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[REL | BETA] Big Empty City, part 1 erm, kinda like Sim City, with guns?
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illspirit  |
Posted: Thursday, Oct 23 2003, 13:09
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lycanthroplasty

Group: Network Admins
Joined: May 1, 1976



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| November 24 Update |
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Divided island up into 5 sections and sorted the id#'s for easier editing.
Get the updated v0.4 map folders/ipls/ides/cols right here.
Or, if you haven't installed any of it yet, or missed an update, get the full v0.4 package here. | | November 14 Update |
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- fixed waterpro.dat errors, now works with Barton Waterduck's missions.
- raised land to match new water level.
- Cerb, Odie, and I added some paths.
Get the updated v03 paths & illcom .ipl's, and new waterpro file right here.
Or, if you haven't installed any of it yet, get the full v0.3 package over here.
| | November 2 Update |
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- Fixed the normals in the .col file so lights and shadows appear, set all the grass/sand/road surface properties.
- made a new waterpro.dat file so there's no more nasty gaps in the world.
Download v0.02 here.
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Ahoy, here's the first beta release of the first island in what may be a total conversion. Well, not a total conversion in the classic sense, as the new map is quite blank; all that's on the island are 99 empty lots and a network of roads. The basic idea is to make a big empty modular city which people can mod however they like. If all goes well, and lots of people participate, then in theory there could be lots of versions of each lot which could be mixed and matched to create many combinations. In a way, this could be sort of a community mod or something. So, if you're feeling creative, download it, and try your hand at modelling something onto it. I've done my best to make it easy to edit via mimimal pieces, built in road connections, and such, but if you can think of anything to make it easier or better, give a shout here. One thing I'm not sure of right off hand is how we'll get uniform lighting across the whole thing. It won't be too hard for people with 3DS, but ZMod has a tendency to dump all pre-lighing info on import/export.  Anyhoo, here's some screenies and such... Click pics to enlarge.
 |  | | MooMapper shot | on the beach |
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 |  | | main road | aerial view |
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Be forewarned, there's not a lot to do on the island itself at the moment, being that it's empty and all. There's also a complete lack of LOD models for now too, but I figured it would be worth a shot to post the beta and see how it goes.  | Lot Map (red=taken) |
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 | | Click map for large version with labels (55.9KB) | | Click here for a listing of what lots have been taken | This post has been edited by illspirit on Thursday, Nov 27 2003, 11:58
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Snow Racer  |
Posted: Thursday, Oct 23 2003, 13:27
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::Feroci Racing

Group: City Link
Joined: Mar 23, 2003


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Map updates Map with names This post has been edited by Snow Racer on Thursday, Jan 8 2004, 03:48
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-Decay-  |
Posted: Thursday, Oct 23 2003, 14:33
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Fat Albert?

Group: Members
Joined: Aug 4, 2003

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Nice work illy.You should make this a community project. I can give you some cutom made models to put in if you want, and maybe you can include my new upcoming mod, GTA- The Matrix when its complete.
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adamcs  |
Posted: Thursday, Oct 23 2003, 16:25
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Pixelante

Group: Network Admins
Joined: Jul 28, 2002


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| QUOTE (illspirit @ Oct 23 2003, 13:09) | Ahoy, here's the first beta release of the first island in what may be a total conversion. Well, not a total conversion in the classic sense, as the new map is quite blank; all that's on the island are 99 empty lots and a network of roads. The basic idea is to make a big empty modular city which people can mod however they like. If all goes well, and lots of people participate, then in theory there could be lots of versions of each lot which could be mixed and matched to create many combinations. In a way, this could be sort of a community mod or something.
So, if you're feeling creative, download it, and try your hand at modelling something onto it. I've done my best to make it easy to edit via mimimal pieces, built in road connections, and such, but if you can think of anything to make it easier or better, give a shout here. One thing I'm not sure of right off hand is how we'll get uniform lighting across the whole thing. It won't be too hard for people with 3DS, but ZMod has a tendency to dump all pre-lighing info on import/export. 
Anyhoo, here's some screenies and such...
Click pics to enlarge.
 |  | | MooMapper shot | on the beach |
|---|
 |  | | main road | aerial view |
|---|
And, you can download the mod right here. Be forewarned, there's not a lot to do on the island itself at the moment, being that it's empty and all. There's also a complete lack of LOD models for now too, but I figured it would be worth a shot to post the beta and see how it goes. | freedom! great work illspirit, this must be what you showed me yesterday *downloading*
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-RK  |
Posted: Thursday, Oct 23 2003, 22:23
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CLICK HERE

Group: Members
Joined: Aug 12, 2003

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| QUOTE (nespc @ Oct 23 2003, 19:29) | I keep getting unhandled exception when I do it manually and I can't get vice city remover to run!
Can someone please send me the stripped img file?
nespc@canada.com
TY | You know how big that thing still is? I really don't think anyones going to send it to you.
@illy That looks like one kick-ass map to build on!
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The Ultimate Soldier  |
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Da Soldier

Group: Members
Joined: Dec 19, 2002

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I can work with this. This could be like the hood or something, or maybe a really, really, really big park
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illspirit  |
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lycanthroplasty

Group: Network Admins
Joined: May 1, 1976



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Thanks for the kind words all. This is the first thing I've done of this size, so I wasn't sure how well it would turn out. It was also a bit of an experiment in the mass-use of Max modifiers to create a usable landscape. Believe it or not, between all the path deforms, mesh displacements, and boolean/comform operations, most of the time spent on this seems to have gone to splitting the peices, exporting them all, and making seperate col objects for them. O_o But yea, Decay, SeBsZ, and anyone else who wants to build onto this- By all means, jump right in and start making things.  I've uploaded a zip with a .max file of the project right here, in case anyone else uses 3DS for mapping. If you make anything, go ahead and post in this topic and I'll edit the first post with links to it and provide a file mirror if need be. And as for what type of island this will be, well, it's probably not that big a deal. Originally the plan was to make this a commercial-ish/downtown area with some residential mixed in, and then have a proper suburb island to the north, and an industrial districted island to the side. But then, it would work just as well if people make whatever they feel like. In the end, since it's sorta modular, you could really pick and choose which bits you like, and zone the areas yourself. But seeing as it's still only one island, methinks anything goes for now. @Mer Cinder- The lots aren't visable in-game, but they're cut up into tidy little square-ish pieces once you pop them into an editor. And now that you mention it, claiming lots might be a good idea for now. In the end though, it would be great if we could make enough stuff so there would be several buildings to choose from on each section. If enough people decide to play along, perhaps there could even be a site for this where people could upload, download, and rate individual pieces; maybe even some sort of front end program to manage swapping them in and out. And if it ever gets this far along, it could just as easily made to include various skins into the city.  @Opius- Sorry 'bout the harddrive mate, I kow just how you feel. I've got a few installs myself, each of which has a ridiculous ammount of extra mod folders in them. And I had to uninstall a bunch of stuff to make room for setting this monstrosity up.... *edit- Do'h! Demarest, you posted an exellent point while I was typing.  I haven't thought of what to do about the coding really yet. We should have full path editing capabilities soon enough (Spooky, Steve, and Delfi are on top of it) and there are some renegade paths crossing the island as is, so there are a few random cars to be found. As for pickups, erm, no idea really. Surely a few can be strewn about the place on various street corners, bridges, and such which won't change, so as to solve part of the problem. Hmmm, perhaps there should be a couple of permenant buildings around as well too? Like a hospital and police station, which could serve both as respawn points and places for parked cars and guns. This post has been edited by illspirit on Friday, Oct 24 2003, 12:32
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