noelgamo Posted December 11, 2009 Share Posted December 11, 2009 more pics. Ill try it your way this time @quechus Link to comment Share on other sites More sharing options...
Ja750 Posted December 11, 2009 Share Posted December 11, 2009 Having a go at brooklyn bridge not brooker bridge this time! Link to comment Share on other sites More sharing options...
noelgamo Posted December 11, 2009 Share Posted December 11, 2009 the model looks awesome dude Link to comment Share on other sites More sharing options...
vans123 Posted December 11, 2009 Share Posted December 11, 2009 well Bump mapping for SA is awsome, but i think it make the textures look uglier....well the pieces of land Noel posted look more like poop xD(at least then one with sand) why? Btw... Super Mortal Human, how you got that awsome color saturation in your GTA SA?special ENB settings or something, i ask couse i would love to have one like that in my GTA SA and that brooklyn bridge is damn awsome!, i cant imagine the great fall it would be if you jump from the top Link to comment Share on other sites More sharing options...
Shadow-Link Posted December 11, 2009 Share Posted December 11, 2009 Kimd41 I like the house, love to see it with some more details? Are you using any reference pics? Link to comment Share on other sites More sharing options...
JostVice Posted December 12, 2009 Share Posted December 12, 2009 more pics. Ill try it your way this time @quechus that looks pretty weird, what are your normal map likes? looks like random dots Link to comment Share on other sites More sharing options...
noelgamo Posted December 12, 2009 Share Posted December 12, 2009 oh on those pics. I put the wrong normals LOL. @vans123. LOL i baked those textures out from max. and SA crashes with 1024x1024 texture and thats one more reasone it looks like that, but IM making a new one. Link to comment Share on other sites More sharing options...
vans123 Posted December 12, 2009 Share Posted December 12, 2009 Ok Noel, i was like WTF? couse well...i know you can make alot better stuff btw... i have a doupt, i put normal maps and all of that and export as car piece, and i installed GFX and i dont even see the normal maps in-game..why? is couse GTA SA lightning like your said Noel? Explain me please, thanks Link to comment Share on other sites More sharing options...
quechus13 Posted December 12, 2009 Share Posted December 12, 2009 Ok Noel, i was like WTF? couse well...i know you can make alot better stuff btw... i have a doupt, i put normal maps and all of that and export as car piece, and i installed GFX and i dont even see the normal maps in-game..why? is couse GTA SA lightning like your said Noel? Explain me please, thanks try not to use reflection Link to comment Share on other sites More sharing options...
vans123 Posted December 12, 2009 Share Posted December 12, 2009 sh*t but quechus you said in video to use it xD ok, trying right now, but if i dont have GFX i cant see bumps? get on MSN quechus Link to comment Share on other sites More sharing options...
quechus13 Posted December 12, 2009 Share Posted December 12, 2009 sh*t but quechus you said in video to use it xDok, trying right now, but if i dont have GFX i cant see bumps? get on MSN quechus Exactly you CANT have bumps without GFX and it depends of how much reflection you use my friend Link to comment Share on other sites More sharing options...
supermortalhuman Posted December 12, 2009 Share Posted December 12, 2009 (edited) high res bumpmap (512) = you can use 256 texture diffuse and not lose any detail. Use a full 512, and it looks the same when bumped, basically. Multiple surfaces + multiple models. I think something is wrong with the rocks, or something: If you want them to look like that, you need to use 512x512 bump map for every 5x5 units in-game. Edited December 12, 2009 by supermortalhuman Link to comment Share on other sites More sharing options...
noelgamo Posted December 12, 2009 Share Posted December 12, 2009 (edited) thats true SMH. are those IV texture and normals? i make my normals using Crazybump. @vans look on the ground closely. i dont use any refl. on mine try not putting any and try adjusting ur gfx setts @Quechus what version ar u using? can u show a screen with your normals? cause you use refl. i just wanna see Edited December 12, 2009 by noelgamo Link to comment Share on other sites More sharing options...
Kimd41 Posted December 12, 2009 Share Posted December 12, 2009 Kimd41 I like the house, love to see it with some more details? Are you using any reference pics? Yeah, a couple of google pics. Link to comment Share on other sites More sharing options...
vans123 Posted December 12, 2009 Share Posted December 12, 2009 well this is what happends, i use GFX but i hate it...couse well lets say with the 0.75 ENB series version i have some damn excellent settings when i downgrade to 0.74 the settings become so damn fked that it looks near to the bloom version used in GTA IV(not offense)... and well even if i install GFX all i get is a damn ENB settings fked and i dont see normals so whats the usefull point? -I made a road with every texture used from IV with the proper Normal map with 512x512 resolution and i just used Bump map channel not reflection one and i continue having "0" proof in-game any help? SMH: You prelight your models with radiosity? and... can i have your ENB settings well if you can share em couse if i decide installing GFX again i would love to have some nice settings Link to comment Share on other sites More sharing options...
JostVice Posted December 12, 2009 Share Posted December 12, 2009 and well even if i install GFX all i get is a damn ENB settings fked and i dont see normals so whats the usefull point?-I made a road with every texture used from IV with the proper Normal map with 512x512 resolution and i just used Bump map channel not reflection one and i continue having "0" proof in-game any help? Don't use SAGFX normal mapping? You can't do anything about it, it will be as unstable at it is (No offense to DexX, he knows I admire his work, but GTA SA is a sh*t anyway) just move on to work on GTA IV or something, you will never get a correct-looking normal-mapped environment in SA, and even, with normal maps you're supposed to use specular maps too, so well. Link to comment Share on other sites More sharing options...
noelgamo Posted December 12, 2009 Share Posted December 12, 2009 (edited) Jost_Vice is right it is pretty buggy(no offence to dexx) btw why are you using 0.74? Im using 0.75s on those pics. IDIOT!!!!(no offence) Look on the previous page I said on the GTAMATERIAL put the normal on the specular. not on the bump map section. read it. Im just playing with SA until I get my new PC that can RUN IV so I can move to it too. PS which version are you using anyways? Jost Vice how do you put normals on your cause I browse the SAGFX topic and I saw some of your pics and those are pretty cool. LOL GTA IV-EUPHORIA=SA STYLE ANIMS Edited December 12, 2009 by noelgamo Link to comment Share on other sites More sharing options...
vans123 Posted December 12, 2009 Share Posted December 12, 2009 right now i just miss 5 days till i get my super Graphic Card so work confortable with GTA IV, lets say i can let it to max settins but i get som 11 or 15 FPS and i hate couse even with that and is sh*t, so with the new one i will be even able to input AA anyway....as Noelgamo said, im using GTA SA just waiting for my Graphic card and well i wont use BUMP MAPS as they are still damm buggy. Link to comment Share on other sites More sharing options...
JostVice Posted December 12, 2009 Share Posted December 12, 2009 the latest pics were done in the latest version of SAGFX, those created normal maps for everything on the fly, though it was very expensive and everything needed normals... which is a sh*t because the only batch-exporter available for SA that can export NVC too doesn't export with normals, lol Link to comment Share on other sites More sharing options...
supermortalhuman Posted December 12, 2009 Share Posted December 12, 2009 go to IV, like, you know, when you CAN mod IV... lol... Going to IV = stop modding for people who want to make maps. Link to comment Share on other sites More sharing options...
noelgamo Posted December 13, 2009 Share Posted December 13, 2009 go to IV, like, you know, when you CAN mod IV... lol... Going to IV = stop modding for people who want to make maps. +1 well thats that until someone figures out what kind of COL file IV uses. but see the video I uploaded above. from what Im thinking that we need one of the natural motion's program to make the cols or. maybe its the same as SA's one but with dummys or things on it. thats what I think ok. ok Im making a loooooong as drag road to test the light speed of the Fresnel and the normals. Link to comment Share on other sites More sharing options...
vans123 Posted December 13, 2009 Share Posted December 13, 2009 well, GTA IV i think uses near the same as Unreal Engine, the same model mesh works as col without having to waste more polys and COL mesh anyway...is what i think couse i work with UDK too and well UDK is damn fking confortable to work with...no problem with normals,not such invisible walls of cols, not need to do cols just so say the engine to do "Col per Poly of the original mesh" anyway...I think in some more months years GTA IV will be the same as GTA SA in modabble avilities Link to comment Share on other sites More sharing options...
supermortalhuman Posted December 13, 2009 Share Posted December 13, 2009 (edited) Both Unreal and GTA IV require a separate mesh as a collision source. In UE3, you can supply one or generate one. UDK is overcomplicated mess. They did it on purpose for every generation of that engine, and the source engine too, so that it's "hard to get into game industry" - GTA is much, much easier to use and much much better engine for that reason. THATS why we don't get official tools for it - because it's a smart engine, it is easy - and that scares the sh*t out of game-developer-jerks who think they are special. I'd prefer to learn Unity, but there is NO better engine out there. NONE. There is NO better engine for artists than GTA engines - every other engine is compicated on purpose, while GTA is made easy because a GTA game is "too big when it's done" to f*ck around and waste time on making sh*tty tools like UnrealEd (which TOTALLY SUCKS ASS and is NOT necessary, as GTA workflow proves). GTA IV model is .WDR, GTA IV collision is .WDB. I am going to try and make it a point to spread the word "GTA engines are better" anywhere I can, IF people will make a point to make GTA IV modding more like GTA SA Modding - it's not worth to spread the word if modding won't success itself - I STILL prefer GTA SA engine over unreal, source, unity, etc lol about collision: Prince-Link is trying, along side work on his mapper. Edited December 13, 2009 by supermortalhuman Link to comment Share on other sites More sharing options...
noelgamo Posted December 13, 2009 Share Posted December 13, 2009 well no wonder of that SMH cause try using those engines in IV liberty maybe they can only make broker with no other bugs. plus GTA engine has it all. racing RPG shooting boat planes. BTW I used the IV's brooklyn bridge and put normals and reflection on it. it looks nice but when your on a car at the top speed the reflection cant catch up with you but the normals do.... with the whole model normal map it looks AWSOME without prelightning. Link to comment Share on other sites More sharing options...
gtaSA_free Posted December 13, 2009 Share Posted December 13, 2009 high res bumpmap (512) = you can use 256 texture diffuse and not lose any detail. Use a full 512, and it looks the same when bumped, basically. Multiple surfaces + multiple models. I think something is wrong with the rocks, or something: If you want them to look like that, you need to use 512x512 bump map for every 5x5 units in-game. oh my god that texture is HOLY poly where i can download? Link to comment Share on other sites More sharing options...
supermortalhuman Posted December 13, 2009 Share Posted December 13, 2009 they are GTA IV textures, but I apply treatments to them (multiply and overlays in a order) Link to comment Share on other sites More sharing options...
JostVice Posted December 13, 2009 Share Posted December 13, 2009 well, GTA IV i think uses near the same as Unreal Engine, the same model mesh works as col without having to waste more polys and COL meshanyway...is what i think couse i work with UDK too and well UDK is damn fking confortable to work with...no problem with normals,not such invisible walls of cols, not need to do cols just so say the engine to do "Col per Poly of the original mesh" anyway...I think in some more months years GTA IV will be the same as GTA SA in modabble avilities What? You shouldn't be using per poly collision on UDK. You should make your col mesh by hand, like on GTA. generating it by per poly is stupid, you don't need that detail for a col mesh. col mesh is about blocking and helping the characters/object move trough the map. well no wonder of that SMH cause try using those engines in IV liberty maybe they can only make broker with no other bugs. What? probably because those engines are pointed at FPS, not about freeroam sandbox games... you don't have the streaming that IV/SA has. You could do a GTA game on UDK, but would need a bit of scripting (Needs realtime lighting, and probably will need some fixing for the objects streaming system, I'm not sure) UE and RAGE are different, you shouldn't compare them... One has official documentation and tools and the other not. Link to comment Share on other sites More sharing options...
soons Posted December 14, 2009 Share Posted December 14, 2009 anyone can move buildings from gta iv to gta sa please Answer and how i can Author the peds and cars walk As i want please Answer i Finished my new city but no System the cars in the sky Link to comment Share on other sites More sharing options...
noelgamo Posted December 14, 2009 Share Posted December 14, 2009 on the brooklyn bridge the road only has normal and the other part are just fresnel Link to comment Share on other sites More sharing options...
Ja750 Posted December 14, 2009 Share Posted December 14, 2009 Textures are from the blueprint, theses are not final! Link to comment Share on other sites More sharing options...