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My motto is: Good modders never decide to quit GTA modding.
It may be your motto, but it's not true, not at least entirely.
There's no point in GTA modding - unless you want to take it as a learning course. After you got what you need, you move on a much better engine - which has support from devs for modders. There's no point to do anything for GTA, as at the best, the closest thing to the original game you'll make will be bugged.
To OP - I can read in russian, but my activities in russian forums have infact gone down - they mostly do conversions from other games and most of the original mods are dead or barely making any progress.
How's You Are Here 2 anyway?
For myself, I see Source engine (it came out same year as SA, yet has much, much more activity on it just because of the SDK, it's not even a sand-box game, it's a linear shooter), Unreal Engine (which I don't like much), Unity, Cryengine 3 or 2 and ArmA 2 + upcoming 3.
With so many games, what's the point to make mods for an unsupported game? If you want to tell me that GTA is sandbox and that fact itself has it's charm - then why not Mafia, Skyrim and Mount & Blade as they are sandbox and they have brilliant modding community (not so much on former, as it's old, but it's still going)?
I know, you were asking if veteran modders are still around and would make a huge mod, but then you answered your own question - they are on Grit Engine, which is a different engine. I dunno if we can still count them as GTA modders.
But if they still would be on any GTA engine, the project would end up like the one community did, its aim was CJ's house being remodeled to HD quality - it ended up being dead.
And why would you want to help in a large mod led by veterans? I mean, you got your own game to do, or did you scratch that off?
Anyway, a note - Paroxum also left, for Unreal and Cryengine 3.
GTA Vehicle Modding has been screwed up by these kids converting crap from TDU, NFS and Forza. Everyday when I check GTAInside, a sh*t load of converted TDU, NFS and Forza cars. Heck, they even combine stuff from all these 3 games cars into one car!
Ha! and I thought that I'm all alone in this concept. GTAInside always accepts junk, any kind of junk from anybody the day it was open and still does the same thing even now. I don't like even at this moment the way is organized. They put sample images taken from the archives as the size doesn't matter or how hideous the pictures was taken by the author. Problem is that they don't even verify the materials uploaded by users. At least they move quick when comes with stealers. I made two reports on them.
Three games ? that's a minor thing, they even steal their goods from each other. Not only most of them are lack of inspiration and imagination like from objects with no textures black & white glitches specially on engine parts or other parts of the cars body or with textures yet taken from low settings, vertex night colors are not even places correctly, opaque windows & lights or not complete transparent, incorrectly chrome textures being used on side, rear, front bars or wheels.
However, there are few hours being spend, but I can't stand to see and accept playing hideous stuff.
It just not right, so many junk on GTAInside and all. GTA modding literally is dead on that site.
My motto is: Good modders never decide to quit GTA modding.
It may be your motto, but it's not true, not at least entirely.
There's no point in GTA modding - unless you want to take it as a learning course. After you got what you need, you move on a much better engine - which has support from devs for modders. There's no point to do anything for GTA, as at the best, the closest thing to the original game you'll make will be bugged.
To OP - I can read in russian, but my activities in russian forums have infact gone down - they mostly do conversions from other games and most of the original mods are dead or barely making any progress.
How's You Are Here 2 anyway?
For myself, I see Source engine (it came out same year as SA, yet has much, much more activity on it just because of the SDK, it's not even a sand-box game, it's a linear shooter), Unreal Engine (which I don't like much), Unity, Cryengine 3 or 2 and ArmA 2 + upcoming 3.
With so many games, what's the point to make mods for an unsupported game? If you want to tell me that GTA is sandbox and that fact itself has it's charm - then why not Mafia, Skyrim and Mount & Blade as they are sandbox and they have brilliant modding community (not so much on former, as it's old, but it's still going)?
I know, you were asking if veteran modders are still around and would make a huge mod, but then you answered your own question - they are on Grit Engine, which is a different engine. I dunno if we can still count them as GTA modders.
But if they still would be on any GTA engine, the project would end up like the one community did, its aim was CJ's house being remodeled to HD quality - it ended up being dead.
And why would you want to help in a large mod led by veterans? I mean, you got your own game to do, or did you scratch that off?
Anyway, a note - Paroxum also left, for Unreal and Cryengine 3.
Oh yes I did. Not ready for something like that yet. I don't have as much time as I used to. And I didn't open this topic to get people to make a new mod, I was just curious.
As you mentioned I moved on, but GTA will always be the game that started me, so I like to do a little something from time to time. V is coming, wich is a good thing.
I haven't really shown any of my mods here, not that I have them anymore (made drift track for VC, some buildings in SA and also some weapon mods), but I've been around for a long time and have watched modding, remember when maps section was full of quality mods like Ped Rising, Illegal Sectors, Criminal Russia, Gostown and many others. I know some are still around, but it's rare to see good and new stuff. Gave up after IV, maybe there are some proper tools for it now, but it's really disappointing to have nothing from R*. No tools/editors or even any support.
Would be much better if R* released modding tools like for example VALVE does.
I've made import/export tools for GTA III era games. Well I won't say my output has slowed down much because I've always worked slow. But then this kind of work is pretty time consuming.
I would really like to write a 3ds max tool which bypasses zmodeler2 completely and permits direct export of GTA IV vehicles to the game. Unfortunately I'm not great at cracking file formats and the guy who has the information doesn't want to share it. I even suggested a .z3d exporter; he's not keen on that either.
Ok a RAGE SDK would be brilliant just what we need.
Who? Oleg?
That's a pity, you would do great. He needs to understand zmodeler is not that good. We need 3ds max, it's the origin from every gat world since, as far as i know, GTAIII.He's probably afraid his program will get useless, at least gta-wise if there would be a WFT exporter for Max. Zmodeler also lacks propr support for breakable\dynamic objects. (also WFT format, but different from vehicles)
Myself, I modeled for GTA: Mafia Stories years ago. Now, i'm 1.5 years already working on GTAIV: San Andreas. I can't meet IV's quality standard yet, so I don't want to make my own maps till I learned better. I hope to start soon on VCHD.
Group:G-Modding Group:Bulletproof Group: Members
Joined: Oct 10, 2010
I'm an GTA Modder since 6 years , i'm still here , but i hate this year alot , it makes no fun to make mods , no one is posting or or comment to my Theards . I was two months offline , today i came online , my 50 Cent mod got one new comment . But i don't give up , i will stay here the next 6 years or longer .
If that bastard Oleg had allowed, people would make good mods. I had many ideas with 3DS Max but I make cars with Zmodeler2. If I want to add some 2dfx to my cars, I have to use 3DS Max but 3DS Max won't import ZM cars.
This post has been edited by Jacko427 on Monday, Jul 30 2012, 21:13
Lego their ego. Group: Members
Joined: Jun 30, 2005
I still lurk and sometimes work on my junk even though i'm virtually unknown.
A lot of it for me is time, and used to have some fellow modders i'd chat to and compare, critique via msngr, beta test, share, it , so it was somewhat competitive now they're all gone in college or whatever.
I'm still in the game, slow, but here.
Maybe if there were more people who would be willing to teach the converting/modeling there would be more people.
Nonetheless i'm going to finish a few mods someday.. they're close to done
@ JAcko use 3ds it's much better, just bite the bullet and learn it, its not that bad.
to be honest, the modding sector look really dead to me I just miss the good old days when many talented modders still here and many awesome mods were made
Coding like a Rockstar! Group: Members
Joined: Dec 24, 2007
Yeah, I'd give anything to have been active in the golden era of modding. Most of my work has gone into expanding the possibilities in coding, but most of the few remaining coders don't even understand the importance of many of the projects I've spent so long doing. But then again, coding is a big thing to get into. When I consider how long I've been coding, not just for GTA, but many other simple and more advanced languages it's hard to be suprised there aren't as many enthusiastic and experienced coders left. It took me years to get to the level where I can make new and interesting dicoveries. I can't see many other people being so patient.
And I've not found many other modders willing to collaborate. One or two modders had a short period of helping with Vigilante Justice, but the lack of interest in SA mods now makes it hard to build up a team. Most of the attention goes towards conversions, which is why they actually get made, because modders are more willing to collaborate when there is a big following for a mod. People follow a mod with a lot of previews of different things more than a mod with just a few... But to have a lot of previews your mod either has to have a big team behind it or be a conversion (one person can convert quite a number of things really quickly, but it takes a lot longer to make things from scratch). So it's a classic scenario "need a big team to get a big team".
I'm hoping that after another year on Vigilante Justice (making it a grand total of about 3 years in production), if any modders are left, I'll have enough to show that I may raise some more interest and finally get more modders interested in helping. I took on the heavy task of doing all programming and coding myself, alas it's models/textures (peds/guns/buildings etc.) that really get people interested. You can't show a heap of well structured code and get people interested in a mod Coding heavily depends on modelling and animation.
... On that note... any animators left in this universe? I haven't met a guy able to animate since ceedj last said he would work on some anims for VJ, then dissapeared...
Modder,Gamer & GFX Artist Group: Members
Joined: Jun 19, 2012
I am new to modding & so I ll be there I don't know whether anybody likes my mod or not but I ll continue modding atleast for next 10 yrs !! May be or May be not ........
Life goes on, people get careers, wife, sons etc. For about 1-3 years i ate, drank, dreamed GTA modding, suddenly I was at college preparing myself to be a professional
Then gta priority went off, to a point if logging rarely into gtaforums and even more rare to post inside any topic
Far from money and stuff i guess this is the main "problem"
SA:LC Mod Leader Group: Members
Joined: Dec 18, 2005
I started work on this little gem a couple of years ago for a few days. (Excuse the music)
Had a topic up for a while in expectations of maybe interested modders would help get the ball rolling, but all I got were people giving me HD textures found from google, and penguin models they imported to 3ds from public domain model websites.
Point being, I think most of the original modding community died along the same time Odie did, which is quite unfortunate. Though, it would be hypocritical of me to mock this new wave of total conversions, seeing as I'm working the gears for SA:LC.
It also seems as a newer generation of gamers who cannot play games if they doesn't look picture perfect has moved in, the demand for mods has shifted more towards graphical enhancements and "HD" textures of content that already exists, rather than mods that actually add something new and exciting to the game.
Coding like a Rockstar! Group: Members
Joined: Dec 24, 2007
QUOTE (dingleman @ Wednesday, Aug 1 2012, 08:42)
It also seems as a newer generation of gamers who cannot play games if they doesn't look picture perfect has moved in, the demand for mods has shifted more towards graphical enhancements and "HD" textures of content that already exists, rather than mods that actually add something new and exciting to the game.
Indeed. Seems my Stream Ini Extender is still my most popular mod. It started at the end of 2010 and was last updated this April. Funny thing is, I released a skin changer at the start of 2010 and it has 2,500 more downloads. Might indicate the steep decline in people interested in using mods over that year.
Interesting mod, by the way...
QUOTE (goin-god)
That would be me.
Wow, didn't know you could animate too. Jack of all trades? Would you consider helping towards Vigilante Justice? I have a mission 4 which has a scene cut out because of lack of animation