...
[Official] PPT 3 Preview Picture Topic (Part 3)
 |
|
 |
| |
aad  |
|
3d artist

Group: Members
Joined: Mar 15, 2004



|
| QUOTE (Mr. Myriad @ Friday, Aug 19 2011, 02:06) | | aad dude please, tell what the progress of mod? What did you do in last time for the mod? |
A litle update for you then - paths ( cause my max files are doing strange things i cant export the new paths) - lot development ( currently im working on a litle harbor lot which is progressing slowly ) - other things ( trying to make some progress on necrosis lot development and fixing it up ) besides that im just having a job atm for 37,5 hours a week. greets Aad This post has been edited by aad on Monday, Oct 31 2011, 20:35
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
Gforce  |
Posted: Thursday, Jan 5 2012, 00:09
|

Group: Members
Joined: Sep 17, 2003



|
Happy New Year, anyone and everyone apologies for no recent updates, due to a situation in my life i have been unable to focus on modding in recent months, in the last few days i have managed to put some effort into some of my older idea's, not much but it's a start, the East Tank bridge to illurb had a big hole at the illurb end so i decided to fill it, i know it's nothing special but it fills the hole Before  After  Edit:Update fixed the missing train track sections at the illurb train station end.  add the following code to the "ill_track.ipl" in data\maps\ill_track_tunnel folder directly underneath line 7100, Section49 | CODE | 7100, Section49, 0, 825.274, 1578.61, 0.44958, 0.0, 0.0, 0.0, 1.0, -1 7100, Section49, 0, 825.274, 1678.61, 0.44958, 0.0, 0.0, 0.0, 1.0, -1 |
i haven't given up, it's just not as easy as it used to be. This post has been edited by Gforce on Thursday, Jan 5 2012, 00:43
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
aad  |
Posted: Thursday, Jan 5 2012, 08:34
|
3d artist

Group: Members
Joined: Mar 15, 2004



|
| QUOTE (Gforce @ Thursday, Jan 5 2012, 00:09) | Happy New Year, anyone and everyone
apologies for no recent updates, due to a situation in my life i have been unable to focus on modding in recent months, in the last few days i have managed to put some effort into some of my older idea's, not much but it's a start, the East Tank bridge to illurb had a big hole at the illurb end so i decided to fill it, i know it's nothing special but it fills the hole
Before http://img830.imageshack.us/img830/1893/beforebridge.jpg
After http://img809.imageshack.us/img809/2383/afterbridge.jpg
Edit:Update
fixed the missing train track sections at the illurb train station end.

add the following code to the "ill_track.ipl" in data\maps\ill_track_tunnel folder directly underneath line 7100, Section49
| CODE | 7100, Section49, 0, 825.274, 1578.61, 0.44958, 0.0, 0.0, 0.0, 1.0, -1 7100, Section49, 0, 825.274, 1678.61, 0.44958, 0.0, 0.0, 0.0, 1.0, -1 |
i haven't given up, it's just not as easy as it used to be. |
Good to hear from you Gforce, it has been a while. Im also slowly working on a lot will post some screens later on today if i can get my 3dsmax working properly there's something wrong with how its displaying my wireframe and vertexes even if i put snap on and drag the vertexes to the snapping points they still dont seem to be on the right spot so have to figure out if thats my pc or if thats a setting that isnt right. i still have vacation till sunday so i guess there is some time for me to also release some stuff to the public not sure if its a fully finished lot but it will be close to it i guess cant promise much. take care Gforce hope to see more stuff from you. greets Aad UPDATEJust some work in progress screens its far from finished but im getting there the first version will just be a closed building and a usable staircase maybe in a later stage i will open it up and add some interior to it but for now the only accessible area is the underground parking lot and the staircase leading there. enough talk here are some screens:  This post has been edited by aad on Thursday, Jan 5 2012, 10:02
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
Gforce  |
|

Group: Members
Joined: Sep 17, 2003



|
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
aad  |
Posted: Saturday, Feb 18 2012, 08:19
|
3d artist

Group: Members
Joined: Mar 15, 2004



|
| QUOTE (Mr. Myriad @ Friday, Feb 17 2012, 23:53) | | Wow, Add, Gforce, cool done! I already cant wait for the next beta, very atmospheric. Btw, that ingame screen reminds me of gta vice city, i mean the left part of city. | Illcom (the left part of the screen) was the biggest part in GTA Vice City so most of the people remember that part while there was so much more besides that.
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
Gforce  |
|

Group: Members
Joined: Sep 17, 2003



|
Thanks for the feedback guys Update on trains: in the past there were discussions about making the trains longer, at that time the only way was by using an external app/tool that saved the modified exe, and that gave 15 carriages which i personally felt was too long. I recently came across a Cleo mod that extended the trains to 11 carriages, so i decided (because nobody else was around) that we should include Cleo 4 as part of MI-SA in future, that way we can make use of the Cleo system for adding/including some of the more useful mods that are around, or make new ones, without us having to make new mission scripts. Screenshot of the extended train  one massive problem i have come across while reconstructing the latest MI-SA build is "MI-SA Mission script 22" for some reason i simply cannot get the game to run with it, the game just crashes as soon as it gets in game, the game runs fine with Script 21 but the ladders will not work despite having the relevant files included. @Stentrion: as far as i and many others are concerned, MI-VC is long dead and will not be supported, too much work is needed to make that run without crashing, let alone include the full MI-SA map.
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
aad  |
|
3d artist

Group: Members
Joined: Mar 15, 2004



|
| QUOTE (Gforce @ Monday, Feb 20 2012, 10:20) | Thanks for the feedback guys
Update on trains:
in the past there were discussions about making the trains longer, at that time the only way was by using an external app/tool that saved the modified exe, and that gave 15 carriages which i personally felt was too long.
I recently came across a Cleo mod that extended the trains to 11 carriages, so i decided (because nobody else was around) that we should include Cleo 4 as part of MI-SA in future, that way we can make use of the Cleo system for adding/including some of the more useful mods that are around, or make new ones, without us having to make new mission scripts.
Screenshot of the extended train

one massive problem i have come across while reconstructing the latest MI-SA build is "MI-SA Mission script 22" for some reason i simply cannot get the game to run with it, the game just crashes as soon as it gets in game, the game runs fine with Script 21 but the ladders will not work despite having the relevant files included.
@Stentrion: as far as i and many others are concerned, MI-VC is long dead and will not be supported, too much work is needed to make that run without crashing, let alone include the full MI-SA map. | the 22 mission script Gforce needs some additional files which were not included on the release i have used dummy's to make my 22 script to work it has to do something with the following - minigun ( mission / weapon pickups) - ducks ( duck mission on illcom) - dummy's for duck mission - weapon.dat file for the minigun. im not sure but you can try the files i have on my website which has the .22 script and the additonal files. i will also soon post some updates on my lot im now placing omnis for the pre-lighting stuff, also there's something wrong in my install which does not show the .dff ingame so need to take a look at that, when i fixed all of that i will post some screens here.
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
Gforce  |
|

Group: Members
Joined: Sep 17, 2003



|
| QUOTE (adilmania @ Saturday, Mar 3 2012, 20:28) | I want the illnorth to work on it!! I work on a lot of things!!! |
the Illnorth Dev Kit is Posted in the pinned topic ------> Hereas you will see, there are 2 links, 1 is for the in game files and the 2nd link is for the 3D Studio Max files. as for the 00.7 files, they are still very much in a dev W.I.P. condition, myself and Aad are both working extremely hard on fixing a lot of things up, and i do mean working hard, we're currently both working on this project on a daily basis and we're both agreed that we're not releasing it to anyone until we're both happy with it. we've been making some temporary fixes to Necrosis Island to make it a lot more player friendly in game, here is a render showing how it now looks, and yes, we do have this in game and running with the ability to now drive to and from illres.   and here is a render of the much bigger map than was available in 0.69b   and as you can see from this image, we still have a lot of work to do just to patch up Port Orchid so we can at least include the majority of it in the next release.  now, as for requesting that you show some screens of your work, that is standard practice on any modding forum, no offence but you have 3 posts and don't show up on any google search. later .....................
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)
0 Members:
Pages:
(32) « First ... 28 29 [30] 31 32
Track this topic
Receive email notification when a reply has been made to this topic and you are not active on the board.
Subscribe to this forum
Receive email notification when a new topic is posted in this forum and you are not active on the board.
Download / Print this Topic
Download this topic in different formats or view a printer friendly version.
| |
 |
|
 |
|