Grandcarma Beta 2.0

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Toshiba-3
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Grandcarma Beta 2.0

Post by Toshiba-3 » Tue Jul 29, 2008 3:54 pm

Yeah keep up the good work Harm !
I'm really looking forward for more progress too !
Image / carmageddon add-ons at road reaction

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Harmalarm
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Post by Harmalarm » Tue Jul 29, 2008 7:18 pm

added the img a couple of hours ago, just so you know. get it over here :nyaha:

Remember it has vertex colours for the Beaver track only right now, and still needs a little tweeking. Once I know the correct settings, I'll colour the rest of the models :sglasses::sglasses:

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Post by Killer11 » Tue Jul 29, 2008 8:47 pm

Also a new screenie here.

http://img329.imageshack.us/img329/70/gcb2dq6.jpg

Also if you can update your moddb entry more often as you got quite some downloads there(i bleieve atleast 5 times as much as this forum has active users) so up to datem od profile would help.

You're doing an awesome job man i can't wait to see soem peds and cars going around the map.

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Post by TTR » Tue Jul 29, 2008 9:46 pm

DEFINITLY need gta boats there XD

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Post by hazardic » Mon Aug 04, 2008 7:20 pm

all the time i passing this place i scarying this out-of-nowhere traffic o_O
[img align=L]http://farm4.static.flickr.com/3172/273 ... 668b_o.jpg[/img]

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Post by Harmalarm » Tue Aug 05, 2008 10:17 am

:nyaha: yeah, I know. Did you also notice the floating san fransisco tram in the beaver city track? :grin:

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Post by hazardic » Tue Aug 05, 2008 11:44 am

yeah i've seen it one time.. when it happenned i decided that was my own glitch...

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Post by Harmalarm » Tue Aug 12, 2008 2:41 pm

Beta 2.1 files released!

get it over here

changes;

- vertex lighting for all the tracks, both day and night
- map objects placed. (some smashable windows in beaver city. All other windows still have to be placed)

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hazardic
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Post by hazardic » Wed Aug 13, 2008 2:30 pm

сooool!!:hehe: can't wait for download and begin testing!

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Post by hazardic » Fri Aug 15, 2008 4:34 pm

well - testing!!
all i can say - brilliant! i like these areas of light near the houses - like a living, warm town!
[img align=L]http://farm4.static.flickr.com/3110/276 ... ee25_o.jpg[/img]
also i've noticed fixed icy lake (in this pic bottom left corner)
now all it needs it's a real traffic=)
and only now with this light i understand how this road junction is really huge!
[img align=L]http://farm4.static.flickr.com/3130/276 ... 96c9_o.jpg[/img]

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Post by Razor » Fri Aug 15, 2008 4:43 pm

wow, that is one hell of a weird looking road!
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Post by hazardic » Fri Aug 15, 2008 6:42 pm

ooops! it seems like there is no alpha
[img align=L]http://farm4.static.flickr.com/3059/276 ... 4fdd_o.jpg[/img]
this continuing on whole this path..
[img align=L]http://farm3.static.flickr.com/2420/276 ... 6964_o.jpg[/img]
i think this wasn't in first no-snowy map

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Post by hazardic » Sat Aug 16, 2008 4:45 pm

some bugs, which i've noticed since last time
[img align=C]http://farm4.static.flickr.com/3231/276 ... 12871e.jpg[/img]

now its impossible to get up from i want to bereave to desert storm map - this one sided road blocks me))
[img align=C]http://farm4.static.flickr.com/3180/276 ... 3775f2.jpg[/img]

some road collisions
[img align=C]http://farm4.static.flickr.com/3092/276 ... 6cff59.jpg[/img]
[img align=C]http://farm4.static.flickr.com/3071/276 ... 1f2679.jpg[/img]

and this is too funny..
[img align=C]http://farm4.static.flickr.com/3043/276 ... 03e92a.jpg[/img]

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Post by Harmalarm » Sat Aug 16, 2008 6:20 pm

Hey hazardic, thanx for reporting those errors! It's good to have someone watch things together with me! :wink:

That tunnel blocking the desert tracks I knew of, and also the shifted model there, at the other end of the desert track. I have a new water file, which you can put in you grandcarma/data folder. This will cover the tunnels of the deserttrack, and will also include all the pools. Some of the pools do not allign with the textures of the original tracks, but that is because the GTA-engine can only have water at rounded of coordinates... that sucks. but anyway, the pools are now there, and the whole water file is a lot better, not with water underneath the tracks like the old snow track. :uho:

grab it over here (right click, save as water.dat in the data folder.)

I will also fix those alpha's at the snow track.

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Post by Razor » Sat Aug 16, 2008 6:21 pm

It's looking pretty promising, there are alot of problems (as you pointed out) but i'm sure they can be fixed and it will be an extremely enjoyable map. :P
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Post by hazardic » Sat Aug 16, 2008 7:40 pm


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Post by Harmalarm » Sun Aug 17, 2008 9:26 am

Hi, wow. You did a lot of work putting up those screenies!

[quote]- about the water in the quayside complex, the one where it is filled and in the original was empty. I decided to fill it becaus I can only cntrol the water in the big square of 6000 by 6000 units. If i leave it empty, the part of the map that falls out of the 6000 units, still has water, and so the area will not be empty completely. I thought filling it completely would be better than having it half filled you know... :uho:

- the water in the junkyard/max end of town map I left partially dry, so you could acces the underground part, and also drive through a couple of those tunnels. (I think there is still some solid water there, will have to check)

- the water near the stadium, yeah, it still has that invisible 'hard water' underneath. I alllready got rid of that error here, and will upload the new files when I've fixed a lot more errors. :uho:

- and the water in the frosty-pass snow area, and the other pool there I forgot... silly me! :uho:[/quote]
I think I will also use a new texture for the water, making it a little more transparrant, so the yellow pools of the factory will come out better.

:grin: This finetuning is quite the job, but at least now I know where it goes wrong! Thanx

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Post by Killer11 » Sun Aug 17, 2008 9:40 am

One contribution of mine. I've been driving trough some tracks and every time i saw the poor low rez The Eagle Has landed sign i wished it was highrez.

So i installed c2 again, dled econos eagle remake took a screenie then used my limited photoshop skills to make this image.

[img]http://img296.imageshack.us/img296/4350 ... hl9.th.png[/img]

I Hope it's usable.

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Post by hazardic » Sun Aug 17, 2008 9:43 am

about the water in the junkyard/max - yeah, exactly i can drive into undreground - good idea!
about the water in the quayside complex - i think you're right - this site particulary will be uninteresting and unusual=)

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Post by hazardic » Sun Aug 17, 2008 9:45 am

Killer 11, yeah good job - but i think the letters must be a little bit huge - otherwise they will merge from a distance

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Post by Killer11 » Sun Aug 17, 2008 9:49 am

Bigger letters incoming!

[img]http://img201.imageshack.us/img201/6444 ... su8.th.png[/img]

It's as big as I can do now. But IMO it's big enough now. Almost as big as the one in original poster.

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Post by hazardic » Sun Aug 17, 2008 9:51 am

i think this size enough too=)) good job!

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Post by Killer11 » Sun Aug 17, 2008 9:54 am

The dimensions of the picture can be changed easily as backround is just simple black colour.

Hmm. I have an idea. We could start remaking all the advertisement posters and stuff like that in higher rez so they read way more easily and are more clear ingame.

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Post by Harmalarm » Sun Aug 17, 2008 10:13 am

That is a great Idea. We could also change some of them in Grandcarma advertising, allways nice... I'll see if I can get that second image ingame. :wink:

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Post by Harmalarm » Sun Aug 17, 2008 10:33 am

[img]http://img164.imageshack.us/img164/5624 ... 382ag1.jpg[/img]

pritty good work killer, but the plain back background is maybe a bit too plain black, don't you think?

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hazardic
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Post by hazardic » Sun Aug 17, 2008 11:22 am

imho it's ok.. but now i grieve for eagle in sa...

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Post by Killer11 » Sun Aug 17, 2008 12:23 pm

[quote=Harmalarm]http://img164.imageshack.us/img164/5624 ... 382ag1.jpg

pritty good work killer, but the plain back background is maybe a bit too plain black, don't you think?[/quote]
Indeed. Hmm is anyone here able to do good borders? becouse i fail at doing borders...

I'll try to do somethign still.

Oh and ye econos eagle MUST be in GTA-SA

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Post by hazardic » Sun Aug 17, 2008 12:38 pm

[quote=Killer 11]Oh and ye econos eagle MUST be in GTA-SA[/quote]
totally agree - but with all my wish i can't do this becouse i don't know how..:heh:

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Post by Razor » Sun Aug 17, 2008 1:05 pm

Eagle Mk1, Mk2, Mk3 and Mk4 on gta sa and vc would be grrrreeaaat!
And the Hawk Mk1, 2 and 3 would be pretty cool too!
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Post by Harmalarm » Sun Aug 17, 2008 4:33 pm

Oh yes, that is something that definately can be done, and probably will be done. Car-making for GTA-SA is actually not that hard, and seeing that I allready have most of the models, it can be done quite quickly I guess. I've never done a car for SA before, but I sure want to for this mod. But first I want to finish the map. :wink:

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Post by Killer11 » Sun Aug 17, 2008 4:55 pm

But if Eagle makes it in it should be like only single car in the map in "Eagle Motors" hq or smth.

So you have to do something hard to aquire that car. Afterall it is the symbol of Carmageddon.

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Post by Toshiba-3 » Tue Aug 19, 2008 10:01 am

I tested the new changes too, and I must say it improved a lot already!
It's getting really nicer.
I see flying trams here and there btw :nyaha:

Good to see you guys helping sir Harm, too!
This mod deserves more attention, I see it spread a bit on the net already.
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Post by Killer11 » Tue Aug 19, 2008 10:36 am

Mister tosh coudl you have a go at making nice frame or soemthign to my high def Eagle poster. Becouse i just fail at making something completely from scratch and especially borders...

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Post by Killer11 » Fri Aug 22, 2008 3:46 pm

Any news?

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Post by Harmalarm » Mon Aug 25, 2008 3:56 pm

[quote]Any news?[/quote]
ah no mates, I've been very buzy working lately... so no news. Furthermore my internet cable has been bitten through by my cats... :uho: And my computer has been acting kinda weird lately. Have to do a fresh install of my windows I guess. Things will just go a little slower from now on, because of other priorities, like my new study year starting off next week and stuff, ya know? But no worries, I'm still working here and there. :smile:

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