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[SA] Myriad Islands


illspirit
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Well, there are only two available train paths for us, the path for useable trains and one for trams. However, since the idea of a subway is still in the idea stage, we don't need to worry too much about getting the tram to behave properly (and I swear I've seen it stop, but that might be because it was slowed down because of vehicles in its path).

 

Agreed that we shouldn't go planning subway routes, and certainly the overhead train is a priority, but I'm just laying potential future plans out incase we want to pursue them. A route couldn't possibly be planned for the subway yet, we need confirmation of the positions of all islands that are being made. The only other island that I know for certain where it's going is mine, which is going east of illcom. As for others, I havn't a clue.

 

And I definately think Fun World should make a comeback, I was very disappointed when the project was shelved.

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I love it. But I recon you should extend the hill side all around the island, and make it a little less square. Apart from that, I love it. Maybe you can give it more of a country town feel! biggrin.gif

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Yes, but with more work. What you've shown of it before was some good, solid work, and the current road layout is good, but you need to make the land more realistic. Like STM said, land doesn't appear like that, modify it and give it a coast and make some excess land on the side or something.

 

 

Though what I'd like is a ghetto island  This would be nice. Ghetto or commercial poor area with haitian and cuban gangs included into it. ) - Dri'z Up.

By ghetto I hope you don't mean what they had in Vice City (with little haiti and little havana, I call these places little disgusting) or Los Santos ghettos, because those are very horrid looking and boring areas. I avoid them at all costs. By ghetto I hope you meant GTA3 style projects/ghettos, those I can stand (infact I have a small area like that on my island). Please people, no below poverty line housing. Ugh.

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so i double posted .............. bite me tounge.gif

 

 

user posted imageuser posted image

user posted imageuser posted imageuser posted image

 

 

@GT-1: thanks for those files wink.gif oh btw the scope didn't work because you forgot to include the scope tex in the txd and you also forgot to include the muzzle texture in all the txd files ............. thats the tex that shows up when you fire the gun

 

@knife: looks good smile.gif

Mmm, I don't like the myriad plates on there. I recon we should make an illcom, North Islands and other one/

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I am a noob, so I'm really sorry if this is a stupid question. Do you have to have VC in order to use Myriad Islands? I'm guessing it's kinda like a patch for VC?

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Vercetti Gangsta

The earlier version of Myriad Islands are for Vice City. The team is now only focused on San Andreas. There will be no more realeses for Vice City anymore.

Myriad Islands is a modification. It's basicly removing all of SA and replacing it with our own work.

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So you do have to have the game in order to mod it with Myriad Islands?

Yes. With it being a modification of the original game you need the original game installed for it to operate correctly.

user posted image
user posted image
R.I.P. Chi Shingi Meiyo

 

21/09/2005 - 07/03/2007

Andolini Mafia Family

 

16/08/2008 - Current

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Mmm, I don't like the myriad plates on there. I recon we should make an illcom, North Islands and other one

 

Well I guess it boils down to personal taste, but saying that I did like your idea!

 

rampage_ani.gif

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Grand tani islands will be on the right of the north islands and then thats all the confirmed islands and probably the only islands that a train track would be connected to.
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@Cran: thanks for pointing out the number plate.

 

i originally posted that screen because i've been experimenting with using an alpha tex on the text part of the plates but i can't get the alpha tex to work, i have tried several ways but to no avail, the game simply won't use the alpha all i get is either a white stripe or a black stripe.

 

the main reason for using the old myriad plate was that the textures used by R* in SA for the plates are low res f***ing sh!te and our original plate actually looks better .................. at the end of the day it is only for experimentation purposes.

 

amazing that i post 14 pics of converted weapons and hud icons and someone bitches over a f***ing number plate, why do i bother?

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Fun World should be part of the subway if it restarts for the GTASA edition of Myriad Islands. It was Odie's idea to make some sort of a "Fun World" project. Having a place in MI to get away from driveby shootings and losing all your money on the lottery, where you can just ride around on ferris wheels and rollercoasters and it, would be a nice tribute to him, imho. smile.gif

 

It could be the most recent island in the MI district, built after the other islands became successful to encourage tourism. This would explain why the main railway doesn't go to it, since that would have been needed to be built long before the city could have grown prosperous enough to afford the construction of an island theme part.

 

But for the time being, the overground railway is the priority. I still havn't had any response from Respawn. The PM message tracker says he hasn't read the PM I sent him on the 31st of December, I havn't received a response to the Email I sent him on that date either. He hasn't even visited GTAF on Demember 21st, so I hope nothing bad has happened...

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Yeah, by ghetto I meant big and dark housing projects, or just poor neighbourhoods (not like in LS where it's mostly 1 or 2 floor houses) in industrail areas. With long alleys between houses and dirty parking lots or basketball courts (for gang rumbles tounge.gif ) .

 

Ever saw the movie "Banlieue 13"? Here's a ghetto I'd like smile.gif - Dri'z Up.

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By Ghetto I hope you meant GTA3 Red light district style because hell yes I would love something like that

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Evening all, im still alive, thanks for the concerns Cerbera wink.gif

 

Went back to college this week after the x-mass break so bit of stuff that had to be gotten out of the way, i had to clean up my hd a bit the other week so will need to dig out the screens of the train test.

 

As far as changing the tracks around necrosis goes, basically you can move it anyway you guys want, i can worry about the tracks in the middle and where they run.

The only things that need to be concidered it the points the track enter and exit necrosis, the entry / exit point at the top (north) of the island can be anywhere u guys want, because i have only a few things finished there so thats easy to work with.

The entry / exit point for the right of necrosis (east) has to be in the general area of the bridge because of the docks and tall buildings in the area.

 

Best thing to do is plan it out as best you can while trying to keep it as close to the bridge as possible and i can change a building or two if necessary.

 

Dont forget that there will be a connecting bridge from necrosis (north) to the north illcom islands so if someone wants to encorp the rails into the bridge or has any ideas post them now so they can be taken into consideration when planning the tracks.

 

I should be around the frorms alot more over the next few months, things are starting to quiten down around here for me and i have something kinda large to show u guys in a month or so.

Expect the train results firday evening.

 

Thanks and sorry for the delay,

-Dave

 

 

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Would "Idea 06" be alright for you? This one:

user posted image

1500 x 1500, 245kB.

 

We could push the exit curve a bit more towards illSUB if need be, although there should be some distance because illSUB has some posh houses on it. Some traditional architecture on the railway supports for the stretch from Necrosis to illCOM will stop it looking out of place alongside the illCOM mansions, hopefully.

 

I think the Necrosis railway should be two tracks wide, rather than just one. It could span the West and South half of the main road. This would give the main road variety as part would be covered while the other were open, as well as giving a nice view along its length. The middle turn could be made a bit more gentle by going from the outer half of the road, across the apex of the turn, to the other outside half. smile.gif

Edited by Cerbera
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Yea thats perfect, 2 tracks wide should be no real problem, because all the necrosis tracks were planned to run over the main 4 lane roads of the island so its no problem.

 

 

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That's great to hear!

 

Perhaps we could now move the project from being speculating possible routes towards more specific design issues, such as deciding the precise position of where the railway will enter and exit Necrosis so that the railway sections will meet correctly? The most important thing the exact Z-axis coordinate the Necrosis railway will be running on, which Respawn should decide since it has to make its way through his existing structures.

 

Along with this, settling on the exact positions for some other key parts of the route could be tackled now:-

  1. Where the station in JB's illCOM docks will be and the exact route to run through it).
  2. Where the route across illlSTA will start and end.
  3. Where the Black Mesa Tunnel on illURB will begin and end.
  4. Where the Crater tunnel will begin and end.
  5. Where both the illRES level crossings will be, particularly in terms of their and any terrain alterations they may require.
I've been taking measurements of the terrain in Myriad Islands using KEd and MEd and have some ideas about what elevation the train should run at. It will need some slopes in one or two places but there is plenty of space for them to be nice and gentle. The embankments, cuttings and tunnels required for gentle slopes will make the landscape more interesting, creating places for stunting and mission set pieces. smile.gif

 

We could also begin preliminary designs for the architecture used by the railway outside of Necrosis. I don't think the whole railway should be done the exact same way; the architecture should reflect the atmosphere of the landscape.

 

For example, the sea crossing from Necrosis to illSUB should have supports which are traditional and substantial, probably with large columns supporting an ornamental steel structure. This sort of style would help to blend the industry of Necrosis and JB's dockland station with the wealth of illSUB. From JB's dockland to illSTA should be somewhat more modern and commercial, since the illSTA island would have been a big, municipally planned construction made quite recently in the city's history to accomdate its growth. It could use more modern materials and techniques--perhaps white tubular steel instead of ornate iron framework.

 

From illSTA to illURB there has to be some sort of a movable bridge to allow shipping into the Myriad Basin (the central expanse of water), especially since there is a Marina in North-east illCOM. A swingbridge seems the most realistic system as this is used to move the mass of real-world railways for shipping. It should be possible to do this with SCM coding. Hopefully it woud be possible to ensure the bridge won't start moving if a train was anywhere near it.

 

The route up the East of illURB, towards Black Mesa, would be a fairly traditional railway going uphill from the bridge to go a fair way along the coast. It would require a stretch of cutting before entering the Black Mesa Tunnel, since the slope is too steep and changes too much to run the railway directly on its surface. The tunnel would exit onto an embankment to the West of Black Mesa, which would use a large bridge to cross the freeway. It would be received by another embankment and the railway would descend gently towards the level of the illRES roads as it moved West. Parts of this section could use a flyover so buildings and yards can be put underneath.

 

Since the architecture of bridges between illRES and illURB is very modern, the bridge should use something quite attractive and sculptural to get across. It should be a feasible design, in that something similar could be used in reality, but we don't need to run extensive stress diagnostics on a GTA bridge design. The first road on illRES is traversed using a large level crossing, after which the enters a cutting followed by the Crater tunnel entrance. There may need to be a gentle slope within the tunnel to ensure it exists at a suitable level.

 

Upon exiting the Crater tunnel, the railway would require a small level crossing to get across the 2 lane road there. It would then use a series of bridges, embankments and flyovers to negotiate its way across the Southern potion of illRES, descending towards the level required to meet the Necrosis railway.

 

 

Those are my ideas for the next stage of design. Discuss! tounge.gif

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great Reflections on that bike GForce maybe just a nice replacement for that race bike in SA because they look similair and the handling line wont be much different or wont need much tweaking good work. biggrin.gif Hopefully everything gets together soon GTI and MI and all the new lot's that are in progres i actualy finished one today only 20% of space needs to get builded full but at least i got some left overs to fill it with. Keep on Rocking guys its just good to see that you still keep interested in modding gta i have seen a lot of people quiting because its somehow borring they say, enough for now keep up the good work.

 

 

 

Greetz

Aad.

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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From illSTA to illURB there has to be some sort of a movable bridge to allow shipping into the Myriad Basin

 

Would be great if it was possible. I know you can move models, like the oil pumps in SA and the Planet Myriad sign in MI. But as far as I know you can't move paths. So I guess when the model moves, the path stays in place.... Or is there a way around this?

You can always let the train run over a very high bridge, so's the basin stays accesible. Don't know if that's very realistic though.

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Okay, suggestions noticed. I'll work on it and show it again when the changes've been made.

 

I'll have to stop the ghetto suggestions right here though.

 

The atmosphere I try to create within this island is that of a little town. The one you would visit when you're on holidays.

 

Hope to be back soon tounge.gif

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The paths are seperate to the models in GTASA and they do not need to move. When the bridge is swung open the tracks would not be meeting each other, so no trains could get across anyway. This is why it would require careful SCM coding to ensure the bridge never opened if a train was anywhere near it. smile.gif Ideally, this would done by creating a "no vehicle zone" like the lift bridge in GTA3 had when it started to rise.

 

There is a helpful page about swing bridges on Wikipedia which shows how they work. Basically, a long section of track rotates by 90 degrees, causing a gap to be opened up either side. I have in mind is bigger (and somewhat higher) than this old swing bridge (645x778, 123kB) mixed with a more modern swing bridge (1363x1025, 130kb) but built so that it suits Myriad.

 

Having found an aerial view of those two bridges, I think that some portions of the railway could be on a causeway, like an artificial ridge or embankment. Illspirit has expressed this idea before and now I've seen that curved bridges are sometimes replaced with this sort of thing, it looks like a good idea. It would add even more variety whilst saving a lot of polygons! tounge.gif

 

(EDIT) The swinging section would need to be big enough for JasonB's "Port Orchid" ferry to get through one side, although I don't know how big he wants that to be. The bridge will be quite high above the water so that most of the original boats in GTASA could get under it quite easily. Probably about the height of the bridges to illSUB.

 

 

(EDIT2) Illspirit seems pretty happy with the "Idea 06" route, so he made a few rough pieces of track in DFF format for me to test whether the route would be feasible in a 3D mapping tool. After spending all day shunting and tinkering with the Z axis position of the railway objects, it looks like the northern route will be feasible:

user posted image

(800 x 600, 51kB or 1600 x 1200, 200kB.)

 

You can't see the route along the East coast of illURB too well from the smallest image. The railway gradient which will be 0% over the swingbridge, then stay at 0% for a while. It will gradually start to steepen as it approaches the illURB coastline, making landfall with a gradient around 3%, which becomes 5% as it runs through cuttings and along embankments on the coastline. The first parts of the slope could be part of an artificial "spit" created as a coastal defence, which will make it less obvious than a sloping metal framework. The route enters the Black Mesa Tunnel where the ground suddenly steepens and begins to curve to the left.

 

It exits from the Black Mesa Tunnel to the south-west of the mountain in fairly straight cutting, becomes an embankment as you continue South. A minor railway station could be somewhere along on this section, since there is plenty of open space and it's near to the freeway. The embankment slopes gently downward at a gradient of around 2% and begins to curve towards the right. It cross the freeway on a large bridge and joins onto another embankment.

 

The railway continues to slope downwards at about 2% as it travels West, right the way across illURB. It levels off to a gradient of 0% once it makes the East coast of illRES, at the same level as the 4-lane road. It crosses this road via a level crossing and continues at a gradient of 0% as it travels West. It enters a cutting which gradually deepens as it travels into the wall of the Crater but the railway stays at a gradient of 0% for this. Once the cutting is deep enough, it becomes a tunnel and starts to curve left inside the crater wall. There might be a very slight gradient through this portion.

 

The railway exits from the South-east portion of the crater wall, heading roughly South but continuing to curve left, towards the South-east. It crosses the first two lane road via a level crossing and an embankment begins almost immediatly as the terrain falls away. A fairly small bridge is used to cross the next 2-lane road and another embankment carries it to the four lane road, curving to the left this time. A bigger bridge is used to cross the four lane road and the railway heads south towards Necrosis.

 

And that basically completes the Northern route! tounge.gif

 

 

I don't have JasonB's South-east illCOM lot or Necrosis, so I can't start laying out a decent draft of how the Southern sections of the railway will be yet.

Edited by Cerbera
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Seeing as how the mod is called " Myriad ".. I think you guys should get all the islands you can handle.

 

Anyway, nice tunnels and landscape. Very nice.

692fc89cb34cdeaba6dffeb5b9f4be3f611300ec

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The download link on the first page doesn`t work, pls help me get this islands. I`d really appreciate it. I lost my old hard-disk, got a new one... don`t almost have any mods.... sad.gif pls help me guys

 

EDIT: Sorry, found it

Edited by OG_GhostDog
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