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[WIP]Road Warrior Mod For San Andreas Announcing the first ever SA mod for SA!
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T-808  |
Posted: Tuesday, Oct 26 2004, 04:27
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Road Warrior mod...we'll total do you like that.

Group: Members
Joined: Feb 20, 2004


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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: Wednesday, Oct 27 2004, 00:31
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Run out of Cake.

Group: Members
Joined: Nov 25, 2001



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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

Group: Members
Joined: Oct 12, 2002


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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 
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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iRloading  |
Posted: Wednesday, Oct 27 2004, 16:55
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Kool Kid Krew

Group: Zaibatsu
Joined: May 11, 2004


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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 )
so kinda like making the cars and just waiting around for people to figure out "converting" them into san an when the time comes 
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 
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 
it should be at least 6 or so months before san an for the pc comes out, plenty of time if you ask me
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Neo-K 182  |
Posted: Wednesday, Oct 27 2004, 19:42
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La Famiglia Di Corleone

Group: BUSTED!
Joined: Nov 8, 2002


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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

Group: BUSTED!
Joined: Mar 29, 2003


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