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Ameteur Member Posts: 49 Joined: 5-August 09 ![]() | ![]() OK, so Narcis_speed6 and I recently collab'd on a map project for SA, based on the Tower of Terror ride in Disneyland and its film spinoff. We now managed to convert it to DFF, although there are some issues such as LODs and missing stuff. In-progress shot; still beta and has some missing features: ![]() Here's the Tower IRL: ![]() Teaser trailer: ![]() I'll post more pics when we add some stuff... God Bless and enjoy... ![]() |
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The New Guy! Posts: 2 Joined: 2-August 09 ![]() | Liking the tower, what else have you been doing so far? What will this mod include? Will I get to ride rollercoasters? lol. |
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Ameteur Member Posts: 49 Joined: 5-August 09 ![]() | Liking the tower, what else have you been doing so far? What will this mod include? Will I get to ride rollercoasters? lol. Hmm, I'm thinking of an original story loosely based on the film spinoff. I might go for making it function as a hotel rather than a ride. No interior for now, but it'll be done in time. |
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![]() In motus... ![]() Posts: 361 From: Portugal Joined: 28-May 09 ![]() | Huck, did you model that? ![]() |
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![]() Coding like a Rockstar! ![]() Posts: 1,468 From: ??? Joined: 28-May 09 ![]() | Remember you can submit to our Downloads Database when finished (I believe some of your mods from our previous board are there too). On that subject, I've given you access to the old mods of yours. I transferred them over from the old GTAG Forum but you weren't registered here until now ![]() -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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Ameteur Member Posts: 49 Joined: 5-August 09 ![]() | |
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Ameteur Member Posts: 49 Joined: 5-August 09 ![]() | Sorry for my multi-post, but here's another progress shot: I found a seemingly suitable place for the hotel, near the All Saints General and a construction site: ![]() I still need to tear down the offending buildings, of course, and get the model fixed. The problem is that getting rid of the offending models (or at least moving them) seems to crash the game (it might have to do with binary IPLs or something). I'm still learning how to map, so excuse for being such a clumsy person. Editing the models to patch the holes in the ground might do, too, I guess. |
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![]() Coding like a Rockstar! ![]() Posts: 1,468 From: ??? Joined: 28-May 09 ![]() | Looks pretty good ![]() -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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Ameteur Member Posts: 49 Joined: 5-August 09 ![]() | |
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![]() In motus... ![]() Posts: 361 From: Portugal Joined: 28-May 09 ![]() | Interiors are also difficult, be sure to put it at least 1000 Z units above the building itself and then do an ENEX marker. Also I can also model for SA and I don't DL models, I make them with Sketchup, convert to 3ds max and then convert to .dff and .col. Of course I need the TXD ![]() |
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![]() Coding like a Rockstar! ![]() Posts: 1,468 From: ??? Joined: 28-May 09 ![]() | I find the easiest way to mod .txd is to use it alongside 3Ds MAX with the Texporter maxscript. Export the current txd and then just paint random colours everywhere for a while and keep rendering in 3Ds MAX (you should be able to switch from texture to 3D model pretty quick ![]() ![]() Might post a tutorial sometime ![]() -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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Ameteur Member Posts: 49 Joined: 5-August 09 ![]() | Interiors are also difficult, be sure to put it at least 1000 Z units above the building itself and then do an ENEX marker. Also I can also model for SA and I don't DL models, I make them with Sketchup, convert to 3ds max and then convert to .dff and .col. Of course I need the TXD ![]() Likely yes. There was some guy who has a better Sketchup of the Tower, although he apparently lost it or something. I find the easiest way to mod .txd is to use it alongside 3Ds MAX with the Texporter maxscript. Export the current txd and then just paint random colours everywhere for a while and keep rendering in 3Ds MAX (you should be able to switch from texture to 3D model pretty quick ![]() ![]() Might post a tutorial sometime ![]() I haven't been on the Tower myself, although I'll be doing some texture work in the next couple of days. We have some furniture around the house that I might use for reference. I might draw some rooms in Sketchup too. |
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![]() Coding like a Rockstar! ![]() Posts: 1,468 From: ??? Joined: 28-May 09 ![]() | Keep us updated! The building looks like it's gonna be interesting ![]() -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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Ameteur Member Posts: 49 Joined: 5-August 09 ![]() | |
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![]() In motus... ![]() Posts: 361 From: Portugal Joined: 28-May 09 ![]() | Tip: Look out with thin walls in Sketchup. They'll be invisible ingame. Also howcome you don't have collision bugs and sh*t? I always get them. |
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Ameteur Member Posts: 49 Joined: 5-August 09 ![]() | Tip: Look out with thin walls in Sketchup. They'll be invisible ingame. Also howcome you don't have collision bugs and sh*t? I always get them. I do have collision bugs in my mod, although it might be fixed when my mate and I do some workarounds. Oh, and a fellow TowerofTerror.org member gave me permission to use his DCA model for our mod. Might release Beta 1 of the mod ASAP. I'll proceed with interiors and the MGM version later. |
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![]() In motus... ![]() Posts: 361 From: Portugal Joined: 28-May 09 ![]() | Thing is, if I model with MAX I don't get these bugs ![]() Good Luck with it. |
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Ameteur Member Posts: 49 Joined: 5-August 09 ![]() | |
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![]() Coding like a Rockstar! ![]() Posts: 1,468 From: ??? Joined: 28-May 09 ![]() | Any way of exporting in Sketchup and importing in MAX? I'm sure there must at least be a MaxScript for this? I just need to learn to model, full stop ![]() ![]() -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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![]() Devil's Advocate ![]() Posts: 413 From: CA US Joined: 26-July 09 ![]() | ^ There's a TUT on GTAF about converting SketchUp to SA. SketchUp isn't hard to use. I made pretty decent models with it, but be sure to get SketchUp Pro otherwise you won't be able to export in .3DS format. There's no MaxScript for this but the guide should show you exporting from SketchUp and importing to 3Ds Max. -------------------- ![]() |
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