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GTA ZS


Ryba15
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2MG92.jpg

Hi, today I want show you my GTA SA mod - Grand Theft Auto Ząbkowice Śląskie. First release should give you part(mainly concrete slabs buildings) of this Polish town. Next releases - more map, maybe cars, traffic, some simple missions.

I use lidar point cloud, so the map is accurate in ~95%(I think so)

First release date - summer 2017.

In this time I don't know what I can write about my mod, so if you have any questions just ask.

Few 3ds max renders:

2eN8j.jpg2eN8n.jpg2eNcg.jpg 2eNch.jpg 2eNci.jpg 2eNcj.jpg 2eNck.jpg 2eNcQ.jpg 2eNcR.jpg

Official FB page:

https://facebook.com/gtazs

Official Instagram page:

http://instagram.com/gta_zs

Edited by Ryba15
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Sweet Bellic

Looks nice and respect from Finland :)

Edited by Sweet Bellic
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It's been a while since I saw a TC mod set in Poland. I hope it's gonna be a lore friendly mod.

  • Like 2
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turbocharger

We're getting flooded by quality TCs these days, what is going on? :D

 

Looks great, can't wait (that rhymed, too) to see ingame pics. :^:

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  • 2 months later...
  • 2 months later...

Update. Map progress(terrain only):

2mUkk.jpg

First public release planned for summer 2017.

 

Before export all objects to GTA, I must choose good lighting type for it, any advice(I thought about something like radiosity lighting)?

 

BTW. I spend many time with making textures, so my work it's not only 3d modeling.

2mUkL.jpg

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universetwisters

Other than the grass looking way too ultra vibrant, I like it!

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  • 1 month later...
universetwisters

What is the small two story building supposed to be, some house or something?

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I really like the progress you've shown. Those models are nicely detailed and consistent among eachother. Good job! You've also taken the right approach with the layout of the map, having planned everything carefully first.

 

I hope you'll be able to make decent collisions for all these objects as this task is often tedious with high-poly models.

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What is the small two story building supposed to be, some house or something?

It's just shop. I think that the first floor was added later to this building.

 

 

I hope you'll be able to make decent collisions for all these objects as this task is often tedious with high-poly models.

Probably I will do new objects for collision model, which have only important parts, for example wall and windows(which are 10 cm deeper) will have this same plane. It's helpful for objects with 150 windows on one side.

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universetwisters

 

What is the small two story building supposed to be, some house or something?

It's just shop. I think that the first floor was added later to this building.

 

Whatever you're doing with it, keep it up. I can't wait to see this ingame!

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  • 1 year later...

I forgot about this topic, so now I have few screenshots from game.

2Kt7L.jpg2Kt7M.jpg2Kt7N.jpg2Kt7P.jpg2Kt7Q.jpg

 

BTW, in game textures looks normal, without this "sand" effect, like on roofs and grass(maybe Nvidia app fix displayed screen). Also I'll hope digging up topics isn't forbidden here.

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Very consistent and detailed modelling, good job! What can we expect next? Some prelightning, I hope? :)

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Models are already prelighted, by using default 3ds max scene light. Two videos bellow shows few objects with night prelight, which have color from lampposts.

https://www.youtube.com/watch?v=1qJbsgjirgE
https://www.youtube.com/watch?v=9Re0EhDZk0I
It's look realistic(if we forget about shadows), but lampposts can't be damageable.

 

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  • 3 months later...
  • 2 weeks later...
  • 2 weeks later...

It looks good, but the textures look pretty high, what resolution are they?

 

Also, the building looks pretty good, especially the roof! Will there be roof access? Like a teleport? Or just stairs?

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On 12/17/2018 at 5:50 PM, deltaCJ said:

what resolution are they? 

Max res for textures is 1024x1024, and this biggest textures has a size on model 3x3 meter, or larger(few have 2x2, but not smaller(I think))

On 12/17/2018 at 5:50 PM, deltaCJ said:

Will there be roof access? Like a teleport? Or just stairs?

Only access by stairs and ladders in staircase. I noticed that in many games roofs are made poorly, so I decided to make main roof props, like a satellite dishes, vents, wires.
2PjWF.jpg

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2PqoW.jpg

2PqoY.jpg

I start adding nature objects, like hedge. Prelight looks ok, but I think this need more natural shapes.

 

 

 

Edited by Ryba15
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  • 5 months later...

2UHuw.jpg

Quote

Oh shhh, some Polack stole my money, so I chase him even to Poland

Nobody know if CJ handle with wild polish reality<emoticon_sad>.

As you can see I add sh*tty tree from SA, but I want to create own, better trees, or use trees from free models(like veg projects, or sth like that).

Edited by Ryba15
sram gownem
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Nintendo Thong Tuna

This is superb. Needs at least one Fiat or Polonez somewhere.

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2UVKe.jpg

2UVKf.jpg

Trees test. Willow is most difficult to make(more polys because branches of this tree is extensive). On this place gta_sa.exe use 410MB of RAM.
Tree generated by TreeIt tool.

On 6/16/2019 at 4:54 PM, Nintendo Thong Tuna said:

This is superb. Needs at least one Fiat or Polonez somewhere. 

One per few thousand cars on street, or parked on someone property.

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  • 4 months later...

Last time I work with example interior.

2YpbT.jpg 2YpbU.jpg

Question for modders, do you ever use some character generator tool? If you use, which one is it? I need to make some characters in polycount like char from GTA V. Textures will be easy to change, mainly problem is good quality model.

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universetwisters
23 minutes ago, Ryba15 said:

Last time I work with example interior.

2YpbT.jpg 2YpbU.jpg

Question for modders, do you ever use some character generator tool? If you use, which one is it? I need to make some characters in polycount like char from GTA V. Textures will be easy to change, mainly problem is good quality model.

 

https://store.steampowered.com/app/257400/Fuse/

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