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[SA] Myriad Islands


illspirit
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user posted image

 

Word. Kinda like done as regards modelling, just lots of nice texture work to do, add grunge to it etc, hmm..maybe I could do a graffiti extra for it. Provided extras work on trains.

 

Ads? Nice Idea, I guess I could add lil postery things near the doors, but where i come from for some reason, trains are ad-free, the stations are the things with the ads.

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this is my idea... I dont are very good editing pics.

 

user posted image

 

where the tex ''new andatura'' you can add a lot of spam about the myriad shops or cars.

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You love my Andatura too much! tounge2.gif How can it be new? it's like the 1969 model, too! Who cares? I'll just contradict myself!

 

Official licenced ad anyone? wink.gif

 

user posted image

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The shape of it seems fine to me, although it maybe looks a bit British for an American city? Illspirit and I already have some ideas about the railway logo, which I've PM'ed you about now. There have been several train suggestions over the years; maybe now we can decide which one(s) will be used.

 

 

I've gone some bad news about the tunnels: it might not be possible to have underwater tunnels in GTASA. In GTA3 and GTAVC, the water physics only affected the surface. But in GTASA, the water physics extend all the way to the bottom of the game environment.

 

Steve-M thinks he remembers doing tests ages ago where the water physics didn't occur if you entered a water area well below its surface. It's like the water physics get dragged down with you if you enter from the surface, otherwise they don't apply. However, he thinks the visual effect of the water was still present.

 

We don't know if there is a cullzone of some sort to turn off the visual and physical effects. The absence of any underwater tunnels in GTASA might mean that there isn't, which means a proper tunnel system might not be possible. sad.gif

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Steve's right. Here are some screens I took when I was doing tests with the water.

 

A: CJ can walk under the water surface, but the minute he does, the physics catch up and he gets sucked to the surface, where he starts swimming.

 

B: CJ can walk under the water surface, but the distance between him and the surface is a bit bigger. He doesn't get sucked to the surface and can keep walking underneath it. The visual effect is still present. His health doesn't decrease while being under water.

 

user posted image user posted image

 

 

 

::EDIT::

I just did another test. I rocketmanned CJ all the way down (untill he was approxamitely at the border of where the screen fades to black) before I entered the ocean. Same result as in 'B' confused.gif.

I don't now what the distance between the MI ocean (Z = 0 ) and the bottom of the game is. But it's not enough for a cancelation of the physical effect of the water.

Edited by mickarrow
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you can find working links to the SA installer ....................... HERE

 

in future can people please use the VC or SA posting tags ? as this will help you get the correct answers to your questions.

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Auron - Before you go converting it, don't forget that the big inter-city trains in the US use seperate locomotives and not modified carriages like we do.

That said, I like that alot. Colourscheme is nice.

 

You're in Croydon? I go through east croydon station every week. wow.gif

user posted image
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user posted image

 

Surely stations are for ads, as you hang about on em? Trains are hardly seen, and so ain't that great for advertising no?

 

As Illy and Cerb pointed out, was only right to change the scheme to this:

 

I spose I could add little adverts by the doors still, but I dunno, I've never seen adverts on the sides of trains, not ones that go ploughing through hillsides and over water anyway.

 

@DGT: Point noted. What about things like subway trains and overhead railways tho? like in GTAIII. And yeah I live about 3 miles from Croydon Town centre, though i dunno east croydon at all well, I only really know West.

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you can find working links to the SA installer ....................... HERE

 

in future can people please use the VC or SA posting tags ? as this will help you get the correct answers to your questions.

thanx for the assist GForce, much apreaciated, ive been away for way to long, last i was here i had once offered to do a car for Myriad, but they had a suped up car already, and im much rusty, and talks of an SA version wereonly thoughts, glad to see all the progress thats been made in the past year, now just gotta figure out how to convert my car for SA n im good to go smile.gif

 

but again thanx for the help

 

 

EDIT: ok i tried the installer, and the game crashes everytime i go to run a new game >.<

 

EDIT:: nvm got it working, however the SA version is way different then i was expecting, but runs alot smoother

Edited by Black Dragon
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user posted image

 

Apart from the obvious fact it's floating, I've realised summin. NO INTERIOR LIGHTS!

 

Any ideas on how I could do some? Hmm...wait, I'm gonna try vertex lighting the glass, see how that looks. (As you can see I've vertex lit the lights on the side to pretty cool effect)

 

EDIT: Banging! (Btw my games just screwwy at taking pics, it isn't that dark in game)

 

user posted image

 

Hmm, can't seem to colour vertices and keep em transparent. I spose the only way to cure it is to light up the entire interior a bit. Bother or not? Would look cool if done.

 

Note to train station builders: Platforms need to be considerably higher than they are now, obviously tounge.gif.

Edited by GTAuron
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But it's not enough for a cancelation of the physical effect of the water.

Erm, you mean visual effect, no? As long as the physics work, that's fine. I'm pretty sure there's a cull zone to get rid of the water visuals. And if not, there are other things to play with. Could try to set a different timecyc.dat environment manually (either per script or ipl entry), since the water is technically a special "weather".

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oops, you're right.

 

Going underneath the ocean surface deep enough cancels the physical effect, but leaves the visual effect.

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Making the platforms higher would be nice; as the player would use the "I'm climbing up a low wall" animation to get from the tracks back to the platform. It would make accessing and leaving the railway by car more difficult (especially leaving) but as long as we have gaps in any railway fences, it should still be alright.

 

It doesn't look as out of place as I feared it might. In fact, it seems to fit in pretty well. smile.gif

Edited by Cerbera
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From timecyc.dat:

//////////// UNDERWATER//Amb  	Amb_Obj	Dir  	Sky top  	Sky bot  SunCore  SunCorona	SunSz	SprSz	SprBght	Shdw	LightShd	PoleShd	FarClp	FogSt	LightOnGround	LowCloudsRGB	BottomCloudRGB	WaterRGBA  	Alpha1	RGB1  	Alpha2	RGB2  CloudAlpha//Midnight21 21 21	135 173 197	255 255 255	10 10 10	20 20 20	0 0 0	0 0 0	1.00 1.00 1.00 200 100 0	300.00 5.00 1.00 30 20 0	0 0 0	59 68 77 192	255 104 136 83	255 24 76 16	255 0 0//5AM21 21 21	135 173 197	255 255 255	10 10 10	20 20 20	0 0 0	0 0 0	0.00 1.00 1.00 200 100 0	300.00 5.00 1.00 70 27 10	0 0 0	59 68 77 192	255 94 141 95	255 0 70 20	255 0 0//6AM21 21 21	135 173 197	255 255 255	10 10 10	20 20 20	0 0 0	0 0 0	3.40 0.90 0.90 200 100 0	300.00 5.00 0.90 100 34 25	0 0 0	62 72 77 192	255 124 174 110	255 0 64 20	255 0 100//7AM21 21 21	135 173 197	255 255 255	40 40 40	50 50 50	0 0 0	0 0 0	2.50 0.70 0.80 80 80 0	300.00 5.00 0.80 120 40 40	0 0 0	107 117 122 192	255 124 153 104	255 0 48 20	255 0 0//Midday21 21 21	186 186 186	255 255 255	80 80 80	70 70 70	0 0 0	0 0 0	1.00 0.50 0.70 80 50 120	300.00 5.00 0.70 120 100 100	0 0 0	141 141 140 255	255 124 143 109	255 0 51 24	255 0 0//7PM21 21 21	135 173 193	255 255 255	80 80 80	70 70 70	0 0 0	0 0 0	3.50 1.00 1.00 80 50 0	300.00 5.00 0.90 120 40 40	0 0 0	116 135 144 192	255 124 139 85	255 10 46 22	255 0 0//8PM21 21 21	167 198 223	255 255 255	40 40 40	70 70 70	0 0 0	0 0 0	2.00 1.00 1.00 80 80 0	300.00 5.00 1.00 120 40 40	0 0 0	132 176 189 192	255 63 124 99	255 0 87 20	255 0 0//10PM21 21 21	167 198 223	255 255 255	40 40 40	50 50 50	0 0 0	0 0 0	1.00 1.00 1.00 200 100 0	300.00 5.00 1.00 70 27 10	0 0 0	161 176 189 192	255 124 124 91	255 0 85 20	255 0 0//

If we have the tunnels actually beneath the sea bed, maybe we could set a different weather type down there which didn't have water visuals? Then maybe we could end the water weather zone at the sea bed, so you'd still get proper water all the way down to the sea bed but you wouldn't get it in the tunnels?

 

The interchanges are all underneath land, apart from at illSTA. Also, the spiral tunnel inside illSTA descends through the surface level of the water. I'm not sure if we can set the boundaries of water so that they won't overlap the spiral road and avoid gaps around the curved ends of the island?

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I love that car cran, keep up the good work!

 

I request some ideas or comments about my ramp on the second level to the third level.

 

user posted image

 

bye

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Agreed. Like many car parks too, it really needs to be symmetircal all the way up, for example the 3rd floor is a mirror of the 2nd, 4th identical to the 2nd, etc etc. That way you get a nice flowing traffic flow through it. Thus it's kinda important to get it right 1st time.

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JV, the texturing looks fantastic but I agree with the others: the architecture isn't well thought out. To do the texturing justice, I think the layout has to be more authentic. That curved ramp has lots of weird gaps around it.

 

Maybe do your ramps something like the "Emerald Isle" in North Las Venturas:

user posted image

1000 x 800, 88kB.

 

If you keep the curve, make the external wall of the carpark match the curve so that it looks tidier.

 

(EDIT) Actually, I think the problem is you are trying to apply the layout of a big carpark to a tiny area. Maybe dedicating one end of the car park to a half-spiral would work better:

user posted image

800 x 400, 51kB.

 

The other way is to have a split-level car park, where it gets split into two columns. The second column is raise by half a storey. Each ramp between the sections only goes up or down by half a storey, allowing them to be much shorter.

Edited by Cerbera
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True cerb, I think I go to do a normal ramp like the level 1 to the level 2 ramp. I'll start the work.

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Any expected release date for the 0.5?

in this month or next week

 

and I don't know if I can live with Cran's car

too boxy and lack of detail

3to9.jpg

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