OmeXr Posted January 10, 2013 Share Posted January 10, 2013 i have an idea to reflect whole city to the roads just like in GTA IV. 1 its all about connecting all of the roads of the city to each other via modelling. 2 (making them become one simple model, but except, exporting it as a car model). 3 adding the huge road model to the game as a car model. 4 with the help of cleo, we can spawn it to the city all the time. 5 enb will give it a reflecting surface. whole city can have reflecting roads. we can try it with GTA3, since its the smallest city, also we dont have to connect all of the roads to each other, connecting each other island's roads would do the work. when you think of it, there is 8 empty car slots in gta3, so roads can be 8 parts, but we can connect them to each other with spawning in the right coordinates. Link to comment Share on other sites More sharing options...
OmeXr Posted January 10, 2013 Author Share Posted January 10, 2013 also i have another idea of making glass models reflecting like this too. we can add windows to the buildings with this idea, and we can have reflecting building windows too! Link to comment Share on other sites More sharing options...
TheGodfather. Posted January 10, 2013 Share Posted January 10, 2013 Really that's a pretty nice idea but the thing is that whether it will be possible to do it..It would need many modellers,mappers & scripters.. But if that goes right then that would be amazing.. Link to comment Share on other sites More sharing options...
Bad.boy! Posted January 10, 2013 Share Posted January 10, 2013 No offense, but this sounds like a stupid idea. Why as a car model? Why connect everything into one model? Why would you SPAWN a road? Link to comment Share on other sites More sharing options...
jackusCTB Posted January 10, 2013 Share Posted January 10, 2013 No offense, but this sounds like a stupid idea. Why as a car model? Why connect everything into one model? Why would you SPAWN a road? Link to comment Share on other sites More sharing options...
OmeXr Posted January 10, 2013 Author Share Posted January 10, 2013 im offensed, because you didnt read it carefully. Why as a car model? because they have to reflect the world around them via enb series Why connect everything into one model? because there is only 8 empty car slots in gta3, so many of the roads has to be connected, there is like 100 different road models in the game, and you cant use only 8 of them Why would you SPAWN a road? because it will be a car, and it wont be a map object to spawn via .ipl editing. so you will have to use cleo for it. Link to comment Share on other sites More sharing options...
Bad.boy! Posted January 10, 2013 Share Posted January 10, 2013 I had read it carefully. And I think it's you who are the one who should give it a second thought. Link to comment Share on other sites More sharing options...
[µT] Posted January 10, 2013 Share Posted January 10, 2013 It's possible to do it that way but isn't there another way to approach it? If roads are defined in the .ipl then you could just change a stat and make it a reflective surface couldn't you? Link to comment Share on other sites More sharing options...
DK22Pac Posted January 10, 2013 Share Posted January 10, 2013 I remember DexX did same thing, but he did it professionally. The scene must be rendered (additionally) to some buffer (to get 'reflective map') - actually, a texture, then we project this texture on objects while they're rendered to the 'final' frame buffer. PS Enb uses fake reflections. Link to comment Share on other sites More sharing options...
Bad.boy! Posted January 10, 2013 Share Posted January 10, 2013 ' date='Thursday, Jan 10 2013, 21:55'] It's possible to do it that way but isn't there another way to approach it? Maybe on 2 fps with no road/terrain physics at all. Plus you can actually make the road explode by shooting at it. And you can "steel" the road and drive it. Link to comment Share on other sites More sharing options...
OmeXr Posted January 10, 2013 Author Share Posted January 10, 2013 oh god. you can give all proofs to the road, then edit it's handling and default data files to act like a tank. you can make it like rc car (which player can't get in). if you want to do something, there is always solutions like this.. Link to comment Share on other sites More sharing options...
ThirteenAG Posted January 10, 2013 Share Posted January 10, 2013 if you want to do something, there is always solutions like this.. Yeah, and it's called Widescreen Fixes Pack || Project2DFX || SaveLoader || WindowedMode || CLEO Scripts Link to comment Share on other sites More sharing options...
GamerShotgun Posted January 11, 2013 Share Posted January 11, 2013 It's simply stupid because the model of the roads connected would be huge, and as already stated, the material change wouldn't work as you've imagined it. BTW, ENBSeries reflections suck. It would basically mirror the screen with the hud and the player, so it would look awkward. Link to comment Share on other sites More sharing options...
OmeXr Posted January 11, 2013 Author Share Posted January 11, 2013 hmm, so that's making all of you smarter than me? i havent seen anyone doing/trying something like this. atleast thats making me a thinking, trying and a smart one. Link to comment Share on other sites More sharing options...
BLlTZ Posted January 11, 2013 Share Posted January 11, 2013 You guys forgot one thing. There is a poly limit for each object in the game. Is enough for 12 roads to be connected and the game will reject that. Not to mention the roads that are longer than others and that means more poly on the surface. The idea can't even start as long as you hit the first wall. Link to comment Share on other sites More sharing options...
GamerShotgun Posted January 11, 2013 Share Posted January 11, 2013 That's why I've told him the roads connected would be huge. Not only the dffs have a limit, but collision too. hmm, so that's making all of you smarter than me? i havent seen anyone doing/trying something like this. atleast thats making me a thinking, trying and a smart one. Excuse me, but the I think that this idea isn't new. The only difference between you and some other people is that, they will start thinking about making it happen and learn about things before posting stupid stuff on a forum. Link to comment Share on other sites More sharing options...
DK22Pac Posted January 11, 2013 Share Posted January 11, 2013 i havent seen anyone doing/trying something like this. http://img61.imageshack.us/img61/6696/sexyrefsod2.jpg Link to comment Share on other sites More sharing options...
Shmoopy Posted January 12, 2013 Share Posted January 12, 2013 Aren't road reflections related to Alpha textures ? Gta III had reflections by Alpha , So why are u guys talking about Dff models ? Link to comment Share on other sites More sharing options...
GamerShotgun Posted January 12, 2013 Share Posted January 12, 2013 And why are we talking about this stuff in coding? Link to comment Share on other sites More sharing options...
Danikov Posted January 12, 2013 Share Posted January 12, 2013 i havent seen anyone doing/trying something like this. http://img61.imageshack.us/img61/6696/sexyrefsod2.jpg how did you make the game look like that? Link to comment Share on other sites More sharing options...
DexX Posted January 26, 2013 Share Posted January 26, 2013 (edited) i havent seen anyone doing/trying something like this. http://img61.imageshack.us/img61/6696/sexyrefsod2.jpg how did you make the game look like that? I did, as part of an experiment related to this mod. Without going into extensive detail, there is no non-hacky way to add any kind of reflections or dynamic lighting to the map - the whole trilogy of games (3/vc/sa) is built with the understanding that most of the world is prelit. And why are we talking about this stuff in coding? The op thought it would fit in this area best i suppose, perhaps thinking his objective might be scripting related. Edited January 26, 2013 by DexX Link to comment Share on other sites More sharing options...
//XP// Posted October 29, 2013 Share Posted October 29, 2013 A better idea would be to edit dff to have that refelction in the road without enb,like iv.... I can send you the gta4 reflection texture and you only need to make it for the dffs in gta3 Link to comment Share on other sites More sharing options...
Rainbow Party Posted October 30, 2013 Share Posted October 30, 2013 (edited) Otherwise you can make the roads semi transparent and duplicate the buildings upside down, under the floor, maybe using MapEditor, or by hand, editing the Ipl files. That's how the roads are "reflective" in Bedford Point (or whatever the Broadway like district in GTA 3 was called). That's also done in some interiors in San Andreas, where you even have a duplicate CJ running upside down under the floor. Well, kind of... Turning all the roads into a car sounds crazy Edited October 30, 2013 by Rainbow Party Link to comment Share on other sites More sharing options...
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