My peds are about 2,500 polys and texture res is 512. This isn't the limit though, you could easily have many more polys and a 1024 texture. Modern systems can handle it no problem. There is a limit for texture sizes in gta for some objects though.
I reloaded banners and stuff for Desura and a few other things! No mayjor update or anything but things will be progressing again very soon. I made a couple of mini breakthroughs recently!
You can with GoZ, you can change topology, uv's ect in another 3d package and bring it back into Zbrush and it will ask if you want to project the high res details on to your altered mesh.
Or you could use UV Master plugin to create human readable UV's from within Z-Brush :P
These sites are great already! I agree with awsome ninja on the veiw&clear/clear all option(or maybe just clear updates automatically once you viewed it)but its not a big deal really
if you don't know anything about what you are commenting aboout, don't comment. Oh wait, you don't even know, that you don't know anything!
It looks "plain" cause GTA:sa doesn't use normal maps, hence no perpixel lighting which is what makes halo and other games look so detailed (not plain). With the scale of SA theres no way it could utilise normal maps, not on the Xbox/PS2 at that time, at least (I know other games did like halo1 for example but they wern't rendering massive open environments).
I am a Halo fan and I make mods in SA. So I know what the limits are and I can honestly say, that this..... is AWESOME!
I made this way before fisful of frags even started development! Also the environment is destructable and that is a big part of the game play. Fistful of frags is an awsome mod but as far as im aware doesn't have a destructable environment like this. When it was first developed, this was a completely original idea but since then a few games have been released that have very similar core ideas.
We knew exactly what we we're letting ourselves in for. there was a time when progress was going great but we had many team issuses, I won't mention names but there were alot of problems. They're doing their own thing now and thats fine and I wish them the best of luck with their work. We spent nearly 4 years on this project and is a shame it ended this way. Most of the content I made from scratch myself(dinos, characters and map, some of the VC), if the team had stuck together it would of been finnished by now, but there is only so much me and chris can do on our own especially after all the **** that went on. We are passionate JP fans and Noone has put as much into this project as Chris and I, the outcome may not be desireable and we're of course dissapointed. I don't consider this a hobby! It is my career and I earn good money for it now(this project was for my port folio)and we I have plenty of ideas, you will see in time(our new project is a fresh IP). I may import the assets to UDK somtime if I have some free time, it'll be alot easier to get the dino working in it and it will look just as good but im not promising anything. We have learnt alot and won't make the same mistakes again. Our new project is comming on really well and I look forward to the release, until then you won't hear much from us;)
This is my final year uni project and because i've graduated progress has stopped. I may continue working on this project and release it in some form at some point in the near future. I will at least release the guns weapons and cars which you can add into GTA:SA.
I'd like to see you get a dinosaur working in Crysis! They're modelled but animating and scripting them is no easy feat. They are on their way tough, I assure you.
Yes there will be rpg elements similar to SA. The player character will be customisable in much the same way. Some of the features(fat, thin, muscly, tattoist, hairdresser) are being reworked into other forms but taking advantage of the basic functionality of SA. For example if u increase your good or evil stats your body and abilities change. This replaces working out and eating but retains the functionality of the original game.
My peds are about 2,500 polys and texture res is 512. This isn't the limit though, you could easily have many more polys and a 1024 texture. Modern systems can handle it no problem. There is a limit for texture sizes in gta for some objects though.
everyone here will basically be testers ;) lol
When the map is finnished I will release that without missions, just a sandbox environment to explore. I will add missions later :D
I reloaded banners and stuff for Desura and a few other things! No mayjor update or anything but things will be progressing again very soon. I made a couple of mini breakthroughs recently!
Awesome! I sent you a PM =D
Awsome! Tracking! I had a similar idea to this but decided it would be too much to pull off :(
Glad to see you guys are going for it and your progress looks great too!Very promising! XD
You can with GoZ, you can change topology, uv's ect in another 3d package and bring it back into Zbrush and it will ask if you want to project the high res details on to your altered mesh.
Or you could use UV Master plugin to create human readable UV's from within Z-Brush :P
These sites are great already! I agree with awsome ninja on the veiw&clear/clear all option(or maybe just clear updates automatically once you viewed it)but its not a big deal really
Thank you for all the work you have done!
I'm looking forward to reading more from you :D
yeah thats the main character
you can get your hands on the alpha builds if you pre order Overgrowth ;)
Very impressive! Nice work
if you don't know anything about what you are commenting aboout, don't comment. Oh wait, you don't even know, that you don't know anything!
It looks "plain" cause GTA:sa doesn't use normal maps, hence no perpixel lighting which is what makes halo and other games look so detailed (not plain). With the scale of SA theres no way it could utilise normal maps, not on the Xbox/PS2 at that time, at least (I know other games did like halo1 for example but they wern't rendering massive open environments).
I am a Halo fan and I make mods in SA. So I know what the limits are and I can honestly say, that this..... is AWESOME!
I made this way before fisful of frags even started development! Also the environment is destructable and that is a big part of the game play. Fistful of frags is an awsome mod but as far as im aware doesn't have a destructable environment like this. When it was first developed, this was a completely original idea but since then a few games have been released that have very similar core ideas.
Thanks for the comment alpha! I will continue KW i have some other projects i need to get out the way first but I promise i won't leave it too long.
We knew exactly what we we're letting ourselves in for. there was a time when progress was going great but we had many team issuses, I won't mention names but there were alot of problems. They're doing their own thing now and thats fine and I wish them the best of luck with their work. We spent nearly 4 years on this project and is a shame it ended this way. Most of the content I made from scratch myself(dinos, characters and map, some of the VC), if the team had stuck together it would of been finnished by now, but there is only so much me and chris can do on our own especially after all the **** that went on. We are passionate JP fans and Noone has put as much into this project as Chris and I, the outcome may not be desireable and we're of course dissapointed. I don't consider this a hobby! It is my career and I earn good money for it now(this project was for my port folio)and we I have plenty of ideas, you will see in time(our new project is a fresh IP). I may import the assets to UDK somtime if I have some free time, it'll be alot easier to get the dino working in it and it will look just as good but im not promising anything. We have learnt alot and won't make the same mistakes again. Our new project is comming on really well and I look forward to the release, until then you won't hear much from us;)
really!! I never saw that. I still need help to finnish this project properly
This is my final year uni project and because i've graduated progress has stopped. I may continue working on this project and release it in some form at some point in the near future. I will at least release the guns weapons and cars which you can add into GTA:SA.
No
lol, I might release some of the content for use in GTA.
Extract to Crysis/Game/...
Check out the downloads section;)
I'd like to see you get a dinosaur working in Crysis! They're modelled but animating and scripting them is no easy feat. They are on their way tough, I assure you.
there are patches of grass up there. You can't really see from that angle. The vegetation is only temporary neway.
Me Too!!
I'll post some up tommorrow:)
just a skinning issue, it's been fixed now.
I will be as soon as I have the rest of my work wrapped up, which will be soon:)
Here's the map editor download Gtagarage.com
The wiki documentation for mapping with MED.
Gtamodding.com
Hope this helps.
In the future PM me if u have modding questions instead of posting here.
Thx:)
wow. Great to hear such a comment. very rewarding! Thx:)
yup spot on. No specific date will be set but its around the 20's and 30's.
Yes there will be rpg elements similar to SA. The player character will be customisable in much the same way. Some of the features(fat, thin, muscly, tattoist, hairdresser) are being reworked into other forms but taking advantage of the basic functionality of SA. For example if u increase your good or evil stats your body and abilities change. This replaces working out and eating but retains the functionality of the original game.