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 [REL | BETA] Big Empty City, part 1

 erm, kinda like Sim City, with guns?
 
illspirit  
Posted: Thursday, Oct 23 2003, 13:09
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lycanthroplasty
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November 24 Update
  • 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
    • 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
    • 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.



    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. confused.gif

    Anyhoo, here's some screenies and such...

    Click pics to enlarge.
    user posted imageuser posted image
    MooMapper shoton the beach
    user posted imageuser posted image
    main roadaerial view


    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. smile.gif

    Lot Map (red=taken)
    user posted image
    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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    Map updates
    user posted image

    Map with names

    This post has been edited by Snow Racer on Thursday, Jan 8 2004, 03:48
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    SeBsZ  
    Posted: Thursday, Oct 23 2003, 14:27
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    Nice idea, i am going to model 2 huge towers to put in the middle. I will make some floors accessable probably, nice!
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    -Decay-  
    Posted: Thursday, Oct 23 2003, 14:33
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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. turn.gif
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    FnF TeaM LeadeR  
    Posted: Thursday, Oct 23 2003, 14:56
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    shes lookin all good illiy,

    keep her up man, cause all the fans for my new map (nothing to yours) is startin to get a little anoying
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    Wipex President Mike  
    Posted: Thursday, Oct 23 2003, 15:38
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    wow! that looks amazing, judging by the shape of the roading, I think it would be best to make it a kind of Residential area, small, detached houses would look good on their. real good.
    also you could have a supermarket and a church as well.
    damn good Ill!
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    adamcs  
    Posted: Thursday, Oct 23 2003, 16:25
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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. confused.gif

    Anyhoo, here's some screenies and such...

    Click pics to enlarge.
    user posted imageuser posted image
    MooMapper shoton the beach
    user posted imageuser posted image
    main roadaerial 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. smile.gif


    freedom!
    great work illspirit, this must be what you showed me yesterday rolleyes.gif
    *downloading*
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    Target  
    Posted: Thursday, Oct 23 2003, 17:44
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    Yes, very well done. Good luck to all involved smile.gif.
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    Viperman  
    Posted: Thursday, Oct 23 2003, 19:00
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    im defintally going to try my hand at this, it look like it could be a huge commuinty fun project...could be great fun

    Me and Dal are going to team up and make our version, both of us has no idea how to get it in game, but we'll figure it out i guess

    biggrin.gif biggrin.gif

    hope fully mark wll join us, we can be "Team- Uk youngsters" lol
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    Cerbera  
    Posted: Thursday, Oct 23 2003, 19:25
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    I've been playing with paths.ipl for about half an hour now with no joy, trying to add a new path. I think I'll have to reverse engineer from a less ambitious start point. Probably locate a node, then re-locate it and learn that way. Then try inserting a new node into that route, etc...
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    nespc  
    Posted: Thursday, Oct 23 2003, 19:29
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    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

    This post has been edited by nespc on Thursday, Oct 23 2003, 19:46
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    -RK  
    Posted: Thursday, Oct 23 2003, 22:23
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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

    notify.gif You know how big that thing still is? I really don't think anyones going to send it to you. dozingoff.gif

    @illy
    That looks like one kick-ass map to build on! cookie.gif
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    TRN4L  
    Posted: Thursday, Oct 23 2003, 23:26
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    IMO you should use GM2k's IDE Killer, its faster and has one minor glitch thats easily countered. also on GM's site he has an 'empty' maps folder
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    mer cinder  
    Posted: Friday, Oct 24 2003, 04:55
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    Cool cool. Are the lots visable? If so, people should start claiming the lots so there are no conflicts.

    Great Idea Ill, I just realized I hate modeling, So I'm not going to be dipping my toe into this mod any time soon. Unless you guys need skins or textures of course.
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    Opius  
    Posted: Friday, Oct 24 2003, 07:05
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    Here goes another install.

    Illspirit, my hard drive hates you.

    But this looks pretty good. If you want a nice easy way to LOD objects, just duplicate all the DFFs, make blank COL files for them and set the duplicate objects viewing distance to 4000.

    I picture the main island so far as being a sort of residential area. Are you going to make 'zones' of types of buildings?
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    The Ultimate Soldier  
    Posted: Friday, Oct 24 2003, 10:49
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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 tounge.gif
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    Demarest  
    Posted: Friday, Oct 24 2003, 11:59
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    Excellent idea, illspirit. I can see people make their own "plugins" map-wise for this. What about the code? I'm assuming that unless you made the vehicle you start off with destruction-proof, that you'd want parked cars around. Not to mention pickups, etc. Just a though.

    BTW, the forums feel like home once again now that that ADMIN badge hangs round your neck wink.gif Welcome back.
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    illspirit  
    Posted: Friday, Oct 24 2003, 12:20
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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. smile.gif 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. wink.gif

    @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. tounge.gif
    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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    nespc  
    Posted: Friday, Oct 24 2003, 12:42
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    I got it working I just rebuilt my archive then deleted manually which took only about 1 min to do then I was in the game.

    Excellent Work Ill!
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    shtiann  
    Posted: Friday, Oct 24 2003, 12:47
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    nice sucker
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    GREAT MAN !!! that will be great for the stunt city mod..'m gonna work on this immediatly.... devil.gif
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