San Andreas / Mappe / Altre mappe
Antarctic
- diegoforfun | caricato da diegoforfun
- diego4funzone.blogspot.com/
- 04/23/2019
- 13106 Download
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Descrizione
Yo guys!!!
Map mod i made a few days ago, using GM_Antarctic map from gmod and adding more props/vehicles/building to the scene and also icebergs.
Location:
Near Verona Beach/Santa Maria Beach, at the red mark!
Map mod i made a few days ago, using GM_Antarctic map from gmod and adding more props/vehicles/building to the scene and also icebergs.
Location:
Near Verona Beach/Santa Maria Beach, at the red mark!
Commenti
Sono già stati pubblicati 25 commenti.
04/24/2019 17:27
@North_Petrol
Thanks for pointing those stuffs, brodar. Appreciate your feedback.
About
1 - 2:
Yeah, i really wanted a better terrain to use but the main one was just a plane :/
I edited the edges , putting them down to make a insland-ish but i completely forgot abou the bottom/inside part
Then i made a copy, just editing the terrain a lil' bit and joining both together making that "ravine" part.
I can update them , adding a custom model for the base part and editing the surface for that terrain too :)
3 -It is kinda easy to fix ( i don't remember if i ever climbed that iceberg hahahaha )i'll check that. It is usually 'caused by a big object without an .LOD file defined.
Cita | Rispondi
@North_Petrol
Thanks for pointing those stuffs, brodar. Appreciate your feedback.
About
1 - 2:
Yeah, i really wanted a better terrain to use but the main one was just a plane :/
I edited the edges , putting them down to make a insland-ish but i completely forgot abou the bottom/inside part
I can update them , adding a custom model for the base part and editing the surface for that terrain too :)
3 -It is kinda easy to fix ( i don't remember if i ever climbed that iceberg hahahaha )i'll check that. It is usually 'caused by a big object without an .LOD file defined.
Cita | Rispondi
04/24/2019 17:19
Interesting detailed map, perfect for winter mods. Something even inspired by the film "Something" 1982.
Would be much more better, if you improve it!
1) The main island.
It is square, but supposed to be of irregular shape (like asbergs around have).
https://i110.fastpic.ru/big/2019/0424/4a/_af0a0ee1f4c8a89bab7fbc7751bbc64a.png
Plus, it definetely needs some ice foundation under itself. Again, just like those icebergs have, but huger.
https://i110.fastpic.ru/big/2019/0424/49/_841c2307408e70acc5c88f712b7efd49.png
2) A ravine in the center of the main island. It's like cutted with knife, not made by nature. And rounded one would be more beautiful and realistic.
https://i110.fastpic.ru/big/2019/0424/ab/_b44dfda184036e8d43ee7a49043dcdab.png
3) A huge rock behind the main island. If you stand on it and look to the south, it just disappears (collision is fine, but texture becomes invisible).
Looking on north:
https://i110.fastpic.ru/big/2019/0424/a3/_672cf0fc9755286356fe04155f860ca3.png
Bug when looking on south:
https://i110.fastpic.ru/big/2019/0424/91/_5eb9d3154fc016d2972de007033d7b91.png
If it's not meaningless, i'm looking forward you update this map!
Cita | Rispondi
Interesting detailed map, perfect for winter mods. Something even inspired by the film "Something" 1982.
Would be much more better, if you improve it!
1) The main island.
It is square, but supposed to be of irregular shape (like asbergs around have).
https://i110.fastpic.ru/big/2019/0424/4a/_af0a0ee1f4c8a89bab7fbc7751bbc64a.png
Plus, it definetely needs some ice foundation under itself. Again, just like those icebergs have, but huger.
https://i110.fastpic.ru/big/2019/0424/49/_841c2307408e70acc5c88f712b7efd49.png
2) A ravine in the center of the main island. It's like cutted with knife, not made by nature. And rounded one would be more beautiful and realistic.
https://i110.fastpic.ru/big/2019/0424/ab/_b44dfda184036e8d43ee7a49043dcdab.png
3) A huge rock behind the main island. If you stand on it and look to the south, it just disappears (collision is fine, but texture becomes invisible).
Looking on north:
https://i110.fastpic.ru/big/2019/0424/a3/_672cf0fc9755286356fe04155f860ca3.png
Bug when looking on south:
https://i110.fastpic.ru/big/2019/0424/91/_5eb9d3154fc016d2972de007033d7b91.png
If it's not meaningless, i'm looking forward you update this map!
Cita | Rispondi
04/24/2019 17:17
@Bigboy12
Glad you like it, brodar
@fan script
Thank you, my friend
@Kitaro
Thank you, brodar!
Unfortunately, i don't have a tutorial covering a big map, like this one but the process is exactly the same.
The only thing that you'll need to have in mind, is the vertices limit. The polygons limit is just fine since we can pass that using open limit or fastman's one (i tested a model once, with 112.000 polys and it worked just fine) but there is no hack for vertices limit yet :/ so you can't have more than 49/50k per dff or you'll get crashes, that is why i "cut" the model in smaller pieces, to reduce the vertice count.
Also, another important thing is the collision files. When you are converting small single/solo objects, you can use the same model exported as a collision file but when you are dealing with objects with more than 3k (yeah it is avery very low limit) your collision tends to be bugged in game , like having invisible walls where it is not supposed to have, if you use the model exported directly as a collision file. So i manually made them, using basic shape/models , like box and spheres made in 3ds max. That reduces a lot the polycount , giivng you a low-poly version of your model, special for a good and perfect collision in game.
@Rizal_Noob_Modder
Thank you, brodar.
It is because i turned off the rating system
@ressubd
Bom te ver por aqui, meu brodar!
@EsteMen456
Thank you, brodar!
Oh, indeed. Share with us here if you make some :)
@memeboi


I hope it is about HL2:EP3
@Markmadrox
Thank you my friend

Cita | Rispondi
@Bigboy12
Glad you like it, brodar
@fan script
Thank you, my friend
@Kitaro
Thank you, brodar!
Unfortunately, i don't have a tutorial covering a big map, like this one but the process is exactly the same.
The only thing that you'll need to have in mind, is the vertices limit. The polygons limit is just fine since we can pass that using open limit or fastman's one (i tested a model once, with 112.000 polys and it worked just fine) but there is no hack for vertices limit yet :/ so you can't have more than 49/50k per dff or you'll get crashes, that is why i "cut" the model in smaller pieces, to reduce the vertice count.
Also, another important thing is the collision files. When you are converting small single/solo objects, you can use the same model exported as a collision file but when you are dealing with objects with more than 3k (yeah it is avery very low limit) your collision tends to be bugged in game , like having invisible walls where it is not supposed to have, if you use the model exported directly as a collision file. So i manually made them, using basic shape/models , like box and spheres made in 3ds max. That reduces a lot the polycount , giivng you a low-poly version of your model, special for a good and perfect collision in game.
@Rizal_Noob_Modder
Thank you, brodar.
It is because i turned off the rating system
@ressubd
Bom te ver por aqui, meu brodar!
@EsteMen456
Thank you, brodar!
Oh, indeed. Share with us here if you make some :)
@memeboi
I hope it is about HL2:EP3
@Markmadrox
Thank you my friend
Cita | Rispondi
04/24/2019 07:02
Awesome map, that base with the yellow vehicle reminds me of The Thing, 10/10.
Also kinda related, do you have a tutorial for converting big maps like this to SA? I saw your tutorial for porting objects but I'm stuck trying to figure out how to port big maps (like how to divide it in parts) like this.
Cita | Rispondi
Awesome map, that base with the yellow vehicle reminds me of The Thing, 10/10.
Also kinda related, do you have a tutorial for converting big maps like this to SA? I saw your tutorial for porting objects but I'm stuck trying to figure out how to port big maps (like how to divide it in parts) like this.
Cita | Rispondi






