A film noir style action adventure mod for GTA san andreas. The team will direct the gamplay between mystery solving, storyline and action to create a rich and involving game. A high quality environment will provide the setting for the exciting events to take place.
I have run into many challenges in developing this project. I chose to use the SA engine for this project because it did all the things I wanted my game to do. The level of detail was appropriate for me to make a lot of content quickly, not too detailed. I thought, all I needed to do was replace the original content with my own and do a minimal amount of scripting to get the game play I wanted. However, it is much more complicated than that!
Firstly, it is a huge amount of work, so I have drastically scaled down the project. The map will be about half the size as originally intended and there will be no missions for the first release at least. It will be a sandbox environment with weapon pickups and parked cars ect.
Also, I had trouble placing lights and effects but thanks to DexXs' tools, I can now add lights and particle effects which was really the last piece of the puzzle! :D
That means I can continue KW and hopfully make something you will all enjoy.
I decided to release my original character concepts, to reward your patience and support :)
Thanks, for your support and encouragement. It means a lot!
What does the future hold for KW? Will the one man mod team continue development? Find out and have a say in this important decision. Join me and take...
Progress update. New Posters and videos from the Knightwatch mod. Brightspark continues with the Nightwatch project. The promotional media and GDD are...
Hey man, remember me? Gabriel Vogel, I contacted you about the story mode of the game long time ago :D
I hope you dont give up this project because it really looks good.
I still have the e-mail about it in my hotmail acc xD im reading through it, and I have to ask, did you change the story or is it still the same?
Hope I can still help you with the mod, man. Reply to me later, ok? Im still using my old hotmail acc.
Hey yeah i remember. Yeah i do want to complete this project but im not setup for working with san an atm. I think if i were to return to this project id port it all to unity. Good to here from u tho :)
Do you still have the fedora? I'm in the middle of a modding apocalypse for GTA SA and I am attempting an Indiana Jones outfit for CJ, who has white skin now.
Yeah I have it somewhere.. if you want it, drop me a PM with your email address and i'll see if I can get it to you. It should be on my external HDD if not it'll be on my desktop back in England.
Dammit... is this dead? probably is....
Nope it isn't dead! I'm just very busy with other projects atm but I should have some more free time to finnish this off soon.
Just a general sort of GTA question, what is the average amount of poly's per pedestrian and texture resolution?
Looking very good by the way. :) Noticed all the pedestrian concepts, be great to0 see them all come to life.
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.
Ah, that's a lot more than I thought.
So will you keep the pedestrian density the same, or increase it perhaps?
Will Probably increase the number of peds walking about, to help give the feel of a buzzing metropolis.