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[SA] Myriad Islands


illspirit
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nice SA styling snow-racer looks good except the rear braklights and normal lights look a bit strange but maybe it only looks that way on the screen you posted i will test it as soon as possible again when i have finished some more dev stuff like new paths and to get that darn compiler to work again havent got the 0,3 path editor to work properly yett.

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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[46]TheDoctor[46]

Damn man!! wow.gif

 

I really apreciate your work. i love it! inlove.gif

 

any ideas for your next car? smile.gif

Edited by [46]TheDoctor[46]
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I took the picture from the first page of the lot topic. Why isn't it kept up to date? The lot map should stay at the same URL, something like http://www.myriadislands.com/lots.png ideally.

 

Since AleXXX seems to be the guy currently keeping it maintained, I've updated the first post to link to his image. I'll use that image in the article.

 

You're right that the tunnel exit changed, but the pic of the change doesn't show as much road. Since we've already got a pic of the railway to illURB, I'll find a different pic. Maybe one of the lot release pics.

 

Anyone can suggest pictures we should include. smile.gif

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Wow! That is even cooler than the rest. Everything looks fine IMO, it is good to have little differences here and there wink.gif

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Loco G, am I right in thinking that you can add onto a car anything you can define in an IPL file? At least that's what I assume you're doing with the 2dfx neons. And then you buy and fit it in Transfender, yes? In which case, some questions:

 

- Are we able to define entirely new mod parts and not just overwrite? So, neons could be an entirely seperate entry?

- Therefore, I assume we could add a solid, non-damagable part to the list? (thinking: purchasable police style bullbars)

- What about replacable parts? I could have alot more fun if I could easily make bumper replacements, or even hood replacements.

- Finally, what are you doing for attachment points? Either you're using dummies in the dff file or just defining it in the IPL - either way, I want to know about it. Reckon we could just add new dummies in the dff and get the mod parts to attach themselves to them?

 

smile.gif

user posted image
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I hate to throw yet more thinking into the works of this project as all this gets in the way of major work, but I think it's about time, considering SA is now being used instead of VC, that some consideration was given to where the hell airports and airfields will be placed.

 

"Why not just stick it on it's own island?" You ask. I for one would find it very boring not being able to actually use the aircraft to go anywhere in particular but round and round, therefore I suggest they be split up about the place, not to mention actually integrated into already existing islands by means of possible modifications and/or extensions.

 

Therefore I've been doing some thinking into what can be done with the existing islands as they are. Here's the idea for airfield 1.

 

user posted image

 

Considering that illNorth is probably the most likely choice for an airport out of the well known islands (not considering GTi, though could be possible to add one there), yet is still consderably unfriendly to airports, I suggest just a small airfield on the scale of what was seen in the desert in GTA:SA. Therefore, as an airfield and not an airport, it can't really be jutting out into the ocean using large concrete supports, as this is not the style of your average general aviation airfield.

 

After measuring the size of SAs Desert runway, I found it to be 500units long by 50 wide. The size of the airfield in SA is plentiful, if a little iffy to land anything large at (not the idea, I hope that handling mods will stop the ability to land an airliner at a grass strip, as this will (personally) add a more challenging element to choosing where to fly other than "lets dump it here, I want my Hydra!"

 

I have chosen the west side of illRES because, to my knowledge, this area will be predominantly countryside, thus perfect for an airfield (no pissing off the residents)

 

The orange runway is probably the most viable option, except for the fact that the West coast of illRES will have to modified (to a natural level, not just concrete) to accomodate it. However it's advantages are a little more room for hangars around it, plus a flight path that's further away from the crater.

 

The red runway is the only way I have found that I can successfully fit the size of the runway onto land as it is without modification. However, as my memory serves me, it's a little hilly across here, so may need a little flattening, however it is considerably less work than the orange runway. The disadvantage with this one is that it is a little close to the hillside, which my make flying a circuit here a bit harder, especially right hand circuits when landing north or left when landing south.

 

The second airports idea is one I have not been able to think much about. My 1st thoughts are for GTi (attached to the small island? though this is to be a sports/stunt park) or attached to Port Orchid (but as I have not seen this island I cannot plan much at all).

 

Depends really on what people want to do with the aircraft, have them all rather small, or rather large.

 

Anyway, input is the name of the game, lets have some ideas to get the ball rolling!

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Loco G, am I right in thinking that you can add onto a car anything you can define in an IPL file? At least that's what I assume you're doing with the 2dfx neons. And then you buy and fit it in Transfender, yes? In which case, some questions:

 

- Are we able to define entirely new mod parts and not just overwrite? So, neons could be an entirely seperate entry?

- Therefore, I assume we could add a solid, non-damagable part to the list? (thinking: purchasable police style bullbars)

- What about replacable parts? I could have alot more fun if I could easily make bumper replacements, or even hood replacements.

- Finally, what are you doing for attachment points? Either you're using dummies in the dff file or just defining it in the IPL - either way, I want to know about it. Reckon we could just add new dummies in the dff and get the mod parts to attach themselves to them?

 

smile.gif

The lights are generated by manually inserting and editing a car's .DFF Geometry 2DFX Extension.

SA doesn't use .IPLs for 2DFX

As of yet, I have not been able to attach lights to any mod parts.

I still have a couple of ideas to test out yet, but it's not looking too good.

 

As far as new mod parts. I'm not the man to speak to. There are others far more knowledgable than I.

Snow-Racer for instance.

To be honest, I'm not much of a car person.

 

Once I've completed a few things, I'll write a tutorial on evrything I know.

2DFX lines can also spawn peds and I'm currently sifting through all of the .DFFs in SA to find some interesting uses.

 

More info as and when it happens.

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Hmm...one idea I have, if it's possible to add lights to parts but not actually add new ones, is to turn the 2x Nitro add on (aka 1 NOS bottle) into the standard NOS option, then turn the 2 NOS bottle add on into a standard NOS option, but also attach lights to this underneath the car, thus neons can be added via transfender etc.

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I'll give it a go, GTAuron. I haven't tried adding lights to the NOS option. First I need to locate the .DFF

 

By the way, here's the latest NVC and 2DFX work for my lot.

 

user posted image

 

Still lots of work left to do.

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smile.gif

 

 

I assume you're doing with the 2dfx neons.

2dfx dosen't work on mod parts

 

 

Are we able to define entirely new mod parts and not just overwrite? So, neons could be an entirely seperate entry?

I think so but it should be added in main.scm, veh_mods.ide, american.gxt, carmods.dat, shopping.dat and gta3.img

 

 

Therefore, I assume we could add a solid, non-damagable part to the list? (thinking: purchasable police style bullbars)

not so sure but it should be also edited in main.scm to allow put stuff to the police vehicle

 

 

What about replacable parts? I could have alot more fun if I could easily make bumper replacements, or even hood replacements.

bumper replacements yes but hood nope... you coud replace spoiler as a hood but you must tweak main.scm to use gxt name as "AlienX hood" instead of "AlienX spoiler"... not sure but eh...

 

 

Finally, what are you doing for attachment points? Either you're using dummies in the dff file or just defining it in the IPL - either way, I want to know about it. Reckon we could just add new dummies in the dff and get the mod parts to attach themselves to them?

I wish but dummys are listed in exe... not sure about that also

 

::edit

main.scm nerds wanted

Edited by Snow Racer

3to9.jpg

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Therefore, I assume we could add a solid, non-damagable part to the list? (thinking: purchasable police style bullbars)

not so sure but it should be also edited in main.scm to allow put stuff to the police vehicle

 

I think he meant add bull bars to any odd car, so you can just add em and smash into things without damaging your car as much. Well, wouldn't really work like that in game but meh you get what I mean, the bull bars wouldn't fall off etc.

 

EDIT: I'm not a nerd, but what you got planned SR?

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Well, if not adding brand new, we could always replace that stupid effing 'Side skirt' (aka small single-poly triangle in front of the back wheelarch sleepy.gif ) with a bullbars option. Assuming it'll take a col file. I really want bullbars so i don't have to worry about f*cking up my nice car bumpers anymore tounge.gif

user posted image
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can be done but again... main.scm stuff like

 

:if mod bullbars installed

:car damage null

 

and such

3to9.jpg

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No, the reason I'd make the bullbar model solid is so that any impact will hit the bullbar and won't make it to the bumper. Don't need to SCM code for that, and in fact, I think it'd be better if you didn't. This way you can still nick the bumper if you get a really lucky shot in.

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The red one doesn't look bad, imho. But it'd have to be a small, private, non-solid airfield, hidden inbetween trees/forest. Anything bigger wouldn't fit there, since the infrastructure (and general landscape) isn't enough for a big commercial airport. Maybe in the bay South of that orange line land could be extended a bit (artificially?) for a bigger airport, and there'd be a four-lane freeway next to it.

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@mick: Ah right cool, then Ideally a large airport is probably best.

 

@steve: That's an idea, just Necrosis gets dangerously close, and I dunno if there's any tall buildings in the flightpath. Mind you, a Hong-Kong esque approach could be fun smile.gif

 

Cerbera has just sent me his idea, seems to not be a bad idea, very long runway, similar area to Steve's idea, runs NNE-SSW, a lil close to the freeway, but meh, can always extend a little west.

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Nah, you could make an airstrip if you want. I just mentioned so you'd know. It's not something to take into consideration as it was meant to be a tiny airstrip, not something major. Modelling it is still very in its early days, for all I know it could turn out as just a helipad. smile.gif

So don't let this stand in the way of any planning, please continue....

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Mick, could you draw on that where the runway would go? There's no space for one as far as I can tell. It was intended for wealthy housing, perhaps something like the little suburb North of Las Venturas. But that wasn't set in stone. smile.gif

 

If we agree it's OK to change land, maybe we could combine these ideas? By rerouting the countryside road we could have enough space to run a decent, commercial-length runway. And there could still be a lot of countryside around the West and North of the crater.

 

Very rough yellow and green runways, each about 1km long by my estimation:

user posted image

 

Could be something like Escobar International Airport from GTAVC? The buildings on the North of Necrosis might decide whether the yellow runway is possible. Since the runways are going from coast to coast, that whole area would be flattened. This might require an embankment to "step" it down from the freeway and countryside road.

 

A small airfield somewhere would be nice as well as this, if it goes ahead.

Edited by Cerbera
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user posted image

 

If that airstrip comes through, it would be roughly at the place I put the blue line.

It's not intended for freight planes or big passengers planes. Idd, nothing is set in stone. If it turns out to be conflicting with the environment, I'll remove it.

 

I don't remember what that area was originaly intended for, but since it's geographically sort of a cut-off from the rest of the land, I've used it as a base for the little town I'm making. Now don't get your hopes up, it's far from finished and there's a lot of stuff in the pipeline atm...

 

The main focus in this topic should, imho, go to the bigger airports, wich take up quite some space but are unquestionably needed. The 2-runway on Illres I like a lot.

The best scenario would be to have an airport there, another one on the South of Necrosis, another one on Port Orchid (that one could cover flight use for PO as well as Illcom) and one on the NE side of GTI. Those would cover the 4 corners of the existing map quite well.

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ahaa so you're gonna remove the roads about there bar like 1 road leading to and from the airfield eh? I like it actually smile.gif

 

user posted image

 

Been playing some more, came up with that. Scale might be out, been a while since i've driven round there. I think there should be plenty of room to make an airport. I spose for now I could just conrete a big slab of that area off for the meantime, then look about in game to what can be done, do some surveying using the place manager etc tounge.gif

Edited by GTAuron
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Nice. I thought it could be added a V.I.P. Terminal and runway and some fuel tanks near the parking.

 

user posted image

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Well let's not forget that that's illRes, the residential bit. That airport will essentially be right next to a crapload of houses, and therefore prevent some of the development on that area. We'll see how busy the new islands are once they finally get split up and then I guess we could decide if it's a good place to put the airport... though that's doing things in a sort of backward fashion.

 

The other option we shouldn't forget is the entirely offshore artificial island airport complex like Osaka airport. This would let us serve this area of the map, and future islands can be designed with the airport system (along with the train network and such and such) already in mind.

 

Thoughts?

user posted image
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Possible, but it would be nice to at least integrate 1 airport into an exisiting island really. I've heard that side of illRES is to be more or less like the countryside, which is where airports are usually found. A few settlements can be nearby to be similar to those like at Standstead too tounge.gif

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When drawing on the map, please bear in mind that 100 pixels is about 1 kilometre. The airport shouldn't dominate illRES because illRES is bloody huuuge.

 

Also, you probably don't want runways pointing straight at the cliffs. I'm not sure about the buildings on Necrosis, so the NNW-SSE runway may not be viable. We could possibly have a WNW-ESE runway with the freeway running in a tunnel beneath it. Coupled with the green runway I suggested, that might work.

 

I think we should keep some beachyness and grassyness; kilometre-long concrete blocks are much less fun. Especially if you end up in the water there and need to get back up onto land while a helicopter is shooting you.

Edited by Cerbera
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