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Carma2 to GTA-SA project

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Harmalarm
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Carma2 to GTA-SA project

Post by Harmalarm »

Thought you guys might find this interesting

After doing my final exams, and work work work, i finally found some time to work on this.

It is coming along nicely. Took a long time to find a way to convert it, but i'm nearing completion. Right now, i've converted only the map parts, no tippables or movables yet. (they aren't really that exciting in SA anyway... :errr:) The lighting is rather cheap, but acceptable. And as allway, a couple of bugs need fixing.

As soon as it's done, i'll add a download link. For now, enjoy the screens :smile:

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Post by Toshiba-3 »

Looking good ! :sglasses:

For the tippables, you shouldn't hesitate to use the ones from SA ; the trees from C2 are horrid, but at least you have their position.

Isn't the track a bit too big ? Looking at the pic with CJ on the moto, the road seems too large.

Good work so far, keep it up :]
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Post by Harmalarm »

Nope, i've done the scaling by refering to a car model, and it's pretty acurate. when you look at the hight of the first floor of the buildings, you can see it's fine the way it is :nice:

and, yes, i was planning on taking the ones from SA. I'm just trying the lanterpost and trafficlights, since they are more carma-like, but the trees... you're absolutely right. :errr:
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Post by TTR »

LOL very funny :tup:
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Post by coffeycup »

Wow, that looks great. Scale looks good to me. Can't wait to see what it looks like with peds and traffic in it.
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Carma2 to GTA-SA project

Post by cesm20 »

As i already told you by MP, it's kinda ironic that someone is doing EXACTLY the opposite of what i am doing (porting GTA tracks to carma2), but now that i see the screenshots, it's in fact a great idea!

That is amazing, i honestly still don't know how the heck you managed to port the c2 models into 3dsmax and GTA SA, (even tough i know how to port stuff from 3dsmax to gta sa).

Can't wait for the download link to try it :) Continue the good work!

(if possible try porting a few cars, or is it too difficult ?)
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Post by TTR »

[quote=Cesm23](if possible try porting a few cars, or is it too difficult ?)[/quote]
Especially some of mines i like to contribute? (although i think they need fixing up !d'oh! :uho:
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Post by cesm20 »

Well, yes that would be a good idea too, but some of the c2 classic cars would be good too :)
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Post by Harmalarm »

Well the porting from carmageddon 2 to max is done by Toshiba ( hail ) Couldn't have done it without him.

I was thinking the same, porting some origninal cars from c2. But i thought i'd take it one step at a time, and finish the track first.

If you guys like to contribute cars it would be more of a mod-thing. And that's a whole other story. Not a bad story to me, i'd like that, but i have to think about it.

Right now i'm working on the ped and car paths witch is complicated, but the rest is done! :sglasses:
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Post by TTR »

LOL

But if you are going to use c2 cars at least take remakes :funnyteeth: as c2 default cars are like 500 polys lol.
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Post by Toshiba-3 »

Hi Harmalarm,

Your project is getting exciting, I'll convert all the other maps to MAX for you (take this as a reply to your PM btw) as soon as I can get enough free time.

I think it's possible to connect all the tracks together but it needs a lot of work in MAX though.
...or good ideas.

That last comparative pic is very cool heh~

Oh and BTW for you guys who maybe didn't notice : you can change your title ('member' by default) via the Profile tab.
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Post by Harmalarm »

Awesome! You just made me very happy! :nice:

About connecting the tracks, i was more thinking of placing them next to eachother, as islands. And i have to think of a way to 'close' them, since most of the tracks have high wall's as map boundry's. And these single faced high walls are pritty ugly seen from the back. Since San Andreas doesn't need these boundry's I think i'll have to turn them into mountain's or something...

anyway, i'm looking forward on working on the tracks. Thanx!

oh, and my MAX knowledge has heavilly improved... :nice:
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Post by TTR »

Good your max knowledge grew :tup:

Lol every C2 map in GTA...i would love to see Bleak City too though :grin:

Hey i got that same Micro Machines ambulance i think!
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Post by Harmalarm »

No seriously! I have a lot of those micro machines... used to collect them. I have more over 150 i believe... :nyaha:
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Post by TTR »

I got quite a bunch too :grin: was also a collector, hey what's your age? 23?
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Post by cesm20 »

[q]Lol every C2 map in GTA...i would love to see Bleak City too though[/q]

Very good idea ttr :) C1 and SP maps would be good too!
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Harmalarm
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Post by Harmalarm »

Allmost, I'm 22 years old. :sglasses:
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Post by TTR »

<< Look! lol! (btw i just turned 24)
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Harmalarm
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Post by Harmalarm »

Haha... mine actually came from this website, but i have the red version. :p

Micro Machines museum
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Post by Alex_Dynamite »

Thats a very neat idea!
Speaking of joining maps, the Bleak City parts can be connected into one. Its been done before and available for C2.
I wounder how you will join the C2 maps? I know theres the freeway in Beaver city and some of the maps have tunnels, such as the train tunnel in Beaver Forest.

And I laughed out loud when I seen your twos avatars! :nyaha:

I just thought of something - Bleak City and Beaver City both have part of a freeway, I wounder if they could be connected? :uh:
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Post by Harmalarm »

well the nuclear silo can be attached to the desert map quite easilly i guess, others are more island-like.

I know beaver city has one point where a highway is easilly connected, and the airport and ski-track can be connected that way. And most maps contain water-edges, so i could allways use the ocean as a connection. ( but that would be rather lame)

i dont know, i'll think of it while working on them i guess... :uho:
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Carma2 to GTA-SA project

Post by crash »

I don't think it would hurt much, maybe it would even make it a little better, but remove some of the water/ocean facing edges and create mostly a huge land mass (unlike gta and c2). Water is cool but not that much of it LOL Maybe get creative and add some land in between the pieces of maps to fill it in a little? Pretty much add land where you would have the water between the pieces.
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Post by Harmalarm »

A breakthrough today! i finally found a way to create descent paths... Cars driving around the city on the highway, and in town... ped paths still need to be done though... :)

here's a little eye candy... I think the trees and grass really make the map come to life!

[img]http://img514.imageshack.us/img514/3962 ... ar3.th.jpg[/img]

[img]http://img253.imageshack.us/img253/7187 ... oj8.th.jpg[/img]

i'll release a beta version in the next few days. It will contain the beaver city map, and nothing extra yet, since I didn't discover the power of scripting yet... :uho:
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Post by TTR »

Oh lol very cool!
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Post by Harmalarm »

This morning i woke up, started up my pc, and saw that Toshiba had done some other great conversions for me. I immediatle started modding and had exported the Carrier map in about 2 hours... :sglasses:

check this out;

[img]http://img178.imageshack.us/img178/2875 ... da7.th.jpg[/img]

[img]http://img412.imageshack.us/img412/3861 ... tl9.th.jpg[/img]

Off course i still gotta release that béta i promised, so i'll be working on that first... but things are becoming much more interesting that i first had in mind.
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Post by Toshiba-3 »

Oh wow ! That was quick !

I gotta dig up my SA copy and install it again in order to test your upcoming beta then.
Don't hesitate to take your time though... Holidays as you said :wink:

Heh Beaver City at the horizon... will there be a way to go on the carrier without helicopter/airplane ?
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Harmalarm
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Post by Harmalarm »

Well, you can get there by boat, and get in through the side of the ship... Bit i kinda like it to be an area that is hard to get to you know. Can't get on one of thoes shipt that easy in real life to eh? :smile:
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Post by TTR »

Yeah i'm also surprised it's going this quick :smile: But you're not going to remove the checkpoints?
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Harmalarm
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Post by Harmalarm »

hmmm, i actually didn't think of that yet... :) Would be better, not? I agree, they shouldn't be there permanently, i'll get rid of them
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Harmalarm
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Post by Harmalarm »

K guys, i've completed the beta

I've checked the installation on a fresh install, and it works properly here. It takes a little effort though, but it will the worth your trouble.

download at rapidschare GrandCarma Beta 1.0

Note; this will make your original SA unplayable, so BACKUP your game. Savegames also don't work with this mod
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Post by TTR »

Aaah i will test this...whenever i find time :uho:

BTW you can just write beta, never seen beta written with the "eyebrow" :nice:
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Post by Toshiba-3 »

Hey Harm, have you posted this project on a GTA dedicated forum ?
'Cause I feel like it might take some time to get feedback from this forum :heh:

So if you have, coud you post the link here so that we can read the feedback as well ?
Else, well, I recommend you do~
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Harmalarm
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Post by Harmalarm »

Yeah, good idea. I thought of it, but didn't take the effort of posting... :smile:

i just did, let's see what comments i get.

the topic is over at gta-forums
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Post by Toshiba-3 »

Ah ! Great to see some guys beta testing your work.
Your progress is brilliant so far, keep it up :uh:

Also I've imported Timber into MAX, there's just Skitrack and Funfair left, I'll try import them again.
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