• RP_Liberty City
    155 replies, posted
do you need gta sa or gta 3 textures bjk?
GTA3. I got GTA3, but the modding tools will not work for random reasons. Anybody kindly willing to send me all of the building textures?
[url]http://coffey.polygonized.com/files/SATextures.zip[/url] [editline]06:34PM[/editline] do you need gta 4 textures too?
You should make the distance between the two islands huge, because that looks like I would be able to jump it with my motorbike...
If you could make a really bigass jump, but yeah where the bridge is needs widening. In fact I might restart this from scratch, but great idea I will take that into consideration. ^^San Andreas? Appreciate your trying, but this is NYC. (also no GTA4) [editline]05:04PM[/editline] EDIT: Finally found out that my IMG tool for San Andreas also works for III. :dumb: So, taking a poll here: HL2 or GTA textures? NOTE quality greatly varies.
[QUOTE=BJK;15545399]If you could make a really bigass jump, but yeah where the bridge is needs widening. In fact I might restart this from scratch, but great idea I will take that into consideration. ^^San Andreas? Appreciate your trying, but this is NYC. (also no GTA4) [editline]05:04PM[/editline] EDIT: Finally found out that my IMG tool for San Andreas also works for III. :dumb: So, taking a poll here: HL2 or GTA textures? NOTE quality greatly varies.[/QUOTE] Why not GTA IV textures?
Because I do not have GTA IV and even if I was given the textures, I know absolutely nothing about the game. Also, I might just end up using HL2 textures anyway. [/frustrated]
[QUOTE=Hostel;15492912] [b]3.[/b] Use func_lod on brushes! This adds a fade distance to the brush. But beware, once it is func_lod, it cannot cast a shadow anymore. Use func_lod on brushes that: - Does not need a shadow - Cannot be seen from everywhere .[/QUOTE] More like AVOID func_lod on this sort of map - Most of the buildings he makes are going to be vis-blocking one way or the other, and having hundreds of objects fading in and out is considerably more expensive than just having them rendered all the time!
Just use HL2 textures, but use them nicely, if done correctly you have some nice valve-looking places :sax: [editline]12:36AM[/editline] Also, is it possible for you to add another island? I had a most likely lame concept, but if you ever need to fall back on random suggestions, heres a hand-picked one from ze brain: [u]Transport[/u] [b]Train[/b] Train system goes around the islands, so you can make a train and drive it on the tracks around the place. [b]Plane[/b] The circular island is an airport...yeah, small, I know, but still, we're not gonna be realistic like GTA4 are we now? Just make it small. 'nuff said bout that. [b]Stations[/b] Not train stations, I mean, on each island, you have a 'station' for vehicles. On one island, a Taxi station, on the other, a Bus Station, on the other...um...I dunno. Both? [b]PARK![/b] Put some parkin' spaces down bro'! [u]Terrain[/u] [b]Background?[/b] Make some background terrain (skybox or something) [b]Bitch stole my boat![/b] Make it so you can drive a boat under those bridges foo'! I might add more but meh, this is as far as I'm goin' so far. Also, make only like, 1/3 or 1/2 of the buildings on the map enterable. If you like, ofc.
[QUOTE=Hostel;15496524]Actually, it's very prevalent in a lot of Valves maps. (IE, the first time you go outdoors into City 17) It doesn't make a lot of sense when first thinking of it, bigger buildings would make useful VIS leafs[/quote] It's to do with valves confusingly complicated level design techniques. You'll also find an awful lot in valve maps that really, really SHOULD be func_detailed and nodraw'd. [quote] Fog? Unfortunately, fog does not stop things from being rendered, if you are referring to the far Z clip plane, I would advise you not to use that unless you have no other choice. It is extremely unattractive. It works undoubtedly, but don't use it until you've applied my advise. [/quote] The only reason that the far Z clip is underrated is that people use it like idiots with non-matching sky boxes on levels with tall geometry. That being said, on a level like this it could be crudely hacked in to prevent overdraw, effectively creating a rendering sphere around the player which the player will never see, on account of it being blocked off by buildings.
[QUOTE=Black-Ice;15547905]text.[/QUOTE] Thats exatly how im planing my rp_liberty city hehe
Wait, which text is it D:?
[QUOTE=Hostel;15496524]Actually, it's very prevalent in a lot of Valves maps. (IE, the first time you go outdoors into City 17) It doesn't make a lot of sense when first thinking of it, bigger buildings would make useful VIS leafs, but the ending result is not as impressive. They don't tend to block your view of other entities unless you are up against them until you see nothing else. But I guess it's up for you to choose. It won't hurt if you keep them primitives. I am not completely sure of your mapping experience, but if you feel it's the wrong thing to do, please back it up with something than non-constructive criticism.[/QUOTE] Ned is one of the best (imo) mappers on this forum and has been mapping for years. I can also back him up, anything large should NOT be func_detailed unless you [b]completely[/b] understand what it does and how it works.
[QUOTE=Khuskan;15547857]More like AVOID func_lod on this sort of map - Most of the buildings he makes are going to be vis-blocking one way or the other, and having hundreds of objects fading in and out is considerably more expensive than just having them rendered all the time![/QUOTE] Aye, but I'm not talking about fading simple geometry like a square building, just leave it a primitive. I would only func_lod things worth doing it to, like complicated brushwork that does not particularly need a shadow, probably a smaller brush you won't notice gone in the distance. Another things you have to consider is either to leave it primitive and seen from everywhere or to func_lod based on how much resources each uses. [QUOTE=SnakeFace;15557499]Ned is one of the best (imo) mappers on this forum and has been mapping for years. I can also back him up, anything large should NOT be func_detailed unless you [b]completely[/b] understand what it does and how it works.[/QUOTE] It is usually rule of thumb to not func_detail large objects, but, in certain situations it is the appropriate action. And please, you're not backing him up with an unexplained statement. Give be some elaboration on it. I have already explained my side of the argument. Again, I have already said it is not right to not to func_detail non-enterable buildings in this case because of the number and density of the buildings, but please elaborate why it should not be done period even when there is fewer buildings.
[QUOTE=Hostel;15569662] like complicated brushwork that does not particularly need a shadow, ble buildings in this case because of the number and density of the buildings, but please elaborate why it should not be done period even there is fewer buildings.[/QUOTE] Using a clever setup of blocklight brushes, you can manually give func_lod objects shadows. Sort of.
Hmm, looks interesting soo far, consider posting Updates on the OP, so we don't have to scroll to see your progress. Also: Get the Building Plots and Roads layed out ASAP. It'll make it soo much easier, and your collaborative mappers can just paste you their works. Heck, if things look engrossing enough, I might give yah a hand with a Skyscraper and a few shops, being the Brushwork Wizadry that I am. [QUOTE=Black-Ice;15547905][b]Bitch stole my boat![/b] Make it so you can drive a boat under those bridges foo'![/QUOTE] [b]WE'RE ON A MOTHERFUCKING BOAT![/b] Sorry, soo relevant.
Someone is rating everyone, in every thread a dumb. It's annoying.
Who be ratin' me thread dumb, yarr?! [editline]05:47PM[/editline] Garry, at least put the "Show list of ratings" so we know who rated what :l
Your thread? Also, I've been working on a new concept that is actually working very well, pics coming this week. So far it is actually impressive, and the map has been a big learning experience. I cannot find any step-by-step instructions for making a trigger_hurt.
You make a brush, you see. And then you tie it by doing ctrl+t, and then... You select trigger_hurt from the drop down box. AND YOUR DONE! :D
Holy shit that's awesome.
How did I get a bad spelling? I spelt everything right...
[QUOTE=Zally13;15580795]How did I get a bad spelling? I spelt everything right...[/QUOTE] Don't worry, someone was bored so now everyone has a dumb rate.
Yay! *Claps*
[QUOTE=Khuskan;15575093]Using a clever setup of blocklight brushes, you can manually give func_lod objects shadows. Sort of.[/QUOTE] It would ruin part of the point though, the block light brush would still create VIS leafs.
[QUOTE=polishman45;15581043]Don't worry, someone was bored so now everyone has a dumb rate.[/QUOTE] Strange that I was skipped, even though I'm not the one giving out these ratings...
[QUOTE=Hostel;15588574]It would ruin part of the point though, the block light brush would still create VIS leafs.[/QUOTE] ...Your joking right. Blocklight brushes are skipped by vis just like skip and invisible and transparent textures.
Very, [i]very[/i] beta screens. A lot of the stuff that needs fixing here I will take care of right now. [IMG]http://i47.photobucket.com/albums/f180/BJK51/town1large0001.jpg[/IMG] [IMG]http://i47.photobucket.com/albums/f180/BJK51/town1large0002.jpg[/IMG] [IMG]http://i47.photobucket.com/albums/f180/BJK51/town1large0003.jpg[/IMG] [IMG]http://i47.photobucket.com/albums/f180/BJK51/town1large0004.jpg[/IMG] [IMG]http://i47.photobucket.com/albums/f180/BJK51/town1large0005.jpg[/IMG] [editline]08:07PM[/editline] Should I widen the bridge to four lanes?
[quote]Should I widen the bridge to four lanes?[/QUOTE] Yes, less havoc in my opinion
Four lanes. It would also look better in my opinion. By the way, I am starting a similar large city role play map. I don't know when I want to post screenshots, most likely when I am done with the exterior environment, which will be some time.
Sorry, you need to Log In to post a reply to this thread.