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Monitor57
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this is my first time importing map model into gta 4...andi got one problem ...there is something weird in the wall shadow.. anyone know what causing this?

EZuQaIo.jpg

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universetwisters

this is my first time importing map model into gta 4...andi got one problem ...there is something weird in the wall shadow.. anyone know what causing this?

-snip-

 

Could it be the lighting? Looking at Johnny's shadow, you can tell that the sun is over to the right, but when you look at the nearest crate, it has shadows coming from it in both directions, unless that's part of the top of the wall. I'm guessing the latter, seeing as that pattern shows up further down the lane.

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this is my first time importing map model into gta 4...andi got one problem ...there is something weird in the wall shadow.. anyone know what causing this?

-snip-

 

Could it be the lighting? Looking at Johnny's shadow, you can tell that the sun is over to the right, but when you look at the nearest crate, it has shadows coming from it in both directions, unless that's part of the top of the wall. I'm guessing the latter, seeing as that pattern shows up further down the lane.

 

The issue seems to be based on the model itself. Not the shaders.

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universetwisters

 

 

this is my first time importing map model into gta 4...andi got one problem ...there is something weird in the wall shadow.. anyone know what causing this?

-snip-

 

Could it be the lighting? Looking at Johnny's shadow, you can tell that the sun is over to the right, but when you look at the nearest crate, it has shadows coming from it in both directions, unless that's part of the top of the wall. I'm guessing the latter, seeing as that pattern shows up further down the lane.

 

The issue seems to be based on the model itself. Not the shaders.

 

Ahh, seems that way.

 

Taking another look, it looks like the textures are upside down, like the doors, windows, etc.

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This bug is common on GTAIV and V mapping. Even R* get it so they made a workaround. :)

 

To show a good shadow on models that have this bug you need to create a cube inside the wall and that cubes shadow will fill in the missing areas because the cube has faces in all directions so there is no way that the shadow can f-up. This is a method R*s modelers used on GTAIV and GTAV's map (mainly in tunnels) because RAGE sometimes borks the shadows if they are cast from faces that aren't oriented in just the right way. Cubes (or any appropriately rotated polys inside the hidden cavity) will fix this. :^:

Edited by Frank.s
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thanks.. :^:

 

but there is one more thing..look at this...

0BqVlfL.png

w9uQDsL.png

 

anyone can explain that?

Edited by indra.
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sharpie_eastern

nabo45 that's a nice map, it looks cool by night.

 

-----------

 

Hi,

 

Just thought I would share this mod (for those interested) I started last year, basically it adds lightmaps to VC, how? by duplicating and inverting the map's polygons and applying a lightmap texture to it but I never finished it, one because the game were pretty laggy after the modification so it's not optimized at all for the game and this would of taken forever to do it on the whole map plus doing this manually...don't even think about it except if there's a tool that could "automatize" the process... or if you're a robot :sui:

 

WITHOUT

nolightmaps.jpg

WITH

lightmaps.jpg

These 2 pics are ingame if you are wondering.

 

Another mod that will never be finished, it was supposed to be a mod similar to L4D...

pic1.jpg

sans-titre-2.jpg

sans-titre-3.jpg

The map is kind of empty but this were a "test map" just to try out different animations and stuff and it has been left 4 dead due to my lack of knowledge in scripting.

I have plenty of other unfinished mods and models like that on my backup HD but I don't like to show off everything because that's not very interesting, I guess.

Is this all on the VC engine?

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Indra, weird lighting is usually caused by welded verts so select the polys that cause the issue and detach them to the same element (basically just breaking the verts from the surrounding faces that's all).

 

Sharpie, i think so.

Edited by Frank.s
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thanks again...actually gims can export smoothing group for map object, no need to detach them..but i just realize my exported models doesnt even have smoothing group...

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universetwisters

So I gave cityscape a try.

 

Yeah...

 

Y9ZtD.jpg

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universetwisters

 

 

Whats this program dude?

I just said, cityscape.

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I like how the textures have watermarks...

  • Like 1
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I'm the first attempt. How is it? Gta style. :DIt is unfinished. :)

 

150084_606091489485600_1124117070_n.png

 

 

https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn1/t1.0-9/150084_606091489485600_1124117070_n.png

IMO, it looks like it belongs in Portland in GTA III. It'd look nice in Saint Marks.

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IthinkImbright

 

I'm the first attempt. How is it? Gta style. :DIt is unfinished. :)

 

150084_606091489485600_1124117070_n.png

 

 

https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn1/t1.0-9/150084_606091489485600_1124117070_n.png

IMO, it looks like it belongs in Portland in GTA III. It'd look nice in Saint Marks.

 

Agree. Thanks for your comment

 

I like how the textures have watermarks...

Agree. For the first time I'm doing a little will improve. Thanks for your comment

 

A new one. : D

1609944_606135902814492_1128616302_n.png

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  • 3 months later...

Here, this is a veeeeeery simple thing, but i think it´s enough to prove that you need no longer to close my threads:

 

256soyu.jpg

 

It´s so simple, that there aren´t even any textures yet! But, well... that´s it :)

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Whoa, you've made a small road.

It's width and height doesn't match GTA. And delete unneeded polys.

  • Like 2

YYIvrot.png

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I´m new on this. I´m still learning, but, OK. :)

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I don't think a road is enough to prove that your topics shouldn't be closed. I can't model well, but I can make a simple road and that isn't enough to convince mods not to disregard your "mod". Make some actual buildings and some characters and then try to convince the mods.

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I don't think a road is enough to prove that your topics shouldn't be closed. I can't model well, but I can make a simple road and that isn't enough to convince mods not to disregard your "mod". Make some actual buildings and some characters and then try to convince the mods.

:/

As I said:

"I´m new on this. I´m still learning"

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So you should learn first instead starting a big TC

Edited by AdusPL
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YYIvrot.png

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  • 4 weeks later...
universetwisters

I got into messing around with MEd so I took this building here in Angel Pine and turned it into a rave joint. Sure, it's simple, but it'll look better in action.

 

pe4W2Sl.jpg

 

 

The rave in action

 

10550105_695011857221214_105795911244740

 

 

 

  • Like 3
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I got into messing around with MEd so I took this building here in Angel Pine and turned it into a rave joint. Sure, it's simple, but it'll look better in action.

 

pe4W2Sl.jpg

 

 

The rave in action

 

10550105_695011857221214_105795911244740

 

 

 

What's this sorcery?

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universetwisters

What's this sorcery?

 

 

What of it?

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What's this sorcery?

 

 

What of it?

 

This what you do is to play on a small musicial keyboard?

Edited by johnthedev
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universetwisters

 

 

What's this sorcery?

 

 

What of it?

 

This what you do is to play on a small musicial keyboard?

 

 

You're not making any sense?

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What's this sorcery?

 

 

What of it?

 

This what you do is to play on a small musicial keyboard?

 

 

You're not making any sense?

 

Does this picture make any sense? Because all i see is a room with a random object. This topic is for showing 3D modeling not a place where to post random pictures.

Edited by johnthedev
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universetwisters

 

 

 

 

What's this sorcery?

 

 

What of it?

 

This what you do is to play on a small musicial keyboard?

 

 

You're not making any sense?

 

Does this picture make any sense? Because all i see is a room with a random object. This topic is for showing 3D modeling not a place where to post random pictures.

 

 

I thought this thread pertained to any general GTA map modifications/edits but alright.

Edited by universetwisters
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