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Pages: (5) « First ... 3 4 [5]   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 Manhunt's Carcer City in SanAndreas

 
jaky2008  
Posted: Wednesday, Apr 4 2012, 15:50
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Yeah, i've kept working on this mod though, today i've converted the mall with it's alpha textures too.
I've also updated my James Earl Cash player head, even though it's not strictly part of this mod.
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AB0333  
Posted: Wednesday, Apr 4 2012, 19:18
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Great. icon14.gif

I actually think you should keep it going (you already do), doesn't matter there is version for IV. Let's have it for SA too. It's too much effort and work to be thrown away. We don't want another dead mod.
So, KUTGW. smile.gif
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jaky2008  
Posted: Thursday, Apr 5 2012, 19:18
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I may have said beforehand, but right now all I can be bothered to do is convert the map files, in order. They're not going to be attached to eachother and will requie people to fly over to them. Maybe down the line i'll structure them better and remove all of the mess but for now I just want to get everything converted. I'm also thinking about looking through the opcodes to see if I can gather a clue how to make a "hide in shadow" script, saying as in the mission "Madd Doggs Rhymes" you can hide in shadows so the pedestrians can't see you.
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TripleAs  
Posted: Friday, Apr 6 2012, 02:21
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QUOTE (jaky2008 @ Thursday, Apr 5 2012, 16:18)
I may have said beforehand, but right now all I can be bothered to do is convert the map files, in order. They're not going to be attached to eachother and will requie people to fly over to them. Maybe down the line i'll structure them better and remove all of the mess but for now I just want to get everything converted. I'm also thinking about looking through the opcodes to see if I can gather a clue how to make a "hide in shadow" script, saying as in the mission "Madd Doggs Rhymes" you can hide in shadows so the pedestrians can't see you.

That's where I come into play, I said that I'd help filling the gaps between levels smile.gif
However, I'll need the levels in a .max file to do it.
The only thing left to discuss would be the max version you guys are using turn.gif
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Frank.s  
Posted: Friday, Apr 6 2012, 08:35
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No problems, i use max9 and it's most likely that you're using that or later (finally using old sh*t has an advantage). All of the .max levels i put in-game are in the maxfiles.zip in the Map folder of the DB. Afaik only one of Jaky's max files are uploaded "man_derelict.max"

Jaky, wanna upload your .max files too?
QUOTE (Jaky)
Sure thing, i'm using 3ds Max 2010, but you'll still be able to load them right?
Btw, i've got a copy of 2010 so that's how i was able to edit and export your level.

This post has been edited by Frank.s on Friday, Apr 6 2012, 13:18
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jaky2008  
Posted: Friday, Apr 6 2012, 11:49
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Sure thing, i'm using 3ds Max 2010, but you'll still be able to load them right?

Alright they're uploaded.

EDIT:
I've been converting the church level, i'm trying to make it so the church level works and by that I mean not freezing SA when it loads. Just like pretty much every other .COL I make it doesn't work ingame. For some reason only the derelict and scrapyard levels have made it easy for me. And i'm not in the mood to select all of the faces and apply material number 1 to every single one of the 212 .CST files in the .COL as like I had to with the mall (which only had 74 .CST's) icon13.gif

This post has been edited by jaky2008 on Friday, Apr 6 2012, 14:48
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Frank.s  
Posted: Friday, Apr 6 2012, 16:48
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I don't use deniskas exporter tools to export col/cst cos i dunno how to set col material + brightness in one click, however i do know how to set them in a couple of clicks using xmens col exporter.

Once you got that i'll tell ya how to use it.
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jaky2008  
Posted: Friday, Apr 6 2012, 17:03
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Good, i've just wasted way too much time following a YouTube tutorial just to get more fail.
Downloaded, turns out I already have them installed.

I've got to go right now, i'll try whatever it is you're telling me later.

This post has been edited by jaky2008 on Friday, Apr 6 2012, 17:09
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Frank.s  
Posted: Friday, Apr 6 2012, 17:22
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Alright.

1) Save your .max scene.
2) Save another copy of it on your desktop so that it can be deleted when you've finished exporting the cols (make sure the col .max is open before continuing).
3) Select all objects and convert to poly then press M to open material editor and click an unused material sphere thingy.
4) Click the word Standard and Change it to GTA COL Surface then click the button which assigns that material to all selected objects (which should be all of 'em)
5) Open X col helper and set brightness to about 200 (that's what i use),
6) Set the first Material ID box to 1 and the COL Type to Default then click Update.
7) Export CST button. icon14.gif

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Azueira747  
Posted: Saturday, Apr 7 2012, 19:41
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nice progress biggrin.gif
will you guys make safehouses and stuff like that ?
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jaky2008  
Posted: Saturday, Apr 7 2012, 21:56
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I've actually done nothing today, but yes we plan on converting the journalist's apartment from Manhunt to a safehouse, saying as it is the only place in Manhunt where you are "safe".
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Azueira747  
Posted: Saturday, Apr 7 2012, 23:08
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oh yeah great idea man
and maybe that secret room of her's could be a weapon stash biggrin.gif
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Azueira747  
Posted: Wednesday, Apr 18 2012, 23:59
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WTF,there havent been any updates in a while sad.gif
hope the mod's not dead
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jaky2008  
Posted: Thursday, Apr 19 2012, 15:15
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Truthfully i've lost interest in this, the map converting is getting too irritating. I don't want the mod to die I just want someone to convert the map besides me. And I don't want to leave the team I just want to work on something else, not the mapping.
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Azueira747  
Posted: Thursday, Apr 19 2012, 22:32
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ok man, i understand you
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cj2000  
Posted: Monday, May 13 2013, 15:41
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QUOTE (jaky2008 @ Wednesday, Mar 21 2012, 19:56)
Team members:
Mod leader/founder: jaky2008
Map converters: frank.s, jaky2008.
Tripleas
Jackhepburn

Programs used:
Autodesk 3D Studio Max
TXDWorkshop
G-TXD
G-IMG
IMGTool
Steve-M's .Coll Editor 2

Scripts used:
Deniska's SA Tools
KAM'S GTA Scripts
.BSP import 3


Images:
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*This post will be updated in time*


UPDATE: I thought i'd update this page to tell everyone of a better mod that is much further and developed than this one, it is for GTA IV:
http://www.gtaforums.com/index.php?act=ST&f=55&t=510457

I donīt think than Carcer City on GTA 4 engine is better than on gta 3 engine. OK the graphics is better on the GTA 4 engine, but graphics are not all. Manhunt belongs into GTA 3 era. I would realy like to see manhunts Carcer City on SA engine.
Is this mod complete dead now?
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jaky2008  
Posted: Monday, May 13 2013, 22:29
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QUOTE (cj2000 @ Monday, May 13 2013, 15:41)
I donīt think than Carcer City on GTA 4 engine is better than on gta 3 engine. OK the graphics is better on the GTA 4 engine, but graphics are not all. Manhunt belongs into GTA 3 era. I would realy like to see manhunts Carcer City on SA engine.
Is this mod complete dead now?

Thank you for the interest, as a matter of fact we are booting the mod off a second time, we being me and a member called Deagle195.
I hope that it goes better than last time icon14.gif
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cj2000  
Posted: Tuesday, May 14 2013, 12:37
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QUOTE (jaky2008 @ Monday, May 13 2013, 22:29)
QUOTE (cj2000 @ Monday, May 13 2013, 15:41)
I donīt think than Carcer City on GTA 4 engine is better than on gta 3 engine. OK the graphics is better on the GTA 4 engine, but graphics are not all. Manhunt belongs into GTA 3 era. I would realy like to see manhunts Carcer City on SA engine.
Is this mod complete dead now?

Thank you for the interest, as a matter of fact we are booting the mod off a second time, we being me and a member called Deagle195.
I hope that it goes better than last time icon14.gif

So the mod is not dead? If itīs not dead, may be I can help. I got some converting, modeling and texturing skils.
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