nabo45 Posted October 27, 2012 Share Posted October 27, 2012 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: I might make a TC some day soon, if I can get a team. So please, contact me if you're intrested. (: Link to comment Share on other sites More sharing options...
epoxi Posted November 4, 2012 Share Posted November 4, 2012 (edited) 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. 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 November 5, 2012 by epoxi Rented 1 Link to comment Share on other sites More sharing options...
EvilRaptor Posted November 6, 2012 Share Posted November 6, 2012 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 Link to comment Share on other sites More sharing options...
Rawra Posted November 7, 2012 Share Posted November 7, 2012 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? Link to comment Share on other sites More sharing options...
nabo45 Posted November 9, 2012 Share Posted November 9, 2012 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 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. Link to comment Share on other sites More sharing options...
69_black_69 Posted November 9, 2012 Share Posted November 9, 2012 ^ you got the skill, man. It's looking awesome. Curious how it'll look with texture. Can you show me the wireframe, please? Link to comment Share on other sites More sharing options...
nabo45 Posted November 9, 2012 Share Posted November 9, 2012 (edited) ^ 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? 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 November 9, 2012 by nabo45 Link to comment Share on other sites More sharing options...
Nikola Tefov Posted November 9, 2012 Share Posted November 9, 2012 Nice building man. I really liked it.. Link to comment Share on other sites More sharing options...
Gforce Posted November 9, 2012 Share Posted November 9, 2012 ^ 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? 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 Link to comment Share on other sites More sharing options...
Frank.s Posted November 9, 2012 Share Posted November 9, 2012 (edited) 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 Edited November 9, 2012 by Frank.s Link to comment Share on other sites More sharing options...
epoxi Posted November 13, 2012 Share Posted November 13, 2012 (edited) 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 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. 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. Edited November 13, 2012 by epoxi Link to comment Share on other sites More sharing options...
l3mmy Posted December 8, 2012 Share Posted December 8, 2012 Lots of rearranging/adding to my creations in the past few month.. Pub/Motel/Beer Garden w.i.p P.s Train isn't mine ...Borrowed for effect Gforce 1 Link to comment Share on other sites More sharing options...
stilldre Posted December 8, 2012 Share Posted December 8, 2012 Lots of rearranging/adding to my creations in the past few month.. Looks pretty good Except that grass, you might need to change it to more seemless one. Link to comment Share on other sites More sharing options...
GamerShotgun Posted December 9, 2012 Share Posted December 9, 2012 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. Link to comment Share on other sites More sharing options...
EvilRaptor Posted December 9, 2012 Share Posted December 9, 2012 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 Link to comment Share on other sites More sharing options...
l3mmy Posted December 9, 2012 Share Posted December 9, 2012 Cheers Guys! Will take it onboard and have a play with the grass texture.. Link to comment Share on other sites More sharing options...
MateoGallardo Posted December 11, 2012 Share Posted December 11, 2012 Hey guys, this is something I'm 'working' on, needs finishing and texturing. It's supposed to resemble this: I can't find proper render settings without the need of lights, it looks better in the viewport. Any tips about anything? Link to comment Share on other sites More sharing options...
EvilRaptor Posted December 11, 2012 Share Posted December 11, 2012 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 Personally I'd texture it before extruding; it may look fine textured :] Link to comment Share on other sites More sharing options...
l3mmy Posted December 14, 2012 Share Posted December 14, 2012 Started doing some texture work, not much but.. Rented 1 Link to comment Share on other sites More sharing options...
hristobg Posted December 29, 2012 Share Posted December 29, 2012 I decided to model the school building in my village. However, I haven't model anything more than a year and I think that I have forgotten everything You can see many dark faces (smoothing fail, I guess), which as it seems, I can't fix. Link to comment Share on other sites More sharing options...
universetwisters Posted January 2, 2013 Share Posted January 2, 2013 Model:- Blaster (reference) Textures: - Triple Penetration - Blaster - CGTextures Will be placed in new project "Heartland". Looking nice, my amigo! Link to comment Share on other sites More sharing options...
Garju67 Posted January 2, 2013 Share Posted January 2, 2013 @l3mmy : Look awesome, nice job ! Link to comment Share on other sites More sharing options...
nabo45 Posted January 2, 2013 Share Posted January 2, 2013 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! Link to comment Share on other sites More sharing options...
nabo45 Posted January 6, 2013 Share Posted January 6, 2013 (edited) F*ck, this topic is dead so I'm gonna double post. Sorry. :b Anywho, I made these buildings for the Heartland mod. I think they look nice, I don't know about you guys? (: Edited January 7, 2013 by nabo45 Link to comment Share on other sites More sharing options...
EncryptedReality Posted January 10, 2013 Share Posted January 10, 2013 (edited) More shots from the same supposed project as that building was suppost to be a part of... Here are some in-game: And last, here are the last buildings i had been working on: If y'all want more, let me know cus there are more pics Yeah, i'm sorry about the size too Edited January 10, 2013 by GTARandom universetwisters 1 Link to comment Share on other sites More sharing options...
EvilRaptor Posted January 10, 2013 Share Posted January 10, 2013 Dude, sweet, I don't think I've seen lighting done so well for mods on GTAIV yet, or it's just a great shot Are you making a full TC or is it just a small pet-project? Love the detail on the last building too, the only thing I can note that could be improved really is the texture quality in some areas, such as "Customer Entrance" on this pic: http://i.snag.gy/71vqC.jpg Link to comment Share on other sites More sharing options...
EncryptedReality Posted January 10, 2013 Share Posted January 10, 2013 Dude, sweet, I don't think I've seen lighting done so well for mods on GTAIV yet, or it's just a great shot Are you making a full TC or is it just a small pet-project? Love the detail on the last building too, the only thing I can note that could be improved really is the texture quality in some areas, such as "Customer Entrance" on this pic: http://i.snag.gy/71vqC.jpg Thank you for the comment There were no lighting tweaks to it , i guess it is only a great shot then Right now it is of a small pet-project size but it is actually planned to be a TC located in Maryland (concepted by Phil Barber ~ universetwisters) See more here... Thanks for your input on the texture on the parking lot too, i'll look into it when/if we continue the map dev for the TC Link to comment Share on other sites More sharing options...
EncryptedReality Posted January 22, 2013 Share Posted January 22, 2013 (edited) Jus' some renders again... Edited January 22, 2013 by GTARandom SaL_Leone 1 Link to comment Share on other sites More sharing options...
universetwisters Posted March 8, 2013 Share Posted March 8, 2013 A very basic tutorial building. Yep, I'm coming back into modding, and I'll actually be doing work. None of this "Our Ugly World 2" crap Link to comment Share on other sites More sharing options...
universetwisters Posted March 9, 2013 Share Posted March 9, 2013 This is a laughably basic 3D model of a model train I'm doing for "After The Gold Rush", a GTA 4 mod I'm working on. It may look basic, but due to it's in-game size and whatnot, all the wheels, pipes, etc. will come from a picture of a real boxcar (like how in GTA 3, the storefronts were pictures of real stores) Link to comment Share on other sites More sharing options...
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