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vans123

GTA SA NY style Map

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noelgamo

thanks Ill post a screen soon

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vans123

posting soon the landscape i made and....

does anyone know where i can found a tutorial for path deformation?(to make curves)

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spole

 

ok biggrin.gif

 

http://www.mediafire.com/?sharekey=350ad38...e018c8114394287

 

there you have it lol.gif

and noel, dont use them in 512x512!! resize them to 256x256 couse MeD wont place them with 512x512 textures, once placed the whole map we can start to put all 512x512 textures biggrin.gif

but for now 256

 

hope it helps

 

That's just f*cking brilliant.

PS: You're a f*cking brilliant modeler, vans123. Together with your awsome team, Good luck.

 

*Edit*: Sup with those "unknown file formats for GTA: San andreas"? (.WDR, .WTD and .MAX) Are those supposed to be in GTA SA? ;/ (Im kinda stupid, so sorry..) If they are supposed there, What do I do? dozingoff.gif

Edited by spole

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noelgamo

here vans

 

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vans123

man GTA SA basic files are .TXD,.DFF,.COL thats all we will use for city xD

 

not .WDR,etc (they are Gta iv formats!)

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spole

 

man GTA SA basic files are .TXD,.DFF,.COL thats all we will use for city xD

 

not .WDR,etc (they are Gta iv formats!)

 

(I'am probably stupid about downloading, modeling and installing) But I just ignore those files which was on the download link? ;p

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noelgamo

LOL vans really thanks for the textures look at this

user posted image

 

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shantam777
LOL vans really thanks for the textures look at this

user posted image

cool.....good work turn.gif

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noelgamo

gee thanks

im importing it ingame

 

Edited by noelgamo

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noelgamo

oops doublepost

 

FINALLY INGAME

the roads that Im using is SUPERMORTAL's roads I dont know why that thing happen to it.

please comment

 

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Cursed

I'm assuming everything has that purple tint because of the time cycle?

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Mr. Scratch

io eduard2009

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noelgamo
I'm assuming everything has that purple tint because of the time cycle?

yeah

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eduard2009

 

io eduard2009

yes

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rwils79
spole

 

 

Whoa, That's amazing.

* Question: Where is the location of this building replacement?

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vans123

man if you have GTA IV in PC go an search it all over GTA IV map and you will find it xD

 

and....

Its about 6K poly the fking building!!(its a damn high poly considerating with other buildings xD)

anyway maybe i modify it

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spole

 

man if you have GTA IV in PC go an search it all over GTA IV map and you will find it xD

 

And If I don't have GTA IV on PC?

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vans123

so sorry you will never see it in action till this mod is finished xD

 

and guys;

 

i tried the path deformation over and over with my landscape(basicly a road piece with ambient, later i show it)and i cant! all i get is my perfect mesh get fked

sad.gif

Tomorrow i put screenies

 

going to the beach

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eduard2009

guys look to this site :My Webpage an login please

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johnathon956
guys look to this site :My Webpage an login please

what you actualy like my sprunk machine

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d875j

nice web page.....

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noelgamo

Vans if you want to use path deform make heaps of copys of your road and attach the edges of it then deform it

 

Like this oi

user posted image

Edited by noelgamo

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Rawra

Doesn't Path Deform require a lot of roads copied after another? Doesnt that make it really high polies?

 

Just do a sweep line form and draw out a line.

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noelgamo

NEW ROADS WITHOUT THOSE BUGS ON THE VIDEO.....hehehe

user posted image

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supermortalhuman

 

Doesn't Path Deform require a lot of roads copied after another? Doesnt that make it really high polies?

 

Just do a sweep line form and draw out a line.

I disagree with this method, and it's not high poly, and SA is only so low poly because of PS2 and Xbox basically.

 

You are safe to have quite a lot of definition per-model, especially if your col is wise.

 

5x5 unit squares is not high poly, the engine will handle it with ease, this will probably open up your creativity and be a good news to know wink.gif

Basically, it needs this definition to get the effect. It's no more high poly than a lot fo R* models (though some are heavily beaten with optimizing)

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noelgamo

 

Doesn't Path Deform require a lot of roads copied after another? Doesnt that make it really high polies?

 

Just do a sweep line form and draw out a line.

I disagree with this method, and it's not high poly, and SA is only so low poly because of PS2 and Xbox basically.

 

You are safe to have quite a lot of definition per-model, especially if your col is wise.

 

5x5 unit squares is not high poly, the engine will handle it with ease, this will probably open up your creativity and be a good news to know wink.gif

Basically, it needs this definition to get the effect. It's no more high poly than a lot fo R* models (though some are heavily beaten with optimizing)

I agree smile.gifsmile.gif

 

 

but can we use Vray lightning on SA?

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supermortalhuman

you can use vertex colors.

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coin-god
Vray is a Renderer for 3D MAX. Not for games.

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noelgamo

I change the roads and added fence tell me is this better? cause the older one has COL bugs on the end bit of it. the progress is not that much cause I made my own ROADS cause the one im using is F* ingame. so here it is.COMMENT OR DIE!!

 

user posted image

without prelightning

user posted image

Edited by noelgamo

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