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Pages: (143) [1] 2 3 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [WIP] Model testing gallery

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Owenwilson1  
Posted: Thursday, Jul 2 2009, 08:52
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well ive been playing about with the filter and it does work i thought id show you guys what i got in game. needs alot of work but as you can see ..new car lol
hover conversion but the wheels are actualy inside i just shrunk em lol so looks like its hovering anyway here it is.

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also replaced the helicopter and made all texture transparent..
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This post has been edited by Owenwilson1 on Thursday, Jul 2 2009, 11:50
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Rob.Zombie  
Posted: Thursday, Jul 2 2009, 09:16
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Why don't you use the Flying FIB Buffalo's handling. I'm sure it'd kick ass. lol.gif
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Owenwilson1  
Posted: Thursday, Jul 2 2009, 09:23
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QUOTE (Rob.Zombie @ Jul 2 2009, 09:16)
Why don't you use the Flying FIB Buffalo's handling. I'm sure it'd kick ass. lol.gif

well it flys pretty well ..exactly the same as helicopter handling.
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supermortalhuman  
Posted: Thursday, Jul 2 2009, 09:32
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How new is this?

QUOTE
Edit: The *.dcl files have been changed with R* patches (1.0.2.0 for sure, 1.0.1.0 is untested) and no longer contain full vertex declarations mad.gif
Anyone using that data needs to grab the files from a 1.0.0.0 install.


Does this have to do with the vertex bugs? If so, does that mean modding is presumably a 1.0 affair now? How does this affect people with Steam copies of the game who will always only be able to download the latest version? Perhaps 1.0.1.0 patches will be an option to down-patch copies of the game? Since steam copies run from anywhere w/ or w/o steam as long as social club is running? Gold pressing consumers are screwed?

You said in your response about padding, also, I see now with the lighting thing. To be clear though, IV buildings/statics, they don't have light data in the vertex anymore, it's all done on the last pass dynamically, right? Maps have the potential of looking great with flat/unlit meshes, thanks to Rage? Or not as dynamic as I think, and requires more than basic prelighting on the assets? I'm way behind, I need to be up to speed blush.gif

edit: they are on this forum. We should all begin messaging them and telling them Come On wtf, you let us mod Max Payne 2 and kept that alive, give GTA that kind of life.

@Rockstar - your engine will CRUSH every other engine out there because it's so usable - 50 bucks a pop you sell not just to gamers but 3d lovers and game modders and all kinds of people. You'll have videos of prototypes coming in, you can take our ideas free as per your EULA and even pay us a probably-tiny fee if you so choose to be rewarding. Open up RAGE. Not open source. Just let us mod it like we mod San Andreas. We all know people who say hot coffee made you hate us are not speaking the truth, and if modding was bad much worse than hot coffee would occur. Let us mod the game. A lot of us don't even care as much about playing it so much as what it improves upon on SA. We like to make worlds, let us. Find new talent. It can be very good for you. Very. Don't believe me? Write me. Ask me why you should let people mod your game. I assure you it is not the same watered down "we sell copies!" junk. Social Club has a damned large part of my explanation, getting the picture? You're my favorite company, I wouldn't suggest anything that wouldn't be beneficial. That's all I'm saying. I realize you're modest on the outside and let the art talk, but this community deserves to build in this product and capture videos in it and plan maps in multiplayer. We deserve it. And I do not want someone else to beat you to it. I want this to be Rockstar's. Don't sleep on this. This will compound your revolution. Open it up, even if you keep it just the same as San Andreas and closed in 'that' way, even if it still is GTA but a sandbox to build a map, let us do it, and help the people who are working their magic, so we can work ours, within yours. You are here, reading the forum. Let us. Okay? You are going to have to one day, it's becoming too popular, and fake modding like LBP and UT3 maps on consoles is not going to cut it.

I feel like the prisoner asking for the detonator in the latest Batman movie "Give it tuh meh". I know you read these things, you even post on this forum now. Help these people, let us mod your game.

This post has been edited by supermortalhuman on Thursday, Jul 2 2009, 19:33
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Owenwilson1  
Posted: Thursday, Jul 2 2009, 12:06
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im loving this testing ..i took the handling from the limo for this badboy lol

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i managed to get some lights on it
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This post has been edited by Owenwilson1 on Thursday, Jul 2 2009, 13:07
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ParoXum  
Posted: Thursday, Jul 2 2009, 12:13
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Interesting progress by Oleg. But it's still a milestone away from something useabble. icon14.gif
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Fabio206  
Posted: Thursday, Jul 2 2009, 12:16
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nice screens owen biggrin.gif
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Owenwilson1  
Posted: Thursday, Jul 2 2009, 12:20
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QUOTE (ParoXum @ Jul 2 2009, 12:13)
Interesting progress by Oleg. But it's still a milestone away from something useabble. icon14.gif

i dunno seems to work quite fine all ya got to do is make sure you dont delete the chasis otherwise gamecrash.
everything ive put ingame has worked so far.

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This post has been edited by Owenwilson1 on Thursday, Jul 2 2009, 14:16
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fullmetal  
Posted: Thursday, Jul 2 2009, 14:14
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Well models ingame.... that's something we already have seen. How about the 'dynamic damage' to vehicles... what about that? That must be one of the biggest issues to work with I guess?

And for player models (or parts since player models consist of separate parts?)? Custom weapon models?
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Owenwilson1  
Posted: Thursday, Jul 2 2009, 14:21
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QUOTE (fullmetal @ Jul 2 2009, 14:14)
Well models ingame.... that's something we already have seen. How about the 'dynamic damage' to vehicles... what about that? That must be one of the biggest issues to work with I guess?

And for player models (or parts since player models consist of separate parts?)? Custom weapon models?

damage hmm thats a tough one i found if you import a car in zmod and edit that car.. then export if you scale the car then export it to the game. with all the col objects scaled aswell then the damage ingame is scaled. if you simply open a dff car and copy bits over to a default wft car rename them the same and placing then in the same place then the damage ingame is normal. works the same.
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OverTheBelow  
Posted: Thursday, Jul 2 2009, 14:23
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I wonder what a Lamborghini Murci looks like in gta4.. *hint hint* blush.gif
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quechus13  
Posted: Thursday, Jul 2 2009, 14:23
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New models ingame but what about the textures?
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Owenwilson1  
Posted: Thursday, Jul 2 2009, 14:31
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QUOTE (quechus13 @ Jul 2 2009, 14:23)
New models ingame but what about the textures?

well at the moment there aint no importer for wtd files you can add to an original wtd but you can make ya own.
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Nick the Newb  
Posted: Thursday, Jul 2 2009, 14:42
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so...what about weapon models?
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KingBulleT 8747  
Posted: Thursday, Jul 2 2009, 14:48
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look at this cutie ... i need to know how to add decals and carcolor secondary. ..

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Owenwilson1  
Posted: Thursday, Jul 2 2009, 14:57
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QUOTE (Nick the Newb @ Jul 2 2009, 14:42)
so...what about weapon models?

i aint tested none yet. loving the porshe man. and car colour yeh thats bugging me also lol
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kimr120  
Posted: Thursday, Jul 2 2009, 15:27
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QUOTE (Owenwilson1 @ Jul 2 2009, 12:06)
im loving this testing ..i took the handling from the limo for this badboy lol

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i managed to get some lights on it
user posted image

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mercie_blink.gif where can i get that car? tounge.gif
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Owenwilson1  
Posted: Thursday, Jul 2 2009, 15:39
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QUOTE (OverTheBelow @ Jul 2 2009, 14:23)
I wonder what a Lamborghini Murci looks like in gta4.. *hint hint* blush.gif

here ya go
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Latetzki  
Posted: Thursday, Jul 2 2009, 16:01
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Why dont you finish one car before starting another? Or does something prevent to do it?
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Owenwilson1  
Posted: Thursday, Jul 2 2009, 16:06
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QUOTE (Latetzki @ Jul 2 2009, 16:01)
Why dont you finish one car before starting another? Or does something prevent to do it?

im testing them. beta testing the program.
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