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 [WIP]Road Warrior Mod For San Andreas

 Announcing the first ever SA mod for SA!
 
T-808  
Posted: Tuesday, Oct 26 2004, 04:27
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Road Warrior mod...we'll total do you like that.
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okay first off so sorry this is the vice city area and here i am talking about a game that is 6 months away and no tools are out yet but we wanted to be first before soemone else gets the bright idea and then says we copied them.

a team has been formed (i use the term formed lightly read on.) to mod the vehicles of san andreas to become the cars trucks and hybrids of Road Warrior. the team plan for now is to mod the vehicles and weapons to those from the movie the" Road Warrior". i say for now cause we may try to branch out into locations and people but our main goals are vehicles and guns until we can get our hands on a copy of san andreas for the pc and tools that work with san andreas file system.

the team is as follows:

team leader/modeler:T-808
modelers : C.J.
92F (is busy with london mod right now.)
augh toiling like a mad scientist.
ashdexx
bigfoot2003
choofa

tech staff : Neo-k 182
LOMAN
ashdexx

skinner : LOMAN
mission coder: sleeper777 (when we get that far.)

now as you can see two of our modelers are busy at the moment and that is part of why this posting is happening as well. new blood is always welcome and many vehicles are still available with references of course. we would like to get things done before hand to have some models to work on when san andreas is out for pc but mainly the tiem table is set for the main project to start when sa hits the pc so tiem is not a problem if you want to join and model later.

assignments thus far:

T-808 :rig,snake car,sawed off shot gun
C.J. : landau,pappagello car,red monaro with 1940 grille,gyrocopter
92f : mad max's unused revlover from mad max 1
augh : intercptor
ashdexx: Black & White patrol car: 1974 ZG Fairlane, modified grille (Buick?)*
choofa : mad max 12 gauge shotguns
bigfoot2003: statesmen with front fender and doors removed.

progress thus far: rig 10%
interceptor 50%
red xa coupe 65%
max shotgun 100%
landau 25%
lord humungus pistol 99% (needs texture.)

ed: images removed for band width

more to come and intrested parties can contact me at Alphacron@hotmail.com

This post has been edited by T-808 on Wednesday, Mar 2 2005, 23:23
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GTA3Freak-2001  
Posted: Tuesday, Oct 26 2004, 04:49
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Run out of Cake.
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Ah somehow this doesn't really belong here, since this is a TC of sorts I'll move this to Miscellaneous.
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Neo-K 182  
Posted: Tuesday, Oct 26 2004, 12:30
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La Famiglia Di Corleone
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glad you guys said something about this. if you need handlings/default/carcol files, count me in. i'd love to help with this and though i'm not too good at modeling or mapping. i'm good with those files. which could give you guys time to concentrate on the other aspects of it.

so like i said, if you want someone to do the files, give me a PM and i'll in.
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T-808  
Posted: Tuesday, Oct 26 2004, 21:50
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Road Warrior mod...we'll total do you like that.
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announcment of a new memeber the the as yet unnammed team.

NEO-K 182 has joined in as our carols,default, handeling guy...with his help he will help turn our band of crazy vehicles into somethign that will behave in game. he is a most welcome addition to our team so welcome Neo-K 182.
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cmc_jacob  
Posted: Tuesday, Oct 26 2004, 22:10
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qwerty
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I really don't like this idea. Even though I am in the modding community.. there is a time to mod a game and a time to not. And right now, the day of its release, currently in PS2 format, is not the time to mod the game.

People mod, simply, because they get bored of the game. How the hell can you be bored of San Andreas already? Dude, go play the game! Its amazing!

Wasting your time making a mod for a game that is 6 months due is pointless.
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Opius  
Posted: Tuesday, Oct 26 2004, 22:15
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General
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Maybe they don't even have San An yet?

Though that last comment coming from someone who is making a mod based on a game who's sequel is coming out within a month is ironic.
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T-808  
Posted: Tuesday, Oct 26 2004, 22:53
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Road Warrior mod...we'll total do you like that.
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well i was expecting detractors and yeah i do agree with the last post but meh not effecting me i will play san andreas when i can get my hands on it but frankly bordem is not the only reason people mod games.

this game has semi trucks with tanker trialers...tow trucks and deserts it is completely perfect for this mod and there are other road warrior fans out there that can model that will put two and two together and come up with this mod. i thought of it as early as vict city but it is too late for vice city. annyways the point is to give people soemhting to look forward to once they finish san andreas ps2 and look to when the pc version is out.

like i said this is extremely early but me and some of the other members felt a post was in order to be the first and to show that work on a game 6 months away is being done since i know alot of OTHER PEOPLE would like to see a mod like this one when san andreas comes out for pc.
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ModBobInsane  
Posted: Tuesday, Oct 26 2004, 23:10
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Snitch
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An interesting idea. I dont really like the basis (road warrior), but it could end up pretty coool. Is it like in the west with old muscle cars?.
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GTA3Freak-2001  
Posted: Wednesday, Oct 27 2004, 00:31
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Run out of Cake.
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QUOTE (Neo-K 182 @ Oct 26 2004, 22:00)
glad you guys said something about this. if you need handlings/default/carcol files, count me in. i'd love to help with this and though i'm not too good at modeling or mapping. i'm good with those files. which could give you guys time to concentrate on the other aspects of it.

so like i said, if you want someone to do the files, give me a PM and i'll in.

You do know that creating carcols and handling lines may be different in SA?
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Loman  
Posted: Wednesday, Oct 27 2004, 00:50
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Chicken Pot Chicken Pot Chicken Pot Piiiiie
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I haven't even played the game yet, but this mod sounds pretty cool

It'd be cool if you could make LS SF & LV look like they had gone through the apocalypse

or (remembering the total golf course mod for vice city) you could make a total desert/countryside mod and add like hideouts and stuff that'd be cool too biggrin.gif

I'll help in any way I can, but I don't know how much I can do until I see the files and stuff

Has anyone been able to extract handling.cfg or any of the other files from SA?

I know it's only been released for less than a day, but surely someone has tried by now, lol
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cmc_jacob  
Posted: Wednesday, Oct 27 2004, 02:22
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qwerty
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QUOTE
Though that last comment coming from someone who is making a mod based on a game who's sequel is coming out within a month is ironic.


Not really, if you think about it.
It would be ironic if I would have said that the day that Halo 2 was released, and I was making a mod for it.
It's entirely different when you're already modding a game the day its released, rather then modding a game that has been released for some time now.
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T-808  
Posted: Wednesday, Oct 27 2004, 03:55
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Road Warrior mod...we'll total do you like that.
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well okay i can see where this is going lets just say we have a difference of view and agree to disagree otherwise this will jsut drag on until the topic is locked.

thanks for the the cristisisum thought there has to be some otherwise we are doing something wrong. i welcome all coments good or bad some people don't get road warrior some have never seen it to them this is the dumbest thing they have ever heard of. to those liek me and especaily the appreciative aussies this mod will be god and we as a team will do everything in our power to not disapoint them.

and we do thank people for poitning out the obvious i believe anyone who uses zmodeler (meaning anyone makign thigs for gta 3 or vice city.) know that the carols will be very different not only cause it is a new game but anyone readign reviews knows that the game engine was completely rewritten as well. but thank you for the info as well i think neo-k is up to the challenge i know i am not good in that department at all.

thanks all more progress shots should be comign up tomarrow so stay tuned.
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cmc_jacob  
Posted: Wednesday, Oct 27 2004, 04:31
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qwerty
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I'm sorry if I came off as criticizing you, thats not usually what I do smile.gif

I guess I can't really blame you for being a modder. But my opinion is to simply wait for the PC version to be made; yours is to get a head start. Good luck colgate.gif
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C.J  
Posted: Wednesday, Oct 27 2004, 07:13
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?
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riteo then, i ant done much on the car but i couldnt be fu*ked doing any more tonight .
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iRloading  
Posted: Wednesday, Oct 27 2004, 16:55
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bah, DONT wait for san an pc to come out yet, i say go on and model whatever needs to be modeled, coding for handling and the likes can be sorted later, everyone knows modeling stuff takes loads a time, so if you start now and start modeling stuff, all you'll have to worry about are the txd's and if theyre compatible, and if exporting the car into *.dff is still compatible (like gta3 cars have no ref in vice) if they still even use ".dff" and the handling lines and all that stuff, since obviously alot of stuff changes (like gta3 to gta:v try and compare the handling file from gta3 to vice)

so model your stuff, get them textures ready, and wait around for people to perfect "importing" into san an pc, re-educate yourselves on the different handling files or whatever (if they still come in convenient seperate configurable txts that is, if it's all 1 and 0's yer screwed tounge.gif )

so kinda like making the cars and just waiting around for people to figure out "converting" them into san an when the time comes tounge.gif

ive set back some of my mods and i dont plan on releasing them on vice anymore, making them for san an gives me more time to make them better wink.gif

i betcha most of the newest mods when san an pc hits the shelves and people start "importing" their cars, will be modified "stock" cars or cars/parts ripped from other people, even the dreaded NFS:U conversions biggrin.gif

it should be at least 6 or so months before san an for the pc comes out, plenty of time if you ask me wink.gif
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Geqxon  
Posted: Wednesday, Oct 27 2004, 16:57
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I beated you! I made my banshee have more acceleration, which officialy is a mod! And aswhere I did it yesterday, I somewhat am the first tounge.gif
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iRloading  
Posted: Wednesday, Oct 27 2004, 17:05
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Kool Kid Krew
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i think their point was 1st "scratch made mod" or officialy announced for san an
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T-808  
Posted: Wednesday, Oct 27 2004, 18:22
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Road Warrior mod...we'll total do you like that.
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actulay i didn't so much consider it a cristisium there cmc_jacob but i thank you for the honorable words. and iroloading you can modify your cars in game in san andreas like tune them and add extra parts i think this guy is jsut saying that he has done it and has done it in san andreas jsutn ot san andreas pc so in a matter of speaking he is right but you did it yeasterday me and some of my crew have been doign this since the beginign of the month so we still prdate you in terms of projects started and for the pc but good show old boy you really showed us.


anyways got a new announcemnet sorry no new shots yet the night got away from me but we have a new memeber joining the team:

texture man/handling man #2 : loman has joined the team trust me since i can't skin for s**t you will thank me and him once this really starts gettign going. welcome loman glade to have you aboard.
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Neo-K 182  
Posted: Wednesday, Oct 27 2004, 19:42
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QUOTE (GTA3Freak-2001 @ Oct 26 2004, 19:31)
QUOTE (Neo-K 182 @ Oct 26 2004, 22:00)
glad you guys said something about this. if you need handlings/default/carcol files, count me in. i'd love to help with this and though i'm not too good at modeling or mapping. i'm good with those files. which could give you guys time to concentrate on the other aspects of it.

so like i said, if you want someone to do the files, give me a PM and i'll in.

You do know that creating carcols and handling lines may be different in SA?

yes i know that they may be different. but tools for GTA3 and VC came out only days after the PC release. and i'm assuming that even though SanAn is based on a much more advanced version of the GTA engine, it should still be based on the same basic file types. and though it might take me a bit to get used to any new file format. once i get used to it. i can hopefully make them quickly.


and as for everyone else, for us starting to work on this now, is actually a good thing. this means that all our modeling and skinning will be done before the game is even released, that way once it is, we can concentrate on getting the files in game and release it soon. instead of a year after the game comes out.
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thedude420  
Posted: Wednesday, Oct 27 2004, 20:21
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ghetto star
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i have news for you all this isnt the first mod for san an. me and my team that are working on the resident evil mod and are gonna do it for san an. it opens more possiblitys, missions types, and gameplay plus pure mapping area. and we are also alot further along then you guys are too. so if anything we get the cake for the first san an mod. sorry to tell you tounge2.gif . also im not gonna give the link for it either because i dont wanna get in trouble for pimping my sh*t in others topics. its not want im in here to do. im just informing you that it just isnt the first sorry to say. confused.gif

anyway with that now said nice litlle start you have on yours and i wish you the best of luck. smile.gif

everyone else:
me and my team are also just waiting for san an to come out for the pc too. none of us have a ps2 so all we can do is make the models and maps and wait. so i can kinda see why thay are getting started on theirs so early as we also are.

edit:
another reason why we are starting so early on ours too is to get the mapping, modeling, and skinning done before its even released. we only have the city to do in ours now and the country side. most of our major buildings are done.

also on the tool line thats one of the big things thats troubleing us too. is that there might not be tools at all. and yes we are worryed about that alot. but major ones came out a few days later for vice and gta3 as Neo-K 182 already stated.


This post has been edited by thedude420 on Wednesday, Oct 27 2004, 20:35
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