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DMateo07
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Joined: 10 Jul 2014 Posts: 129 Location: Poland, Bydgoszcz 178 Bank Notes
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Wow, nice progress! I glad seen new screenshots
Good luck with doing. |
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ASM.
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Joined: 10 Jan 2014 Posts: 327
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R0v3r wrote: |
But my biggest problem is that I can make sector but in that sector Metro.i3d and its script does not work... Please if anyone have solution please respond.
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Are you sure it's a sector problem? Does your subway work as intended if you move it to Primary sector? Can you elaborate a bit on what you tried?
Also what do you mean with "script"? Did you write some custom script for the metro or do you mean the simulation that's hardcoded in the game's binary?
That being said it's of course very well possible that the game simply doesn't support the metro in any sector other than Primary sector. From the looks of it the vanilla game doesn't have any parts where the metro or parts of its track are located in interior sectors.
Mr Robville wrote: |
Doesn't rain respond to collisions as well? If I remember correctly there were some small roofs or bridges where rain didn't went underneath.
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No, not as far as I'm aware. For constructs like this IS uses no-rain dummies which seem to be regular dummy objects stored in the mission's scene.4ds, paired with some properties stored in scene2.bin via chunk types AEF0 and AEF1. As far as I know there're currently no tools for editing the scene2.bin side (the actual dummy objects in scene.4ds can be created with a modelling package), the chunks however look like they're reasonably easy to create/edit with a hex editor.
I think that creating a separate sector for the subway is the preferred solution though as sectors give you more control over lighting and sounds. Granted, lighting is not that much of a problem in that particular case, but I imagine ambient sounds could get tricky. Like for example I'd expect the rain ambient sound to play while the player is outside, but it should not play while the player is inside the subway tunnels. Sectors give you that out of the box.
Nonetheless no-rain dummies surely are a viable alternative if sectors turn out to be no option. |
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R0v3r
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Joined: 08 Apr 2014 Posts: 88 Location: Prague, Czech Republic 74 Bank Notes
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ASM. wrote: | R0v3r wrote: |
But my biggest problem is that I can make sector but in that sector Metro.i3d and its script does not work... Please if anyone have solution please respond.
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Are you sure it's a sector problem? Does your subway work as intended if you move it to Primary sector? Can you elaborate a bit on what you tried?
Also what do you mean with "script"? Did you write some custom script for the metro or do you mean the simulation that's hardcoded in the game's binary?
That being said it's of course very well possible that the game simply doesn't support the metro in any sector other than Primary sector. From the looks of it the vanilla game doesn't have any parts where the metro or parts of its track are located in interior sectors.
Mr Robville wrote: |
Doesn't rain respond to collisions as well? If I remember correctly there were some small roofs or bridges where rain didn't went underneath.
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No, not as far as I'm aware. For constructs like this IS uses no-rain dummies which seem to be regular dummy objects stored in the mission's scene.4ds, paired with some properties stored in scene2.bin via chunk types AEF0 and AEF1. As far as I know there're currently no tools for editing the scene2.bin side (the actual dummy objects in scene.4ds can be created with a modelling package), the chunks however look like they're reasonably easy to create/edit with a hex editor.
I think that creating a separate sector for the subway is the preferred solution though as sectors give you more control over lighting and sounds. Granted, lighting is not that much of a problem in that particular case, but I imagine ambient sounds could get tricky. Like for example I'd expect the rain ambient sound to play while the player is outside, but it should not play while the player is inside the subway tunnels. Sectors give you that out of the box.
Nonetheless no-rain dummies surely are a viable alternative if sectors turn out to be no option. |
I mean script that wrote Mafia developers... I will try it again. If it won't work I will try to ask you for help. Thank you |
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R0v3r
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Joined: 08 Apr 2014 Posts: 88 Location: Prague, Czech Republic 74 Bank Notes
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Screen from bridge. If its ok I will always show only these models. Everything else you will find in actual game that you can enjoy that. And I won't show everything too.
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DMateo07
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Joined: 10 Jul 2014 Posts: 129 Location: Poland, Bydgoszcz 178 Bank Notes
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Wow! It's great, looks really great  |
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linukkis
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Joined: 06 Mar 2013 Posts: 596 Location: Lithuania 1401 Bank Notes
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Amazing, mate!  |
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Mr Robville
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Joined: 11 Sep 2006 Posts: 595 Location: Dutchland 255950 Bank Notes
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Looking really good. I love the custom content.
I do think the bridge cables can use a little less rotation and height segments. Usually 5 rotation segments and 0 height segments should be sufficient.
Not showing the textures to public can indeed create curiosity with people, however, it is a great way of receiving feedback since a modeller is usually oblivious to any mistakes in his own work. _________________
www.robville.net |
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R0v3r
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Joined: 08 Apr 2014 Posts: 88 Location: Prague, Czech Republic 74 Bank Notes
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That is true And I will reduce segments... So you are saying that I should or shouldnt post finished screens from my models? Because I don't want to leak that much informations... I think that I will leak just models. Ingame footage will be in trailers and demos. Plus in actual game ofcourse. Maybe I will make some testing group that will review my models with textures and other things. |
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Mr Robville
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Joined: 11 Sep 2006 Posts: 595 Location: Dutchland 255950 Bank Notes
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It's fine to share the screenshots of finished models. This won't reveal anything about the mod's storyline and can be a way to hype up people once they see what kind of new content is going to be included.
I post a lot of WIP images and ingame screenshots about the MTM as well, and sometimes people give me great advice on what they see.  _________________
www.robville.net |
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R0v3r
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Joined: 08 Apr 2014 Posts: 88 Location: Prague, Czech Republic 74 Bank Notes
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I see... Ok thank you very much and as always I wish you the best luck on Titanic mod |
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pinkshit
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Joined: 06 Jun 2013 Posts: 68 Location: Hungary - Budapest 200 Bank Notes
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Great to see new pictures. I'm also wondering that you aren't give up the underground subway system.
I hope that project is part of your mod. As I see many member can help you out!
Keep up the good work, and release some subway screenshots too. |
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R0v3r
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Joined: 08 Apr 2014 Posts: 88 Location: Prague, Czech Republic 74 Bank Notes
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pinkshit wrote: | Great to see new pictures. I'm also wondering that you aren't give up the underground subway system. |
I will do everything to run it... I even redesigned the second station to be like the first one, because of the direction of getting out if you know what I mean. And... I will make underground and overground subway separated because of the same reason |
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R0v3r
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Muggy
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Joined: 05 Jan 2005 Posts: 1008 Location: Sydenham London 278064 Bank Notes
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Really love the music. Moody, jazzy and
fits the atmosphere perfectly.  _________________
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R0v3r
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Joined: 08 Apr 2014 Posts: 88 Location: Prague, Czech Republic 74 Bank Notes
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Hey ya all. Here are some screens from subway. Its not as always final.
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