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Posts posted by TranceLikeState
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The lighting is whats doing it there. Lighting acts strange on walls with lots of windows. For the clocktower i have to delete all the window sills to even get any light on that wall. So it's not easy to say the least.
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No double posting!:3
Pull the cartoons out of your eyes, those are 2 diff people!
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Haha, believe it or not it doesn't hurt you. The fire particle is harmless and no col surface setting steadily degrades your health.
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I was just bored the other day and decided to do a small tropical island with a lagoon and small volcano since i did not recall seeing a volcano done yet. I also wanted to learn more about the water dat and animated UV's so i started this little mod. Just a simple tropical island with a few cool features. Didn't do much work on the modeling or texturing really since i was looking forward to learning new things. Anyways, should be available soon for those who'd like it once i add a few more tree's. Angelo, in case you read this i still plan on doing your model it's only a matter of motivation
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YBE: Game to game conversions are popular no matter what. With this from the start people were asking for a 1931 map for gta and as this is a separate add on it works well for anyone who wants to use them especially of course when they are all used together. These points have all already been made pages back. If nothing else i'm having fun with the lighting in SA with these and other models right now. Try to appreciate that at least.
More progress again as well of course. Finally got the soup kitchen and police station in VC and SA. Added lights in VC and reworked all the lighting for SA and it's looking pretty "atmospheric" i believe is how uokka put it. Pics and video.
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I got my analog controller for pc at walmart a few years ago and it's formatted exactly the same as a ps controller.
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Or even better buy an analog controller and an S video cable or some way to hook up your comp to your tv and bam. Done.
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Yeah, i'll see what i can do with Marty. I think it looks hilarious personally.
Turned my brightness down a bit so we'll see if it helped but now i'm using 2 different advanced lighting solutions. 1 for night, and 1 for day. This means all the models are getting prelight together for night and day so it's very accurate. I looked at tell tale's night version of this map and it's very dark! But it had a few more street lamps so i added them and added light for them in the night solution so it looks like theyre actually lighting things up! Look! (Day models are dark i know just use your imagination. More work to be done).
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So, couple new video's. Newest stuff being the hanging skinless corpses that actually swing and the pred ship cloaking. Pretty cool stuff. Check it out.
P.S. Did the ship cloaking using uokka's paintjob trick! Thanks pal!
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Zero: Yeah my computer sucks so the lights flash haha!
Dave: Thanks, yeah its weird they did it that way. Wasn't really planning on doing anything other than the basic 30's map at first, but thats whats great about mods. i could always add more later like the school or 1985B from citizen brown which i think would look awesome in sa.
Thanks daniel and razor!
Uokka: I'm wondering myself if i can make it any brighter. As far as i know all the vertex paint settings are up all the way but you know max. Complicated. I assume you're referring to the darkening of the exterior texture. I guess i viewed that particular area around mr. fusion separate from the exterior of the car but it can be darkened as well. I still need to add glass over the flux capacitor for micro too haha.
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Not that it matters but i posted that before you edited.
Yeah still a shortcut if you ask me haha!
I will only be including drivable cars in the sa version because In vc so many cars are used by the mod i figured i would not do it in vc.
Been playing with the vertex paint modifier a lot with night vertex colors. Earlier the internet told me that lit up signs and neons were fairly widely used by the 30's so i decided to try my hand at the neon/lit sign effect. Turned out pretty good. Map could use some overall work i suppose, more with the clocktower lighting. But overall i'm happy with the progress. DK, any suggestions are welcome of course. Maybe they are as bright as yours in vc. Help me try to compare haha. High res pics and a vid. Cant wait to get the rest of the models i need for this map.
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Um, no you're wrong.
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So, now 3 of the 4 ped cars are converted and drivable!
Had to model a generic interior for the car. Funny how lazy tell tale was that they didn't even model all the cars with interiors.
And micro, i suspect this will clear it up. It's all brick just dark at the top.
Sorry bout the pixely pics. Just enlarge them
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you mean on the roof?
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Yeah DK, read the WHOLE post.
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Thanks. If i go with the cleanmap install i'll most likely convert these car map models to real cars and use coding to spawn them so you can actually get in them and drive them!
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So, been working with the map models in SA also. Here they are minus the theater and of course the others i have yet to convert. Playing with advanced radiosity in the day and night vertex The clocktower is way dark and needs more light as they all really do but it's kinda tough getting them to turn out right. These pics are more as reference for what the advanced radiosity is capable of with these models in SA. They look more like they're back in the tell tale game haha. It's unstable with the default SA map however and it may have to be a cleanmap install. Anyhow, enjoy more pics.
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yeah recompiled the paintjob script and still no. oh well. It's not available on this del right now anyways till i fix that texture issue which i'm sure i will.
Pictures of zero and micro's fx and i darkened the texture as recommended!
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Hardly? I have it solved if i can find someone to modify kams script or knows of a different dff export script that includes extended bitmap parameters.
Youre saying i need to install more than the base cleo files and recompile the script? i'll try.
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Yeah, I'm not sure why it's not working.
In other news the cropping/placement extended bitmap parameter works in max but kams dff export script is not exporting the data. Any suggestions people?
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I'm playing around with cropping/placement of the map and i have combined the 2 textures to 1, it renders perfect, but in game not so much!!! Anyone know if cropping/placement works on the gta material?
And uokka, the script no longer crashes, but does not switch the textures.
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nope, i didnt know it required cleo 4 haha.
Would darkening the texture not be true to the conversion? hahaha
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Thanks!
So i tried adding the icy texture change from uokka and evidently because the TT del uses 2 textures for the exterior it won't work unless we can combine the 2 textures into 1 and even then the cold.s script crashes my game for some reason. Took it to transfender and got the paintjob applied just to see and it looks decent. wish it worked. You can see the doors use a different texture.
So unless we can put these 2 textures side by side and keep the uv mapping, we wont get to enjoy this feature.
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Zero and micro were so very kind enough to lend me their new fx and i made this video. Sorry about the lag though, i need a new comp so bad.
Anyone wanna help me convert the headlight code from vc for the flying model?
Tell Tale BTTF Models In VC/SA
in Other GTA Mods
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So, finally besides small tweaks of course all the buildings for 1931 are in game and done! This means were getting closer folks! These are the building we never really get a good look at in the tell tale game.