Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Forum Support

    3. Suggestions

[SA] Myriad Islands


illspirit
 Share

Recommended Posts

 

Yea, looking great. They should be .... related to Myriad though, .... based on renders/screenshots ............. Then we could actually use them as .................................. the loadscreens. smile.gif

i was too lazy to type my own thought's so i stole some off steve-m lol.gif

Link to comment
Share on other sites

Since the railway is being retro-fitted to the landscape, we must design it as though the city planners only added a railway when the settlements outgrew the road links.

Not necessarily. There are several examples in reality where settlements developed because of the railway, and later turned into big cities around it. And that's exactly what we would have on illnorth: railway first, buildings later, so we don't necessarily have to create an "illusion". Same for illcom - buildings are there already, so it would be more realistic to run the tracks around/underneath it.

Link to comment
Share on other sites

Yea, looking great. They should be more related to Myriad though, i.e. based on renders/screenshots or something. Then we could actually use them as box-art, ads, for banners and even the loadscreens. smile.gif

I'd love to and all, but I'm stuck with a really crappy laptop for about 3 weeks that can barely run Vice, so unless someone can provide me with some decent shots that I can use for refference then I'm rather f*cked.

Just look at the PPT or screenshot topic, there are some really nice screens available that would represent the mod perfectly.

 

 

Oh and about color combinations, believe me, I've tried everything, only thing that seems to go with that style is red/white. Well Grey and black didn't come out that bad either.

Well, you could use more than 2 colors, you know? tounge.gif It'd be cool if we had artwork similar to the official ones.

 

 

... Then we could actually use them as box-art, ads, for banners and even the loadscreens. ...

wow.gif

Sure, why not? Could have a nice fake rendered box as picture next to the download link of an installer package, many freeware publishers do that.

Link to comment
Share on other sites

Oh and about color combinations, believe me, I've tried everything, only thing that seems to go with that style is red/white. Well Grey and black didn't come out that bad either.

Well, you could use more than 2 colors, you know? tounge.gif It'd be cool if we had artwork similar to the official ones.

 

 

It's just the 2 colors theme I sort of was after. And only 2 colors rock anyway. Well no one ever got hurt by trying, so might as well. ^_^ tomorrow

 

 

... Then we could actually use them as box-art, ads, for banners and even the loadscreens. ...

wow.gif

Sure, why not? Could have a nice fake rendered box as picture next to the download link of an installer package, many freeware publishers do that.

I thought somebody was plotting something special hehe. turn.gif

Edited by Black-hawk
user posted image
Link to comment
Share on other sites

I like. Good work. I'd get you some screens, but I don't have Vice installed and my net is capped catspider.gif

 

..Anyway, just grab some good ones from the screenshot topic and bse them on those, great work and keep it up! They'd look great as loading screens, what txd contains all the loading screens for San An?

Link to comment
Share on other sites

Looking pretty good Cran, but you really need to level out the land, that road is bumpy as hell, and get some textures on those buildings tounge.gif
Link to comment
Share on other sites

Vercetti Gangsta

Omg! That's simply awesome! Better than rockstars!

You deserve a karma! smile.gif Again, brilliant work!

Link to comment
Share on other sites

Yeah they are great. But I do think some more color is needed. But they will be great as san an load screens.
Link to comment
Share on other sites

Good work, Cran.

Zmodeller very bad for modelling land/building, but at you turns out well. And for creation roads it is much better to use the program with X/Y/Z coordinates (3ds max, for example).

 

Link to comment
Share on other sites

Zmod does have those tounge.gif I'll sort out flatening the land tomorrow.

What? I well know Zmodeller 1. Also I dont remember, that in it it was possible algebraically to change coordinates.

Link to comment
Share on other sites

 

Low poly rulez  biggrin.gif

 

 

i'm starting to notice that myself biggrin.gif

 

Looking nice mick....

 

btw i got that mail, im still looking into it wink.gif monday or tuesday ..... smile.gif

Link to comment
Share on other sites

just downloaded this and it is playable, the only problem i am having is when i switch the player.dff, for some reason the game crashs, if this problem has no fix, i will just play as tommy.

Link to comment
Share on other sites

I actualy still dont get it how the LOD's are working and how they are called i readed what steve-m said but i couldnt get any wiser from it. Are they still called with a Dff like in Vice city that you need to rename the first 3 letters to LOD or is it something totaly different. And uhm in the message of steve-m i only saw the IPL no IDE entry or something like that how does it work actualy?

Dont imitate, recreate or copy just get your own ideas. Simplicity makes difficulty easy

Just for dev's of the myriad team http://www.aadblaauw.6x.to/

Link to comment
Share on other sites

The problem is, Steve, that illCOM would not have become a busy commercial district before illURB and illRES were large centers of population. The railway must take a retro-fitted route since the entire area would need to have been built before the city needed a railway.

 

It's a bit confusing to explain this since there aren't any models on the new islands yet. However, if you imagine the way this city would have developed in reality, then you'll see how the entire area would need to be populated before a railway around it was required. If the area was not already built up then illCOM would not have all those buildings in the way. smile.gif

 

Therefore, I think the railway route we design should look like the islands were already quite populated when the railway was built.

 

 

(EDIT) I just noticed that in my previous design (1024 x 1024, 59.6kB) I was running a stretch of railway underneath the big bowl in illURB which is at a low level. This would require some sort of ramp or cutting to be present somewhere so it could exit from the bowl at ground level, therefore there would have to be a relatively steep slope in plain view. It would also mean that the sea crossing would have to be very low, so even small boats would have to wait for a moveable section of bridge so they could pass. blush.gif

 

I've changed how I think that area should be traversed:

user posted image

1024 x 1024, 59.6kB

 

The railway station would still be on the North-east corner of illURB. There would be a gentle slope into a cutting West of the station; there would be no slope inside the station itself. This slope would descend into a cutting. The cutting would become a tunnel as it curved South. There is an East-to-West road just South of the little cove/bay thing, so that could be where the railway entered a tunnel.

 

It would stay underground as it curved West but it now runs inside the high ridge around the bowl, rather than under the low center of the bowl. This would allow a long, gentle slope upwards which would not be obvious since it was underground. This slope would allow the railway to exit through the South wall of the ridge at a fairly high level onto an embankment, allowing a fairly high bridge across the sea to Necrosis. The railway could then descend as it went around/through Necrosis on a very gentle slope so that it would be at the correct level by the time it got back to illCOM.

 

(EDIT2) I've been researching what gradients real railways have on them. I knew that normal railways only had gentle slopes but the actual numbers have surprised me!

 

 

Driving downhill begins just as winding as the uphill drive. With each kilometer, which the train drives, it lost 25 m at height. This inclination is the steepest of the entire network of the HSB.

 

(Source - 9th paragraph of "Description" section.)

The steepest part of the German railway system only changes height by 25 meters each kilometer! Edited by Cerbera
Link to comment
Share on other sites

Very nicely textured mick.

 

I think we need more low polyed buildings like that. If we ever want to finish MI we cant be making every building super cool and unique, that would take too long.

 

I may consider making such a building (even though i have no clue about getting it in game blush.gif )

Link to comment
Share on other sites

Very nicely textured mick.

 

I think we need more low polyed buildings like that. If we ever want to finish MI we cant be making every building super cool and unique, that would take too long.

 

I may consider making such a building (even though i have no clue about getting it in game blush.gif )

If they do that it will all look like rubish. But it would be cool if the city will be filled up with those cool low poly buildings it reminds me of that restaurant in downtown of vice city tounge.gif nice work MICK

Dont imitate, recreate or copy just get your own ideas. Simplicity makes difficulty easy

Just for dev's of the myriad team http://www.aadblaauw.6x.to/

Link to comment
Share on other sites

 

Very nicely textured mick.

 

I think we need more low polyed buildings like that. If we ever want to finish MI we cant be making every building super cool and unique, that would take too long.

 

I may consider making such a building (even though i have no clue about getting it in game blush.gif )

If they do that it will all look like rubish. But it would be cool if the city will be filled up with those cool low poly buildings it reminds me of that restaurant in downtown of vice city tounge.gif nice work MICK

No what i mean is well textured low poly buildings like Mickarrow's one. They still look cool but probably wont be a major adition to the game.

Link to comment
Share on other sites

 

Lot fillers is what MI is after at the mo. By all means lots can be updated with features later on if need be, but for the mo...w00tle! - GTAuron

 

Link to comment
Share on other sites

 

Well yeah, Though they usually do travel over rather hilly terrain, usually a big mixture of embankments and cut-throughs. A lot of work to build a railway... - GTAuron

 

Link to comment
Share on other sites

Mouzerball1000

I absolutely LOVE this mod, but I would like to know where the readme is (the one with the mission list.) Can someone give me the mission list?

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.