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[SA] Myriad Islands


illspirit
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seafood restaurant is a damm good idea

 

Yip i'd say for sure biggrin.gif

 

I've just got to many things on my plate to do any sort of GTA modding, hence giving my slot to Gforce. I might one day get around to finishing seaworld but it will only be for VC not that crappy pain in the ar*e SA. So I'll looking forward to seeing some sort of screenshots g buud of whatever you put on the slot biggrin.gif

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Awesome Jason good style and nice layout for the island. And im thinking when all the islands are actualy putted together we actualy got a really large play area. If myriad will be completed it just will have 9 islands correct me if im wrong

 

- Respawns Islands (i though 2 islands)

- JasonB island(s) (1 island )

- Myriad Baseland (2 islands

- Black Mesa (2 islands)

- Grand Tani Islands (2 islands *same as myriad baseland)

 

so it definiatly beats San andreas in the Square feet/meters of land mass.

i will be really looking forward to the completion of this mod. biggrin.gif

 

 

 

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/

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this looks amazing! i have to get san andreas now. rolleyes.gif

damn stupid new unmoddable one mad.gif

 

it looks well good

the comercial island of MI

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I'm highly impressed with alot of the progress people are making. There are some new faces I dont really recognize too. Its been a looong time since i was in the presence of the scene, and I'm gettin my free-time back now that i got a firm grip on school. I tried to go through all the info and get myself up to speed so i can get back in the swing of things, but its a bit much. So i'm humbling myself and asking if you kind people would point out some of the more useful topics and if anyone would be willing to IM me and gimmie a little assistance it'd be appriciated.
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So I'll looking forward to seeing some sort of screenshots g buud of whatever you put on the slot biggrin.gif

i'm putting a revised Seaworld on it, if you remember some of those mad idea's we discussed wink.gif, i'm also hoping to make use of all those new sea creature's that R* put into SA, i just need to try and work out how to stop the player from swimming when he enter's the tubes ........ i never was any good with the water file suicidal.gif

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Good to see someone who actually has the time to make something amazing tounge.gif

 

Good to see you used my name! biggrin.gif

________________________________________



SODO-MOTO


International Vehicle Importers

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Thats right I forgot all about the tubes and I forgot CJ could swim. for the VC version I just used steves Water Editor to remove the top sheet of water over the tubes to let tommy access to below the sea level, Using moomapper to create a new water map so i could kind of get the postion i needed. And since Steves water editor doesnt work for SA its gonna be abit harder to sort out, but im sure we'll get there biggrin.gif

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I feel the same way. I haven't had a pc until just now, and I need to start all over again. However, I'm working on some flash videos before i get back to Myriad.
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If this gets fully completed (and I have great faith that it will), it'll be legendary.

 

Nice work, Jason. smile.gif

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I see you ditched Victoria. Oh well... tounge.gif

I was surprised by 'Port Orchid', but I must say it sounds good and more appropiate for your projec then Victoria did.

Seeing the massive amount of work you put into this, I'm sure it'll turn out superb.

Best of luck with Port Orchid. icon14.gif

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@TJ: It looks unusual...interesting though...maybe a bit over the top...mmm....maybe not...

It sure has a high polycount, makes me wonder if that's really necessary.

 

@ SB: looking sweet. Is this for the existing islands, or are you going JB? tounge.gif

On the small pic it looks a bit crowded. This might be due to the angle, if not I'd think you could cover a larger area with what you've got there. Stretch it a bit, I mean. Put fences, borders, .... anything to make it 'breath' more. But it could also be the angle....

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It sure has a high polycount, makes me wonder if that's really necessary.

It is split up into three parts. I just opened them in Zmod and they are 576, 453 and 913 polys. Thats a total of 1942 polys. Would those figures be too big?

 

Edit: made one part smaller by about 250 polys.(in bold text)

Edited by Taekwon-joe
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@[email protected] : looking better every time i see it biggrin.gif

 

@Taekwon-joe : cool looking building, as long as you optimise the colfiles poly count should be fine cool.gif

 

i wish there were more ingame screens around here confused.gif

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Some of the corners in the wide roads seem a little on the sharp side? Nice job on the design work. Make sure you don't get back into the bad habit of thinking up "cool ideas" and dumping them wherever the nearest space is! tounge.gif

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