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Monitor57

Picture Post & Commentry

Recommended Posts

nkjellman

This is almost like a glimpse into the future if Rockstar does VC on mobile devices.

 

However, when cars are added, don't replace the Dodo with a helicopter. It will look very retarded when it flies.

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_CP_

Thanks smile.gif Are you tried to test it on iPod?

Anyway, I need help with convert weapons from VC to III, radar files and car paths, any help here?

user posted image

user posted image

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nkjellman

I haven't tested it yet. Busy schedule.

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_CP_

Anyone know, how LOD is stored in IPL? I can't place it on a map. They doesn't appear.

user posted image

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Frank.s

Keep it up. I agree with Blaster that the timecyc should be changed though. icon14.gif

 

Replace the first three letters of the dff+col name with "LOD" (example = LODmple) and set the draw distance higher than 300 and it becomes an lod.

 

Also, Weapons can be changed via importing the "weapons.dff" model to zmodeler/3dsmax.

Edited by Frank.s

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_CP_

I changed the timecycle, on PC looks great, but here, on mobile there is small difference.

When I tried to do a LOD of airport tower, model was white, or doesn't appear.

user posted image

Edited by City_Poke912

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nabo45

Yaw! First of all what the f*ck happened to this topic? It was on the second page? Come on, that's not good enough. Somebody has to revive it. (:

Anywho, so I made this beacuse I've been, like, really bored lately. It's supposed to be a neighboorhood (and maybe a whole city, who knows?) and kinda be in the same style as the middleclass neighboorhoods in the 1930-40's New York/Chicago. I don't know, but I kinda like it. What do you guys think?

 

It needs a lot of detailing and texturing still, but this is what I've got so far. I spent a few hours on it today, and I'm gonna keep working on it, and post more updates if any of you guys like it.

 

Anyway, I know the lightning sucks and the render is really bad, but here it is:

 

user posted image

user posted image

user posted image

 

I might make a TC some day soon, if I can get a team. So please, contact me if you're intrested. (:

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epoxi

Didn't want to make a new topic for this so I thought I'd post it here.

 

I've made a program that reads and logs your coordinates once a second (adjustable interval) on SA. I've also made a plotting program to plot the results.

 

user posted image

 

The points are transposed onto a 800x800 window. The blue lines are simply to connect the logged green points, redder points signify that point has been logged several times (either through the player stopping there or multiple visits).

 

The data shown is about an hour's play on CrazyBob's Cops 'n' Robbers SA:MP server.

 

The plotting program supports teleporting to interiors (hence the random dots in the middle) and does not join dots if they are more than a Hydra's terminal distance per second apart.

Edited by epoxi

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EvilRaptor

That's epic, is there any way of translating the points into coords or logged into a txt/ini in coord form? This could be damn useful for custom maps with plotting roads and ped-paths biggrin.gif

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Rawra

Hi Nabo45 - long time !

 

The buildings are looking good and some quality textures (something I could never do) will really help with the details. Maybe some of those ventilation fans and emergency staircases could be added to bring out more detail?

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nabo45

 

Hi Nabo45 - long time !

 

The buildings are looking good and some quality textures (something I could never do) will really help with the details. Maybe some of those ventilation fans and emergency staircases could be added to bring out more detail?

Hell, you don't say? It's been what, a couple of years? Damn, long time indeed! (:

 

Anywho, you mean details like this or? :b

 

user posted image user posted image user posted image user posted image

 

 

 

Again, sorry for the horrible renders and the fact that there's still no textures. It'll come eventually, for now, just focus on the modeling part of it. And, again, I hope ya'll like it!

 

I'm still looking for someone to start a TC team with, so if you're intrested, contact me.

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69_black_69

^ you got the skill, man. It's looking awesome. Curious how it'll look with texture.

Can you show me the wireframe, please?

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nabo45

 

^ you got the skill, man. It's looking awesome. Curious how it'll look with texture.

Can you show me the wireframe, please?

Sh*t, thanks man! That means a lot. And sure, I'll post a wireframe. Is this what you what?

 

user posted image user posted image user posted image user posted image

 

If that's not the wireframe you requested, please tell me and I'll try to make another. (I don't really know what a "proper" wireframe is tbh.)

 

And yes, I know some of the models need some optimization, but I haven't got to that part yet. Right now I'm gonna focus on finishing that lot (or maybe even the whole neighbourhood), and then I'll optimize it and remove unnecessary polys etc. (:

Edited by nabo45

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Nikola Tefov

Nice building man. I really liked it.. icon14.gif

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Gforce
^ you got the skill, man. It's looking awesome. Curious how it'll look with texture.

Can you show me the wireframe, please?

Sh*t, thanks man! That means a lot. And sure, I'll post a wireframe. Is this what you what?

 

user posted image user posted image user posted image user posted image

 

If that's not the wireframe you requested, please tell me and I'll try to make another. (I don't really know what a "proper" wireframe is tbh.)

 

And yes, I know some of the models need some optimization, but I haven't got to that part yet. Right now I'm gonna focus on finishing that lot (or maybe even the whole neighbourhood), and then I'll optimize it and remove unnecessary polys etc. (:

good to see you back nabo icon14.gif

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Frank.s

Great stuff, can't really find anything to criticise except that small smoothing-group problem and the lack of faces for "glue" textures. (you know, the weathering, dirt and grime that goes in the cracks and edges of ledges and mud/dirt where the building connects to the ground)

 

Edit: If you haven't already, check your p.m smile.gif

Edited by Frank.s

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epoxi

 

That's epic, is there any way of translating the points into coords or logged into a txt/ini in coord form? This could be damn useful for custom maps with plotting roads and ped-paths biggrin.gif

I have now implemented zooming, panning and on-screen coordinates (SA coords on second row in top-left corner of screenshot below, the top row returns the pixel coords which depend on current zoom level).

 

I also added ability to toggle trails, points and the colour of the points.

 

user posted image

user posted image

 

That way you can hover over specific areas to get given points. The log file itself is a .txt file containing San Andreas X,Y,Z coordinates so you can look up points individually.

 

Unfortunately I haven't got a way of returning the Z coordinate of a specific point you see on screen.

 

However for ped and car paths I am implementing the ability to start and stop recording in the coordinate recording program. You could then open the log with the plotting program to see if you are happy with the points logged. happy.gif

Edited by epoxi

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l3mmy

Lots of rearranging/adding to my creations in the past few month..

 

user posted image

user posted image

 

Pub/Motel/Beer Garden w.i.p

 

user posted image

user posted image

user posted image

 

user posted image

 

P.s Train isn't mine tounge.gif...Borrowed for effect

 

user posted image

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stilldre
Lots of rearranging/adding to my creations in the past few month..

Looks pretty good icon14.gif

Except that grass, you might need to change it to more seemless one.

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GamerShotgun

Woow, really nice work, but I have to agree, you should use a basic grass texture, because the one you are using now isn't made for this.

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EvilRaptor

It looks like a good texture, but it tiles too prominently, reduce the contrast in the green/yellow-ness of the texture and you should be fine.

Looking forward to ingame/finished pics biggrin.gif

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l3mmy

Cheers Guys! Will take it onboard and have a play with the grass texture.. smile.gif

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MateoGallardo

Hey guys, this is something I'm 'working' on, needs finishing and texturing.

user posted image

It's supposed to resemble this:

user posted image

 

I can't find proper render settings without the need of lights, it looks better in the viewport.

Any tips about anything?

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EvilRaptor

Perhaps extruding a couple of areas on the walls, like below the window, to make it seem like it's layered together out of random junk, but otherwise, looks epic biggrin.gif

Personally I'd texture it before extruding; it may look fine textured :]

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l3mmy

Started doing some texture work, not much but..

 

user posted image

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hristobg

I decided to model the school building in my village. biggrin.gif

 

However, I haven't model anything more than a year and I think that I have forgotten everything biggrin.gif

 

You can see many dark faces (smoothing fail, I guess), which as it seems, I can't fix.

 

user posted image user posted image user posted image user posted image

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Jestic

Model:

- Blaster (reference)

 

Textures:

- Triple Penetration

- Blaster

- CGTextures

 

Will be placed in new project "Heartland".

 

user posted image

Edited by Blaster_nl

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universetwisters
Model:

- Blaster (reference)

 

Textures:

- Triple Penetration

- Blaster

- CGTextures

 

Will be placed in new project "Heartland".

 

user posted image

Looking nice, my amigo! icon14.gif

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Garju67

@l3mmy : Look awesome, nice job ! icon14.gif

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nabo45
Model:

- Blaster (reference)

 

Textures:

- Triple Penetration

- Blaster

- CGTextures

 

Will be placed in new project "Heartland".

 

*picture*

Damn! That looks very nice Blaster, I really like it! And the "Heartland" project seems to be coming along very nicely, and fast too! I hope I get to play the mod someday! smile.gif

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