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[WIP|SA] GTA: Project Liberty


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I have almost 70% of algonquin completed with prelight and props

But i got no time left to keep it up, right now it crashes becouse i forgot to add some flags

But is just about deciding to take some time and fix it

Could you make video for YouTube please

aStiffSausage

Well, I hope this thread would get back on rails and on-topic...

 

@DK22Pac

Is sunlight test-script (from NewOpcodes) doing same thing as sunl.cs?

 

 

 

As airport is now converted on Private Release 0.2.2, I will be trying to create some airtraffic, and possibly make heli-tour-feature.

ItsAllAboutGTA

NikoST:Actually,i know how to make a multiplayer mod but,hellya .dff map file is included in gta3.img makes me hard to look for the map file.you just simply export the .dff & .txd of the map file and import it to SAMP custom.img and edit the custom.ide so the SAMP can read the map files but,if we make it like that,the size of the SAMP mod can be up to 1GB if hellya complete the map.im looking for a way to make MP mod without export & import thingy

 

Got time to make the beta 2 trailer:

 

 

Edited by ItsAllAboutGTA
aStiffSausage

 

So....

what's so special about this mod that make this topic isn't locked?

The fact that Suction Testicle Man has approved it. smile.gif

(PM'd him about this some time ago, and he said it's ok as long as we won't upload it on GTAGarage.)

 

EDIT:

 

Looks good but, how does it run? Does it need too much time to load the buildings and props that are far?

Nope, at least buildings that have .LOD-models so far load quickly.

Edited by oksa8
AnatoliyCoder

Hello hellya2011

I know that you mode dont have russian community. And I make page your mode in www.vk.com (like facebook, but in russian)

I want to ask. You will not mind that I did it?

This page may add players from Russia.

 

http://vk.com/project_liberty

 

P.S. Question from a subscriber: "What version of the mod will be converted Manhattan?"

Edited by AnatoliyCoder

 

I would like if hellyeah can fix all those missing textures

The map looks damn dark, why? It looks all plane compared to SA stock map

 

Are you sure you prelightned them?

no idea why it is dark to you, for me, i have to turn the brightness all the way down to zero because it gets to bright. Maybe try running it with the enb i included? confused.gif The prelights i'm still playing around with the settings, the only prelights i included in betav0.1 was the interiors.

 

yeah i know, those damn missing textures! biggrin.gif

I just got in a hurry while added them, and some of the texture's names were to long for txd workshop. I'll going to fix all of them soon after i finish brook_n, queens_w, queens_w2 (then beta v0.2 will be nearing release) cool.gif

 

Btw vans, would you let me use your luis lopez player you included in the alpha in your mod since everybody is wanting eflc addons? sigh.gif You'll be given credit for it, and put in the team for the player wink.gif

Edited by hellya2011

Took some screenshots for you from manhattan, soho+little italy+star junction parts

i had problems to get some parts to show, maybe i go back and continue this but right now its kind of stopped, btw... why in your videos it your meshes dont look like mine? they look kind of dark/yellowish

 

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Hell yeah has the same broker i have

And his algonquin is almost the same as the one i released in the only beta out by me

I dont find a point why combining, his way to work is diferent to mine. I dont do mass converting lol i convert each stuff 1 by 1 since each mesh i prelight it, add flag for alpha secondary channel, check textures and finally if it neede shadow mesh i model from scratch the shadow mesh.

 

I work very very slow becouse of my university works and sh*t, most of the day my pc is off

Just showed screenshots as you asked me to do

 

Took some screenshots for you from manhattan, soho+little italy+star junction parts

i had problems to get some parts to show, maybe i go back and continue this but right now its kind of stopped, btw... why in your videos it your meshes dont look like mine? they look kind of dark/yellowish

 

user posted image

 

user posted image

 

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hmmm.... i don't know why it looks dark/ yellowish.... it's probably enb though.... i'm still new to tweaking enb series.... probably why confused.gif

 

BTW Vans, when your talking about prelighting, im quessing it's like my interiors? where you apply the omni's using mr. area spot then assign the vertex colors and use kam's script to export it... right? or do you mean night & day vertex colors?

 

-----------------------------------------------------------------------

Small Update to Everyone:

 

Here is a pic of the entire progress of GTA:PL (the white models are what im working on)

user posted image

Edited by hellya2011

No, i did my map in 3 diferent prelightning methods

1-INTERIORS: I used radiosity with muliple organized ovnis and no i dont use mental ray area ovni

2-EXTERIORS: I use vertex paint method to simulate sun light on buildings and make fake SSAO where it needs

3-EXTERIORS:(night time) i took 1 of the darkest SA meshes when night time and used prelight extractor to get the

Vertex color combination and then applied it on my meshes for NVC, take in count my map lags a little more than yours

Becouse i count external illumination by ovnis not by prelight, i didnt fake any lightning on my streets at night time, they have illumination thanks to lamposts ovnis

No, i did my map in 3 diferent prelightning methods

1-INTERIORS: I used radiosity with muliple organized ovnis and no i dont use mental ray area ovni

2-EXTERIORS: I use vertex paint method to simulate sun light on buildings and make fake SSAO where it needs

3-EXTERIORS:(night time) i took 1 of the darkest SA meshes when night time and used prelight extractor to get the

Vertex color combination and then applied it on my meshes for NVC, take in count my map lags a little more than yours

Becouse i count external illumination by ovnis not by prelight, i didnt fake any lightning on my streets at night time, they have illumination thanks to lamposts ovnis

AHHHH, I SEE! biggrin.gif

 

My interiors i place onmi's (adjust them, move them around) then use the mr. area spot

 

The part of using vertex paint to simulate sunlight is brilliant dude!! i didn't think of that, i may have to try it now tounge.gif

 

The night vertex im still playing around with.... it looks great at night, but still looks brighter than the other models during the day, like i said, in the final product i would love to have custom night vertex on the models, but still playing around with it. BUT i have added gtaiv's night windows with the night vertex paint on them (usually they have the same models name but with a E or Emissive in the them)

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