nazionale a Vittorio Emanuele from Earth. I will fix textures because look bad at this.

 

 

Funny you got a map mod set in Europe because I've got buildings kicking around from old mods set in England and Germany.

 

Lemme know if you wanna make use of them, I'd be glad to see them ingame one way or another.

 

Thank you for support ! I will contact you if I need this.

 

 

These models look like they were made in Google SketchUp, weren't they?

 

Yes, the most of buildings will be maked in SketchUp.


Uzzi_G4L
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#9

Posted 01 May 2017 - 07:06 PM Edited by Uzzi_G4L, 01 May 2017 - 07:07 PM.

Glad to see u back in modding. And hope this will be released soon :D

TheSharkEU
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#10

Posted 01 May 2017 - 09:07 PM

Last update for today, an hospital for Parador (Italian City).  I will be back with updates in a couple of days. I wait for you advices and opinions :D

 

Z833c8v.jpg

 

NHVER4E.jpg

 

4oZioBp.jpg

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deltaCJ
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#11

Posted 01 May 2017 - 10:03 PM

Finally some originality, the whole entire TC section is just "BETA\ALPHA" mods, no new maps. Nothing.

 

Thank you for making this :)

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#12

Posted 02 May 2017 - 08:09 AM

 

 

Finally some originality

Yeah...

 

I knew this trailer reminded me of something, but it was the small, thin building right to the hospital which finally allowed me to connect all dots. This and "present you". Otherwords, odds are, this mod will survive a week, at most.

 

To begin with, you've made two of the most common newbie mistakes possible - announcing the project right after you started to work on it, with little to none progress made, and releasing a trailer of it, showing everything, which is also nearly nothing. These mistakes are two reasons why there's no "my city" or "my country" mods - because beginner modders get enthusiastic about something after successfully exporting a building into GTA just to find out there's overwhelming amount of work and they simply can't provide what they've promised. Instead of actually working on the map, they waste their time making fanpages and such.

In rare cases, they ditch their projects because they've learned enough already to realize it's better to restart it and make something new from the scratch instead of continuing the current one. I know how it is - when I was 14-16, I've been constantly restarting video game projects I was working on, because the old ones weren't satisfactory anymore, mostly due to poor graphics. The thing is, I wasn't announcing them left and right after every restart, instead, I was patiently working and (slowly) improving.

 

So, you've restarted your old project, at least thereotically, and amplified your promises tenfold. Three stylistically different cities, new storyline, new radio stations and scripting. Let's be honest - that's not going to happen. You should establish realistic goals to fullfill - for example, focus one one city, or even one district, and see how the work goes. You need to learn what are you capable of as a modder, and how much can you actually do in given time (fe. if you can make one building per day, then maybe it's not a good idea to plan three cities). Most importantly, however, learn. Easy ways, like using Google Earth models won't teach you anything, and will lead you nowhere. It's better to create your own singular custom model instead of importing ten made by someone else. That's how you learn, and that's how you improve as a modeler, and a modder.

As for Evallonia City itself, it doesn't have any unified style - the models are mostly just boxes with no details, reminding me of first two GTA games, and what's worse, materials don't match each other. Look at the red brick wall, grass, stone... Roads, and buildings. It's like every object belongs to a different world. They don't come together, like creationists and intelligence, of pop stars and talent. Work on your mapping, unify textures' saturation, brightness and general style, and definitely spend some time on modeling.

It's one thing to use low poly style, and other to think low poly equals easy and fast way to make a mod. It doesn't. Think about all these RAGE mods utilizing assets from 3D era GTA games. They don't look good, and that's because there are two distinct styles clashing. On the one hand, you have low poly buildings from, let's say, San Andreas, on the other realistic looking peds and vehicles from GTA V. Same here - you have buildings with double digit amount of polygons, and then there's CJ and San Andreas vehicles, looking completely off. Due to that, majority of mods out there aims to match original games' styles instead of establishing completely new ones.

 

My advice? Don't rush anything, don't promise us completely new game, and instead just focus on working and learning. There's nothing wrong with restarting a project, but it's better to keep it to yourself, as long as you don't have anything done yet. This way, when you restart it next time, or abandon it completely, you won't break any promises you've made earlier, and you also won't waste any time on creating webpages, trailers and any other promotional materials.

Texture mapping is always crucial, despite if you're working wih low or high poly objects. Same goes to general aesthetics and style. These are certainly things you need to work on and improve. The best way to progress as an artist is to acknowledge your limits and mistakes you make. When you accept "good enough" half measures, you do not challenge yourself and push your skills to new levels. Be your own critic, and a damn tough one, because that's how you become better and better. And I wish you to become only better.

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deltaCJ
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#13

Posted 02 May 2017 - 10:47 AM

 

 

 

Finally some originality

Yeah...

 

I knew this trailer reminded me of something, but it was the small, thin building right to the hospital which finally allowed me to connect all dots. This and "present you". Otherwords, odds are, this mod will survive a week, at most.

 

To begin with, you've made two of the most common newbie mistakes possible - announcing the project right after you started to work on it, with little to none progress made, and releasing a trailer of it, showing everything, which is also nearly nothing. These mistakes are two reasons why there's no "my city" or "my country" mods - because beginner modders get enthusiastic about something after successfully exporting a building into GTA just to find out there's overwhelming amount of work and they simply can't provide what they've promised. Instead of actually working on the map, they waste their time making fanpages and such.

In rare cases, they ditch their projects because they've learned enough already to realize it's better to restart it and make something new from the scratch instead of continuing the current one. I know how it is - when I was 14-16, I've been constantly restarting video game projects I was working on, because the old ones weren't satisfactory anymore, mostly due to poor graphics. The thing is, I wasn't announcing them left and right after every restart, instead, I was patiently working and (slowly) improving.

 

So, you've restarted your old project, at least thereotically, and amplified your promises tenfold. Three stylistically different cities, new storyline, new radio stations and scripting. Let's be honest - that's not going to happen. You should establish realistic goals to fullfill - for example, focus one one city, or even one district, and see how the work goes. You need to learn what are you capable of as a modder, and how much can you actually do in given time (fe. if you can make one building per day, then maybe it's not a good idea to plan three cities). Most importantly, however, learn. Easy ways, like using Google Earth models won't teach you anything, and will lead you nowhere. It's better to create your own singular custom model instead of importing ten made by someone else. That's how you learn, and that's how you improve as a modeler, and a modder.

As for Evallonia City itself, it doesn't have any unified style - the models are mostly just boxes with no details, reminding me of first two GTA games, and what's worse, materials don't match each other. Look at the red brick wall, grass, stone... Roads, and buildings. It's like every object belongs to a different world. They don't come together, like creationists and intelligence, of pop stars and talent. Work on your mapping, unify textures' saturation, brightness and general style, and definitely spend some time on modeling.

It's one thing to use low poly style, and other to think low poly equals easy and fast way to make a mod. It doesn't. Think about all these RAGE mods utilizing assets from 3D era GTA games. They don't look good, and that's because there are two distinct styles clashing. On the one hand, you have low poly buildings from, let's say, San Andreas, on the other realistic looking peds and vehicles from GTA V. Same here - you have buildings with double digit amount of polygons, and then there's CJ and San Andreas vehicles, looking completely off. Due to that, majority of mods out there aims to match original games' styles instead of establishing completely new ones.

 

My advice? Don't rush anything, don't promise us completely new game, and instead just focus on working and learning. There's nothing wrong with restarting a project, but it's better to keep it to yourself, as long as you don't have anything done yet. This way, when you restart it next time, or abandon it completely, you won't break any promises you've made earlier, and you also won't waste any time on creating webpages, trailers and any other promotional materials.

Texture mapping is always crucial, despite if you're working wih low or high poly objects. Same goes to general aesthetics and style. These are certainly things you need to work on and improve. The best way to progress as an artist is to acknowledge your limits and mistakes you make. When you accept "good enough" half measures, you do not challenge yourself and push your skills to new levels. Be your own critic, and a damn tough one, because that's how you become better and better. And I wish you to become only better.

 

 

Although I agree with you, this is way better than having some "Beta" "total conversion" mod, imho.

 

I'd rather play this than the same game with features i could care less about.

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universetwisters
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#14

Posted 02 May 2017 - 02:57 PM

I have hope in this mod. Like the odds of the developer losing interest in this and moving on are at least way higher than T2 coming in and serving him papers.

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#15

Posted 02 May 2017 - 03:12 PM

Like the odds of the developer losing interest in this and moving on are at least way higher than T2 coming in and serving him papers.


inb4
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#16

Posted 02 May 2017 - 03:19 PM

 

Like the odds of the developer losing interest in this and moving on are at least way higher than T2 coming in and serving him papers.


inb4

 

this is map conversion from gta 6

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#17

Posted 02 May 2017 - 03:23 PM

RIP this mod then.


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#18

Posted 02 May 2017 - 04:04 PM

danny danny when you gon start connecting maps with highways and countryside in between in GTA Underground?
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#19

Posted 02 May 2017 - 09:50 PM

Although I agree with you, this is way better than having some "Beta" "total conversion" mod, imho.
 
I'd rather play this than the same game with features i could care less about.

:'(
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deltaCJ
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#20

Posted 03 May 2017 - 12:14 AM

 

Although I agree with you, this is way better than having some "Beta" "total conversion" mod, imho.
 
I'd rather play this than the same game with features i could care less about.

:'(

 

 

Sorry, Kalvin lol no hard feelings, you have talent but you are wasting it on BETA features D:

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#21

Posted 03 May 2017 - 10:49 AM Edited by Jinx., 03 May 2017 - 10:50 AM.

Not really D:

He was the one to bring the SA BETA trend again. His one is decent, yknow
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#22

Posted 03 May 2017 - 12:42 PM

Not really D:

He was the one to bring the SA BETA trend again. His one is decent, yknow

Yeah, true, but put it in this perspective,

 

If the greatest people in this forum got together to make a TC, it'd be ridiculous.

 

Everyone in this forum has talent, and instead of expanding it they are limiting themselves.


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#23

Posted 03 May 2017 - 01:41 PM

If the greatest people in this forum got together to make a TC, it'd be ridiculous.


Myriad Islands rings a bell?
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deltaCJ
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#24

Posted 03 May 2017 - 07:09 PM Edited by deltaCJ, 04 May 2017 - 02:51 AM.

 

If the greatest people in this forum got together to make a TC, it'd be ridiculous.


Myriad Islands rings a bell?

 

Yes, EDIT: LMAO nvm, thought it got cancelled.

 

Anyways, but remember GTA Anderius? Only 2 people worked on the biggest section of the map 2!

 

Imagine what 10 modelers could do!


deltaCJ
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#25

Posted 29 May 2017 - 11:41 PM

And way to screw me over on my word LMAO.


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#26

Posted 02 June 2017 - 02:07 PM

 

 

If the greatest people in this forum got together to make a TC, it'd be ridiculous.


Myriad Islands rings a bell?

 

Yes, EDIT: LMAO nvm, thought it got cancelled.

Wait, it's not?

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Evil empire
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#27

Posted 02 June 2017 - 04:24 PM

The buildings look cool. It's too bad you didn't give more info about the story.





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