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[WIP|IV|MAP] Codename: Clockwork Mount


steel89ita
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The new texture blend are really blending with the beautiful scenery! Awesome wokr! biggrin.gif

Yeah apart from the bit on the top left

user posted image

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The new texture blend are really blending with the beautiful scenery! Awesome wokr! biggrin.gif

Yeah apart from the bit on the top left

user posted image

Yeah, in fact there are not Blended Materials on that screenshot biggrin.gif

 

Hey Guys, start to follow my new Facebook Page to keep up to date with the development and testing of this map,

with many new unreleased screenshots and constantly updated!

 

 

http://www.facebook.com/steel89designs

 

More to come on these days, and some more testing!

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hey steel89ita can you make a little camp of those amazing flowers there? would love it so much, or just ad a lot of them in some side of the road somewhere tounge.gif

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Really looking forward to this one, looks amazing dude ^_^

 

Looking at the vid on YouTUbe its just south of Beachgate? Patiently waiting for a release, no kidding looks like one of the best Original (as in, not converted from something else) GTA IV maps I've seen. Also glad for EFLC compatibility.

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@Tori_95:

Yes if possible, I will try to use that procedural objects also as normal objects, it would be cool

(snake eater last fight anyone? smile.gif)

 

user posted image

 

@killer1869:

Yes, it's on Claiborne Street, near Faustin's House.

It works great on EFLC, and trees and procedural objects are better too.

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69_black_69

Oh, wow. Awesome.

My only complain is that the grass looks so dead compared to the trees. Kinda didn't blend well.

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Ok, back to Grand Theft Auto IV.

I tweaked a bit the fantastic icenhancer 2.0 Standard and made some progress with my map:

this time fixes and tweaks.

 

 

I added (again) Bump Maps and Specular Maps to Roads, Dirt Tracks and Guard Rails

and fixed that ugly Guard Rail texture, now it's all more naturals and feels great on morning and afternoon.

I also edited my rock texture, but I will probably have to reduce the uvw map (the game doesn't seem to support 4096x4096 textures?).

take a look at it!

 

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Looks nice, but specular map on the road / grass will look weird. It'll just make them shine, and irl they don't shine at all, unless they're wet.

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steel89ita
Looks nice, but specular map on the road / grass will look weird. It'll just make them shine, and irl they don't shine at all, unless they're wet.

I don't know how they are in your country, but here in italy (when the weather is sunny and hot), they could shine in the morning and late afternoon (maybe not as much as my map, but a bit is possible)

 

I found an image for example:

http://www.wallpapersland.net/wp-content/u...-at-morning.jpg

 

In the evening reflections are less intensive (normal)

Anyway, I don't care if it will look like wet because now I like it much more..

maybe you will have to think that the weather is warm in that area biggrin.gif

 

@Shakingass: I don't have always the time to reply to PMs, I'm not always here..

@Sebianoti: It's a minor mod of icenhancer 2.0 Standard version and I'm still "trying to develop" it.

@U2: I'm currently developing it, test the 2.0 standard and if it's really different I will try to release it for the community!

 

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Sebianoti
@Sebianoti: It's a minor mod of icenhancer 2.0 Standard version and I'm still "trying to develop" it.

 

It looks way better, minor or not it's still better and i want lol

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ShakingASS
@Sebianoti: It's a minor mod of icenhancer 2.0 Standard version and I'm still "trying to develop" it.

 

It looks way better, minor or not it's still better and i want lol

icon14.gif indeed.

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steel89ita

Ok but it's not ready, I will try to work with 2 PCs to edit the settings and see the differences on it.

Anyway, back on topic:

 

It's so satisfying when you reach what you wanted, I finally managed to convert an object.ini that I made with the simple native trainer to a fully working Wpl,

with dynamic objects (breakable like fences) and tweaked view distance.

After an hard work with object conversions, hashes and negative hashes, it's all getting more clear.

 

user posted image

user posted image

user posted image

 

There's something more but it's not the right time to show it.

Now I should continue with the blended materials...

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SlimFatso
Ok but it's not ready, I will try to work with 2 PCs to edit the settings and see the differences on it.

Anyway, back on topic:

 

It's so satisfying when you reach what you wanted, I finally managed to convert an object.ini that I made with the simple native trainer to a fully working Wpl,

with dynamic objects (breakable like fences) and tweaked view distance.

After an hard work with object conversions, hashes and negative hashes, it's all getting more clear.

 

Amazing Pic 1

Amazing Pic 2

Amazing Pic 3

 

There's something more but it's not the right time to show it.

Now I should continue with the blended materials...

I, I .. I just don't know what to say ..

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Rob.Zombie

Holy moly, it looks really nice. I love the vegetation. The only thing I don't like is the shiny roads, but I think I can change that myself, by adding black textures to the specular textures right? Also recently I had an idea how to add puddles on rainy weather to the road, instead of making the whole road wet. What I'm thinking about is you have the normal map texture, and delete some part of it, or add black texture to some part, and leave the area "normal mapped" (purple) where you want a puddle. This way GTA should make that purple area a lot more shinier, resulting in making it look like there's some puddle on the road.

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imheretostay

Hey, this is looking really fantastic. It's nice to see an original map mod coming out - there's little gameplay value to a mod like World Trade Center, but this would be quite nice to drive about on.

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  • 2 weeks later...
steel89ita
dont tell me this is dead sad.gif

No, it's not dead smile.gif

It requires time and I'm sorry for that, but I don't want to be in a hurry an make the map without details.

I currently switched to the SSD, so I'm reinstalling programs and mods, in some days i'll be back into development.

 

For more updates follow the page on facebook!

http://www.facebook.com/steel89designs

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GabrielBarbosa

see my simple map made in the cityscape, not only got better because the tool has few resources x /

 

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gabrielgx

this looks awsome i had a try of cityscapes but kept having real bad col problems this you have done is amazing .. is there a special converter or pluin you have used ??

 

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