Rockport City build 0.004
An attempt to make the NFS Most Wanted map open on the GTA San Andreas engine.
It was planned to update the project more, but as it is, I post it for those who follow the project. It is logical to do monthly updates so that you do not think that the horses have moved the project. The plans were to make 3 new quarters, place a bunch of objects on the existing terrain, but I was able to master only 1 in a month and placed not so many objects. Arranged objects, only those that are adjacent to the new area and to the Point Camdema lighthouse. It is technically difficult to arrange standard objects in accordance with the original game. The rotation coordinates are reset to 0 with minimal X and Y rotation, so I didn't put fenders on the bridge. Judging by the original game, there is an abundance of vegetation in the game, which I placed in good faith, not like the EA developers did, where the vegetation is a fake background.
Made a color correction, now the objects are not dark, which took enough time. I made myself new intermediate textures between the road and the grass, from the available Carbon and Most Wanted.
Tried to make a new major version of Behind Space of Realities for the project, but nothing came out due to the lack of branch textures. When using base textures from the NFS MW - NFS Undercover, the vegetation looked miserable with mipmapping. Spit on this matter. Found, however, in NFS Rivals branch textures and based on the BSOR models of version C-AD-5 made DLC: NFS Rivals Greenery 1. The screenshots show that Behind Space Of Realities: American Dream (C-AD-5) with DLC: NFS Rivals Greenery 1 .
Build 0.004
- Alignment of colors, textures are now brighter.
- Added a small part of the coast and a new quarter.
- Changed some terrain models.
- Changed ID of used vegetation in IPL, forest plantation now looks better.
- Used textures from NFS Carbon for asphalt paved. Couldn't use from NFS World because I don't have them.
- Standard props objects are partially placed on the map.
- A special DLC for the Behind Space of Realities vegetation modification series was made for the project, called NFS Rivals Greenery 1. It is located in BSOR DLC Packages vol. #1 (updated 03/29/2016), installed on top of the main versions of Behind Space of Realities.
Answers to questions:
- It doesn't make sense to do a volumetric Radio city prelight (a method for creating a prelight in 3ds max), because there is little location done.
- For the above reason, there is no point now to make paths for pedestrians and vehicles, and adjust the brightness of the collision.
- Slow project implementation process due to its complexity.
- Your own mini-map will appear someday.
- Due to the use of texture mipmapping, the Map Editor karashit.
The mod is installed on the cleared game from the map. The standard vegetation from San Andreas is used and the installation of vegetation mods is supported.
It was planned to update the project more, but as it is, I post it for those who follow the project. It is logical to do monthly updates so that you do not think that the horses have moved the project. The plans were to make 3 new quarters, place a bunch of objects on the existing terrain, but I was able to master only 1 in a month and placed not so many objects. Arranged objects, only those that are adjacent to the new area and to the Point Camdema lighthouse. It is technically difficult to arrange standard objects in accordance with the original game. The rotation coordinates are reset to 0 with minimal X and Y rotation, so I didn't put fenders on the bridge. Judging by the original game, there is an abundance of vegetation in the game, which I placed in good faith, not like the EA developers did, where the vegetation is a fake background.
Made a color correction, now the objects are not dark, which took enough time. I made myself new intermediate textures between the road and the grass, from the available Carbon and Most Wanted.
Tried to make a new major version of Behind Space of Realities for the project, but nothing came out due to the lack of branch textures. When using base textures from the NFS MW - NFS Undercover, the vegetation looked miserable with mipmapping. Spit on this matter. Found, however, in NFS Rivals branch textures and based on the BSOR models of version C-AD-5 made DLC: NFS Rivals Greenery 1. The screenshots show that Behind Space Of Realities: American Dream (C-AD-5) with DLC: NFS Rivals Greenery 1 .
Build 0.004
- Alignment of colors, textures are now brighter.
- Added a small part of the coast and a new quarter.
- Changed some terrain models.
- Changed ID of used vegetation in IPL, forest plantation now looks better.
- Used textures from NFS Carbon for asphalt paved. Couldn't use from NFS World because I don't have them.
- Standard props objects are partially placed on the map.
- A special DLC for the Behind Space of Realities vegetation modification series was made for the project, called NFS Rivals Greenery 1. It is located in BSOR DLC Packages vol. #1 (updated 03/29/2016), installed on top of the main versions of Behind Space of Realities.
Answers to questions:
- It doesn't make sense to do a volumetric Radio city prelight (a method for creating a prelight in 3ds max), because there is little location done.
- For the above reason, there is no point now to make paths for pedestrians and vehicles, and adjust the brightness of the collision.
- Slow project implementation process due to its complexity.
- Your own mini-map will appear someday.
- Due to the use of texture mipmapping, the Map Editor karashit.
The mod is installed on the cleared game from the map. The standard vegetation from San Andreas is used and the installation of vegetation mods is supported.
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YourCreatedHell
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