Last comments
Quote: BENZIN
So there were several attempts to recreate the analogs
I would not say that this is a direct analogue. Firstly, before ORM, no one really did anything like that. PTA appeared at about the same time (there was neither the Province, nor the Boxing RP, essentially nothing) and that the ORM. Plus, the original postulate of the PTA, which is still relevant today, is dirt. And not only in the map, but also in wheelbarrows. Actually, what I did not like the Kyrgyz Republic 10 years ago was brightness and sterility, and PTA was like an evil twin brother.
Well, as a trifle, that later only appeared in the Kyrgyz Republic - heating mains. In fact, PTA, the first mod that did this little thing in the design of the card.
Quote: Surmay2002Nazar
Drawing in the mod itself seemed to me very small (perhaps due to the mapping itself)
Well, again, the taste and color. When this mod was made, the idea was precisely that the buildings more often looked like silhouettes. Therefore, using the drawing range as in the original, and managed to achieve such an effect. In general, this is what you can see on many retrovyve arty, such as a new fog.
Quote: Surmay2002Nazar
Hmm ... I downloaded this modification, and saw how much garbage in its file system (the remnants of used programs, Readme from any mods downloaded from different resources, apparently the author was too lazy to remove unnecessary). I started it, and the question immediately ripened, but why add to the cutscenes a screen of interference with the word Play as in Manhunt (which migrated from Fog of the dead, and this is not horror)? I also saw that the modification does not have support for widescreen mode (and if you put a widescreen fix, then the radar will come out of the frame), the game also has a very short rendering range, the game already clearly lacks Project 2dfx. With rating I
obviously hurried.
obviously hurried.
Firstly, the interference was made initially for this mod (we read the description, the version of 2018, I made a zombie mod in 2019), and why suddenly, the effect of the VHS film is only the lot of horror? VHS effect in cutscenes, this was done to give the effect, supposedly this is a movie from the 80s, recorded by pirates on VHS.
I never put them anywhere.
Thirdly, widescreen images, this is no longer a mod problem, but a player’s specific piece of iron.
Fourth, the readme is there from the plugins, and leaving in the archive, part of the copyright of the creators of the plugins.
Seriously, what kind of shading sucked out of your fingers?
Black Stallion 03/21/2020, 03:31:33
Quote: Surmay2002Nazar
Hmm ... I downloaded this modification, and saw how much garbage in its file system (the remnants of used programs, Readme from any mods downloaded from different resources, apparently the author was too lazy to remove unnecessary). I started it, and the question immediately ripened, but why add to the cutscenes a screen of interference with the word Play as in Manhunt (which migrated from Fog of the dead, and this is not horror)? I also saw that the modification does not have support for widescreen mode (and if you put a widescreen fix, then the radar will come out of the frame), the game also has a very short rendering range, the game already clearly lacks Project 2dfx. With rating I
obviously hurried.
obviously hurried.
Firstly, the interference was made initially for this mod (we read the description, the version of 2018, I made a zombie mod in 2019), and why suddenly, the effect of the VHS film is only the lot of horror? VHS effect in cutscenes, this was done to give the effect, supposedly this is a movie from the 80s, recorded by pirates on VHS.
I never put them anywhere.
Thirdly, widescreen images, this is no longer a mod problem, but a player’s specific piece of iron.
Fourth, the readme is there from the plugins, and leaving in the archive, part of the copyright of the creators of the plugins.
Seriously, what kind of shading sucked out of your fingers?
Black Stallion 03/21/2020, 03:31:33
Quote: Surmay2002Nazar
Hmm ... I downloaded this modification, and saw how much garbage in its file system (the remnants of used programs, Readme from any mods downloaded from different resources, apparently the author was too lazy to remove unnecessary). I started it, and the question immediately ripened, but why add to the cutscenes a screen of interference with the word Play as in Manhunt (which migrated from Fog of the dead, and this is not horror)? I also saw that the modification does not have support for widescreen mode (and if you put a widescreen fix, then the radar will come out of the frame), the game also has a very short rendering range, the game already clearly lacks Project 2dfx. With rating I
obviously hurried.
obviously hurried.
Firstly, the interference was made initially for this mod (we read the description, the version of 2018, I made a zombie mod in 2019), and why suddenly, the effect of the VHS film is only the lot of horror? VHS effect in cutscenes, this was done to give the effect, supposedly this is a movie from the 80s, recorded by pirates on VHS.
I never put them anywhere.
Thirdly, widescreen images, this is no longer a mod problem, but a player’s specific piece of iron.
Fourth, the readme is there from the plugins, and leaving in the archive, part of the copyright of the creators of the plugins.
Seriously, what kind of shading sucked out of your fingers?
Black Stallion 03/21/2020, 03:31:33
Quote: Surmay2002Nazar
Hmm ... I downloaded this modification, and saw how much garbage in its file system (the remnants of used programs, Readme from any mods downloaded from different resources, apparently the author was too lazy to remove unnecessary). I started it, and the question immediately ripened, but why add to the cutscenes a screen of interference with the word Play as in Manhunt (which migrated from Fog of the dead, and this is not horror)? I also saw that the modification does not have support for widescreen mode (and if you put a widescreen fix, then the radar will come out of the frame), the game also has a very short rendering range, the game already clearly lacks Project 2dfx. With rating I
obviously hurried.
obviously hurried.
Firstly, the interference was made initially for this mod (we read the description, the version of 2018, I made a zombie mod in 2019), and why suddenly, the effect of the VHS film is only the lot of horror? VHS effect in cutscenes, this was done to give the effect, supposedly this is a movie from the 80s, recorded by pirates on VHS.
I never put them anywhere.
Thirdly, widescreen images, this is no longer a mod problem, but a player’s specific piece of iron.
Fourth, the readme is there from the plugins, and leaving in the archive, part of the copyright of the creators of the plugins.
Seriously, what kind of shading sucked out of your fingers?
Black Stallion 03/21/2020, 03:31:33
Quote: = SpitFire =
Some projects now go the same type, with similar mechanics and gameplay. Some fundamental changes are needed. It’s clear that the plot ties have already been driven out, moved and really can’t come up with anything new, but you can focus on new chips and mechanics that complicate and diversify the gameplay, which GTA Sa is more than capable of.
No one needs current. Look at the Wasteland - non-linear quests and an RPG system, but the mod has not given up to anyone.
Quote: ilufir
that all your laziness is your style
Doing it unrealistic is not laziness. That's honest. You are told - I always did everything unrealistic. Even when there was a sharp increase in the people in the group, the post wrote, they say guys, I DO NOT MAKE REALISM, CURRENT ATMOSPHERE.
That is, there were texture atlases, so this is only one game, Reavengered, the ion multiplatform, an online game that should have been thrown to mobile phones. But it didn’t seem to work out. Of course, I could cut them, but firstly - these models and textures are not used as often. Models of roads and terrain I always use in 1k and 2k. So there, according to my personal optimization standards, there is nothing like that. But buildings or more complex and large structures, as can be seen from far away - small textures of 256 and 512 are used. At least all the subscribers can leave me. I have never publicized my group, and there posts are not for more people to see what I'm doing, but more for people involved in fashion.
Quote: ilufir
When, for example, did I call the Province or Nekst RP Kupyansk? there was no such thing. By the way, when I criticized the same Province, this was not a fashion omission. Hedgehog, conveyed to my shading, and so, for example, in Volchansk made smooth transitions of textures and somewhere fixed HC. No aggression or fu kaka was there and close. Everything is civil.
Kiriller12 01/13/2020, 19:04:04
Quote: ilufir
that all your laziness is your style
Doing it unrealistic is not laziness. That's honest. You are told - I always did everything unrealistic. Even when there was a sharp increase in the people in the group, the post wrote, they say guys, I DO NOT MAKE REALISM, CURRENT ATMOSPHERE.
That is, there were texture atlases, so this is only one game, Reavengered, the ion multiplatform, an online game that should have been thrown to mobile phones. But it didn’t seem to work out. Of course, I could cut them, but firstly - these models and textures are not used as often. Models of roads and terrain I always use in 1k and 2k. So there, according to my personal optimization standards, there is nothing like that. But buildings or more complex and large structures, as can be seen from far away - small textures of 256 and 512 are used. At least all the subscribers can leave me. I have never publicized my group, and there posts are not for more people to see what I'm doing, but more for people involved in fashion.
Quote: ilufir
When, for example, did I call the Province or Nekst RP Kupyansk? there was no such thing. By the way, when I criticized the same Province, this was not a fashion omission. Hedgehog, conveyed to my shading, and so, for example, in Volchansk made smooth transitions of textures and somewhere fixed HC. No aggression or fu kaka was there and close. Everything is civil.
Kiriller12 01/13/2020, 19:04:04
Quote: ilufir
that all your laziness is your style
Doing it unrealistic is not laziness. That's honest. You are told - I always did everything unrealistic. Even when there was a sharp increase in the people in the group, the post wrote, they say guys, I DO NOT MAKE REALISM, CURRENT ATMOSPHERE.
That is, there were texture atlases, so this is only one game, Reavengered, the ion multiplatform, an online game that should have been thrown to mobile phones. But it didn’t seem to work out. Of course, I could cut them, but firstly - these models and textures are not used as often. Models of roads and terrain I always use in 1k and 2k. So there, according to my personal optimization standards, there is nothing like that. But buildings or more complex and large structures, as can be seen from far away - small textures of 256 and 512 are used. At least all the subscribers can leave me. I have never publicized my group, and there posts are not for more people to see what I'm doing, but more for people involved in fashion.
Quote: ilufir
When, for example, did I call the Province or Nekst RP Kupyansk? there was no such thing. By the way, when I criticized the same Province, this was not a fashion omission. Hedgehog, conveyed to my shading, and so, for example, in Volchansk made smooth transitions of textures and somewhere fixed HC. No aggression or fu kaka was there and close. Everything is civil.
Kiriller12 01/13/2020, 19:04:04
Quote: ilufir
that all your laziness is your style
Doing it unrealistic is not laziness. That's honest. You are told - I always did everything unrealistic. Even when there was a sharp increase in the people in the group, the post wrote, they say guys, I DO NOT MAKE REALISM, CURRENT ATMOSPHERE.
That is, there were texture atlases, so this is only one game, Reavengered, the ion multiplatform, an online game that should have been thrown to mobile phones. But it didn’t seem to work out. Of course, I could cut them, but firstly - these models and textures are not used as often. Models of roads and terrain I always use in 1k and 2k. So there, according to my personal optimization standards, there is nothing like that. But buildings or more complex and large structures, as can be seen from far away - small textures of 256 and 512 are used. At least all the subscribers can leave me. I have never publicized my group, and there posts are not for more people to see what I'm doing, but more for people involved in fashion.
Quote: ilufir
When, for example, did I call the Province or Nekst RP Kupyansk? there was no such thing. By the way, when I criticized the same Province, this was not a fashion omission. Hedgehog, conveyed to my shading, and so, for example, in Volchansk made smooth transitions of textures and somewhere fixed HC. No aggression or fu kaka was there and close. Everything is civil.
Kiriller12 01/13/2020, 19:04:04
Quote: ilufir
like using non-mobile games
Then the question is, why did you overwrite me about atlases, if they were used there? Where is your logic then? My simple one, I immediately said - if the resolution of the textures allows, within the normal range for a game 512, a maximum of 1k, and in rare cases 2k, I can use it as it is, otherwise I cut it. Another claim?
Quote: ilufir
The mod does not have to be realistic, of course, but you are trying.
I DO NOT FUN ON REALISM! I do not do realism.
Where is it written in the description of the mod that the mod is REALISTIC? Where?
Textural atlases, give me an example of an article where the advantage of this method would be described for a game not for UNITY, not for a MOBILE game. Bring it! Come on! I haven’t found one. Everywhere it is clearly mentioned - MOBILE, UNITY or GUI, GUI - this is an interface if that, and not a map and is not connected with it at all. Will you bring?
Kiriller12 01/13/2020, 07:07:33 PM
And again, who said that everything must be realistic? Who! Where? Poke? Why would someone owe something? I do not want realism. I do not realistic. Take it easy.
Specifically, show me where such a holy demand is written that mods must be realistic? What sizes should be so? Who! Where? I’m the same as I say, your nickname is wrong, write d.tkach, your name is Danil Tkachev, what is some kind of unreal Danitik2? Explain? Why don't you call yourself a real name on the site? And do not put on a real photo? Are you in the life of anime chan?
Again, I can say so about anything. That you have a terrible nickname. And why? Well, he is terrible to me! And no explanation. So you are trying to tell me your opinion. But I do not do REALISM, I have yours this REALISM to one place. Please explain, from what side is realism an indicator of the quality of the game? Why does it have to be? AND? Any arguments? So why should everything be realistic? Why?
Kiriller12 01/13/2020, 19:45:00
Specifically, show me where such a holy demand is written that mods must be realistic? What sizes should be so? Who! Where? I’m the same as I say, your nickname is wrong, write d.tkach, your name is Danil Tkachev, what is some kind of unreal Danitik2? Explain? Why don't you call yourself a real name on the site? And do not put on a real photo? Are you in the life of anime chan?
Quote: daniltk2
The scale of the horror, roads 50 meters wide and everything is huge
Again, I can say so about anything. That you have a terrible nickname. And why? Well, he is terrible to me! And no explanation. So you are trying to tell me your opinion. But I do not do REALISM, I have yours this REALISM to one place. Please explain, from what side is realism an indicator of the quality of the game? Why does it have to be? AND? Any arguments? So why should everything be realistic? Why?
Kiriller12 01/13/2020, 19:45:00
And again, who said that everything must be realistic? Who! Where? Poke? Why would someone owe something? I do not want realism. I do not realistic. Take it easy.
Specifically, show me where such a holy demand is written that mods must be realistic? What sizes should be so? Who! Where? I’m the same as I say, your nickname is wrong, write d.tkach, your name is Danil Tkachev, what is some kind of unreal Danitik2? Explain? Why don't you call yourself a real name on the site? And do not put on a real photo? Are you in the life of anime chan?
Again, I can say so about anything. That you have a terrible nickname. And why? Well, he is terrible to me! And no explanation. So you are trying to tell me your opinion. But I do not do REALISM, I have yours this REALISM to one place. Please explain, from what side is realism an indicator of the quality of the game? Why does it have to be? AND? Any arguments? So why should everything be realistic? Why?
Kiriller12 01/13/2020, 19:45:00
Specifically, show me where such a holy demand is written that mods must be realistic? What sizes should be so? Who! Where? I’m the same as I say, your nickname is wrong, write d.tkach, your name is Danil Tkachev, what is some kind of unreal Danitik2? Explain? Why don't you call yourself a real name on the site? And do not put on a real photo? Are you in the life of anime chan?
Quote: daniltk2
The scale of the horror, roads 50 meters wide and everything is huge
Again, I can say so about anything. That you have a terrible nickname. And why? Well, he is terrible to me! And no explanation. So you are trying to tell me your opinion. But I do not do REALISM, I have yours this REALISM to one place. Please explain, from what side is realism an indicator of the quality of the game? Why does it have to be? AND? Any arguments? So why should everything be realistic? Why?
Kiriller12 01/13/2020, 19:45:00
And again, who said that everything must be realistic? Who! Where? Poke? Why would someone owe something? I do not want realism. I do not realistic. Take it easy.
Specifically, show me where such a holy demand is written that mods must be realistic? What sizes should be so? Who! Where? I’m the same as I say, your nickname is wrong, write d.tkach, your name is Danil Tkachev, what is some kind of unreal Danitik2? Explain? Why don't you call yourself a real name on the site? And do not put on a real photo? Are you in the life of anime chan?
Again, I can say so about anything. That you have a terrible nickname. And why? Well, he is terrible to me! And no explanation. So you are trying to tell me your opinion. But I do not do REALISM, I have yours this REALISM to one place. Please explain, from what side is realism an indicator of the quality of the game? Why does it have to be? AND? Any arguments? So why should everything be realistic? Why?
Kiriller12 01/13/2020, 19:45:00
Specifically, show me where such a holy demand is written that mods must be realistic? What sizes should be so? Who! Where? I’m the same as I say, your nickname is wrong, write d.tkach, your name is Danil Tkachev, what is some kind of unreal Danitik2? Explain? Why don't you call yourself a real name on the site? And do not put on a real photo? Are you in the life of anime chan?
Quote: daniltk2
The scale of the horror, roads 50 meters wide and everything is huge
Again, I can say so about anything. That you have a terrible nickname. And why? Well, he is terrible to me! And no explanation. So you are trying to tell me your opinion. But I do not do REALISM, I have yours this REALISM to one place. Please explain, from what side is realism an indicator of the quality of the game? Why does it have to be? AND? Any arguments? So why should everything be realistic? Why?
Kiriller12 01/13/2020, 19:45:00
Quote: ilufir
irrationally used textures
this is not a design, but a technical question
Quote: ilufir
one more another less, stuck to close holes
Holes always cover in locations, this is a common practice. If every developer, even AAA-games, did everything perfectly and crawled out, not trying to hide minor flaws with some kind of props, then game development would be more expensive and more time was consumed. And in general - if the hole is patched, it does not matter how and by what. She is not - no problems. And again, you're talking about the technical part, not the level design.
Quote: ilufir
stereotyped
What exactly? That the location adheres to a single style and gradually moves from one zone to another? Or the use of model assets in different proportions and at different heights and angles? Then almost all the games are cranky on the pattern. In the same Fallout 4 or Skyrim Tipo stones 10 with difficulty typed. And God forbid 30 buildings for the whole game. You don’t know what to get to, it’s better not to start.
Departures, I agree, the mod is not stable. Although not at all. But that's a minus yes. What else? Yes, like on any map, in any game there are in places "floating" objects, unless of course you really get to the bottom. But is this an occasion to bring down the rating in general for all games? I doubt it.
Quote: ilufir
general unrealistic scale
Everyone decides the scale as he wants, even your Anatole showed it. Are you contradicting your own proofs?
And again, realism. I said - I do not pursue realism. Why are you saying the same thing again?
Seriously, of all your criticism, there is
Unrealistic! - means UG. Departures - means UG.
And if I agree about the departures, although the updated build is already uploaded to the disk. But that’s all right.
That is unrealistic ... to whom do I owe realism? Why should the mod be realistic? Why are proportions and sizes required to be so? To whom are they obligated? Where in the description of the mod is written - realism? Poke it! Show me where there is realism? The atmosphere, yes. But not realism. And if for you the atmosphere is realism, then the abstract image is not milking you. Then why are you pulling the kosh on the globe? I do not understand. Answer specifically. Why I must do it realistically. Where did I write that realism is here? Where? Why? Why is not realistic this bad? It’s the same as I say, to be Elijah is bad, simply because.
Kiriller12 01/13/2020, 19:14:22
Quote: ilufir
irrationally used textures
this is not a design, but a technical question
Quote: ilufir
one more another less, stuck to close holes
Holes always cover in locations, this is a common practice. If every developer, even AAA-games, did everything perfectly and crawled out, not trying to hide minor flaws with some kind of props, then game development would be more expensive and more time was consumed. And in general - if the hole is patched, it does not matter how and by what. She is not - no problems. And again, you're talking about the technical part, not the level design.
Quote: ilufir
stereotyped
What exactly? That the location adheres to a single style and gradually moves from one zone to another? Or the use of model assets in different proportions and at different heights and angles? Then almost all the games are cranky on the pattern. In the same Fallout 4 or Skyrim Tipo stones 10 with difficulty typed. And God forbid 30 buildings for the whole game. You don’t know what to get to, it’s better not to start.
Departures, I agree, the mod is not stable. Although not at all. But that's a minus yes. What else? Yes, like on any map, in any game there are in places "floating" objects, unless of course you really get to the bottom. But is this an occasion to bring down the rating in general for all games? I doubt it.
Quote: ilufir
general unrealistic scale
Everyone decides the scale as he wants, even your Anatole showed it. Are you contradicting your own proofs?
And again, realism. I said - I do not pursue realism. Why are you saying the same thing again?
Seriously, of all your criticism, there is
Unrealistic! - means UG. Departures - means UG.
And if I agree about the departures, although the updated build is already uploaded to the disk. But that’s all right.
That is unrealistic ... to whom do I owe realism? Why should the mod be realistic? Why are proportions and sizes required to be so? To whom are they obligated? Where in the description of the mod is written - realism? Poke it! Show me where there is realism? The atmosphere, yes. But not realism. And if for you the atmosphere is realism, then the abstract image is not milking you. Then why are you pulling the kosh on the globe? I do not understand. Answer specifically. Why I must do it realistically. Where did I write that realism is here? Where? Why? Why is not realistic this bad? It’s the same as I say, to be Elijah is bad, simply because.
Kiriller12 01/13/2020, 19:14:22
Quote: ilufir
irrationally used textures
this is not a design, but a technical question
Quote: ilufir
one more another less, stuck to close holes
Holes always cover in locations, this is a common practice. If every developer, even AAA-games, did everything perfectly and crawled out, not trying to hide minor flaws with some kind of props, then game development would be more expensive and more time was consumed. And in general - if the hole is patched, it does not matter how and by what. She is not - no problems. And again, you're talking about the technical part, not the level design.
Quote: ilufir
stereotyped
What exactly? That the location adheres to a single style and gradually moves from one zone to another? Or the use of model assets in different proportions and at different heights and angles? Then almost all the games are cranky on the pattern. In the same Fallout 4 or Skyrim Tipo stones 10 with difficulty typed. And God forbid 30 buildings for the whole game. You don’t know what to get to, it’s better not to start.
Departures, I agree, the mod is not stable. Although not at all. But that's a minus yes. What else? Yes, like on any map, in any game there are in places "floating" objects, unless of course you really get to the bottom. But is this an occasion to bring down the rating in general for all games? I doubt it.
Quote: ilufir
general unrealistic scale
Everyone decides the scale as he wants, even your Anatole showed it. Are you contradicting your own proofs?
And again, realism. I said - I do not pursue realism. Why are you saying the same thing again?
Seriously, of all your criticism, there is
Unrealistic! - means UG. Departures - means UG.
And if I agree about the departures, although the updated build is already uploaded to the disk. But that’s all right.
That is unrealistic ... to whom do I owe realism? Why should the mod be realistic? Why are proportions and sizes required to be so? To whom are they obligated? Where in the description of the mod is written - realism? Poke it! Show me where there is realism? The atmosphere, yes. But not realism. And if for you the atmosphere is realism, then the abstract image is not milking you. Then why are you pulling the kosh on the globe? I do not understand. Answer specifically. Why I must do it realistically. Where did I write that realism is here? Where? Why? Why is not realistic this bad? It’s the same as I say, to be Elijah is bad, simply because.
Kiriller12 01/13/2020, 19:14:22
Quote: ilufir
irrationally used textures
this is not a design, but a technical question
Quote: ilufir
one more another less, stuck to close holes
Holes always cover in locations, this is a common practice. If every developer, even AAA-games, did everything perfectly and crawled out, not trying to hide minor flaws with some kind of props, then game development would be more expensive and more time was consumed. And in general - if the hole is patched, it does not matter how and by what. She is not - no problems. And again, you're talking about the technical part, not the level design.
Quote: ilufir
stereotyped
What exactly? That the location adheres to a single style and gradually moves from one zone to another? Or the use of model assets in different proportions and at different heights and angles? Then almost all the games are cranky on the pattern. In the same Fallout 4 or Skyrim Tipo stones 10 with difficulty typed. And God forbid 30 buildings for the whole game. You don’t know what to get to, it’s better not to start.
Departures, I agree, the mod is not stable. Although not at all. But that's a minus yes. What else? Yes, like on any map, in any game there are in places "floating" objects, unless of course you really get to the bottom. But is this an occasion to bring down the rating in general for all games? I doubt it.
Quote: ilufir
general unrealistic scale
Everyone decides the scale as he wants, even your Anatole showed it. Are you contradicting your own proofs?
And again, realism. I said - I do not pursue realism. Why are you saying the same thing again?
Seriously, of all your criticism, there is
Unrealistic! - means UG. Departures - means UG.
And if I agree about the departures, although the updated build is already uploaded to the disk. But that’s all right.
That is unrealistic ... to whom do I owe realism? Why should the mod be realistic? Why are proportions and sizes required to be so? To whom are they obligated? Where in the description of the mod is written - realism? Poke it! Show me where there is realism? The atmosphere, yes. But not realism. And if for you the atmosphere is realism, then the abstract image is not milking you. Then why are you pulling the kosh on the globe? I do not understand. Answer specifically. Why I must do it realistically. Where did I write that realism is here? Where? Why? Why is not realistic this bad? It’s the same as I say, to be Elijah is bad, simply because.
Kiriller12 01/13/2020, 19:14:22
Quote: ilufir
irrationally used textures
this is not a design, but a technical question
Quote: ilufir
one more another less, stuck to close holes
Holes always cover in locations, this is a common practice. If every developer, even AAA-games, did everything perfectly and crawled out, not trying to hide minor flaws with some kind of props, then game development would be more expensive and more time was consumed. And in general - if the hole is patched, it does not matter how and by what. She is not - no problems. And again, you're talking about the technical part, not the level design.
Quote: ilufir
stereotyped
What exactly? That the location adheres to a single style and gradually moves from one zone to another? Or the use of model assets in different proportions and at different heights and angles? Then almost all the games are cranky on the pattern. In the same Fallout 4 or Skyrim Tipo stones 10 with difficulty typed. And God forbid 30 buildings for the whole game. You don’t know what to get to, it’s better not to start.
Departures, I agree, the mod is not stable. Although not at all. But that's a minus yes. What else? Yes, like on any map, in any game there are in places "floating" objects, unless of course you really get to the bottom. But is this an occasion to bring down the rating in general for all games? I doubt it.
Quote: ilufir
general unrealistic scale
Everyone decides the scale as he wants, even your Anatole showed it. Are you contradicting your own proofs?
And again, realism. I said - I do not pursue realism. Why are you saying the same thing again?
Seriously, of all your criticism, there is
Unrealistic! - means UG. Departures - means UG.
And if I agree about the departures, although the updated build is already uploaded to the disk. But that’s all right.
That is unrealistic ... to whom do I owe realism? Why should the mod be realistic? Why are proportions and sizes required to be so? To whom are they obligated? Where in the description of the mod is written - realism? Poke it! Show me where there is realism? The atmosphere, yes. But not realism. And if for you the atmosphere is realism, then the abstract image is not milking you. Then why are you pulling the kosh on the globe? I do not understand. Answer specifically. Why I must do it realistically. Where did I write that realism is here? Where? Why? Why is not realistic this bad? It’s the same as I say, to be Elijah is bad, simply because.
Kiriller12 01/13/2020, 19:14:22
Quote: ilufir
irrationally used textures
this is not a design, but a technical question
Quote: ilufir
one more another less, stuck to close holes
Holes always cover in locations, this is a common practice. If every developer, even AAA-games, did everything perfectly and crawled out, not trying to hide minor flaws with some kind of props, then game development would be more expensive and more time was consumed. And in general - if the hole is patched, it does not matter how and by what. She is not - no problems. And again, you're talking about the technical part, not the level design.
Quote: ilufir
stereotyped
What exactly? That the location adheres to a single style and gradually moves from one zone to another? Or the use of model assets in different proportions and at different heights and angles? Then almost all the games are cranky on the pattern. In the same Fallout 4 or Skyrim Tipo stones 10 with difficulty typed. And God forbid 30 buildings for the whole game. You don’t know what to get to, it’s better not to start.
Departures, I agree, the mod is not stable. Although not at all. But that's a minus yes. What else? Yes, like on any map, in any game there are in places "floating" objects, unless of course you really get to the bottom. But is this an occasion to bring down the rating in general for all games? I doubt it.
Quote: ilufir
general unrealistic scale
Everyone decides the scale as he wants, even your Anatole showed it. Are you contradicting your own proofs?
And again, realism. I said - I do not pursue realism. Why are you saying the same thing again?
Seriously, of all your criticism, there is
Unrealistic! - means UG. Departures - means UG.
And if I agree about the departures, although the updated build is already uploaded to the disk. But that’s all right.
That is unrealistic ... to whom do I owe realism? Why should the mod be realistic? Why are proportions and sizes required to be so? To whom are they obligated? Where in the description of the mod is written - realism? Poke it! Show me where there is realism? The atmosphere, yes. But not realism. And if for you the atmosphere is realism, then the abstract image is not milking you. Then why are you pulling the kosh on the globe? I do not understand. Answer specifically. Why I must do it realistically. Where did I write that realism is here? Where? Why? Why is not realistic this bad? It’s the same as I say, to be Elijah is bad, simply because.
Kiriller12 01/13/2020, 19:14:22
Quote: ilufir
irrationally used textures
this is not a design, but a technical question
Quote: ilufir
one more another less, stuck to close holes
Holes always cover in locations, this is a common practice. If every developer, even AAA-games, did everything perfectly and crawled out, not trying to hide minor flaws with some kind of props, then game development would be more expensive and more time was consumed. And in general - if the hole is patched, it does not matter how and by what. She is not - no problems. And again, you're talking about the technical part, not the level design.
Quote: ilufir
stereotyped
What exactly? That the location adheres to a single style and gradually moves from one zone to another? Or the use of model assets in different proportions and at different heights and angles? Then almost all the games are cranky on the pattern. In the same Fallout 4 or Skyrim Tipo stones 10 with difficulty typed. And God forbid 30 buildings for the whole game. You don’t know what to get to, it’s better not to start.
Departures, I agree, the mod is not stable. Although not at all. But that's a minus yes. What else? Yes, like on any map, in any game there are in places "floating" objects, unless of course you really get to the bottom. But is this an occasion to bring down the rating in general for all games? I doubt it.
Quote: ilufir
general unrealistic scale
Everyone decides the scale as he wants, even your Anatole showed it. Are you contradicting your own proofs?
And again, realism. I said - I do not pursue realism. Why are you saying the same thing again?
Seriously, of all your criticism, there is
Unrealistic! - means UG. Departures - means UG.
And if I agree about the departures, although the updated build is already uploaded to the disk. But that’s all right.
That is unrealistic ... to whom do I owe realism? Why should the mod be realistic? Why are proportions and sizes required to be so? To whom are they obligated? Where in the description of the mod is written - realism? Poke it! Show me where there is realism? The atmosphere, yes. But not realism. And if for you the atmosphere is realism, then the abstract image is not milking you. Then why are you pulling the kosh on the globe? I do not understand. Answer specifically. Why I must do it realistically. Where did I write that realism is here? Where? Why? Why is not realistic this bad? It’s the same as I say, to be Elijah is bad, simply because.
Kiriller12 01/13/2020, 19:14:22
Quote: daniltk2
listen to your fans
Just do not need this. In PM you yourself leaked me all your Kupyan friends. When I showed you the comments from the group as an example, that a person, according to his personal convictions, decided that there is no way, but otherwise, this is not just a subjective assessment, but only a personal perception. As it was said here in the most first negative review -
they say the weather is not the same, the ENB is not the one and trala la. When Killer gave a concrete and objective shading - crashes, not stable. I agree with that. Or do you think that the Google Drive archive with the mod was updated 3-wait for no reason?
- No.
I always stick with it objective criticism, I myself criticize only the objective aspects, which I expect from others. Whether it was adjusting the balance of missions, I did it, and it was in the reviews, not here of course, but from the playlists, but they were, and were heard. But when they push their personal preferences as true - this is not criticism, but just .
So don’t make a ChSV-shnik out of me here. I also sort out my mods 10 times from scratch for a reason. Or do you think self-criticism is a manifestation FAQ?
In this you are all merchants. You are proofs, and you are one hollow endlessly.
Kiriller12 01/13/2020, 19:16:33
Quote: daniltk2
listen to your fans
Just do not need this. In PM you yourself leaked me all your Kupyan friends. When I showed you the comments from the group as an example, that a person, according to his personal convictions, decided that there is no way, but otherwise, this is not just a subjective assessment, but only a personal perception. As it was said here in the most first negative review -
they say the weather is not the same, the ENB is not the one and trala la. When Killer gave a concrete and objective shading - crashes, not stable. I agree with that. Or do you think that the Google Drive archive with the mod was updated 3-wait for no reason?
- No.
I always stick with it objective criticism, I myself criticize only the objective aspects, which I expect from others. Whether it was adjusting the balance of missions, I did it, and it was in the reviews, not here of course, but from the playlists, but they were, and were heard. But when they push their personal preferences as true - this is not criticism, but just .
So don’t make a ChSV-shnik out of me here. I also sort out my mods 10 times from scratch for a reason. Or do you think self-criticism is a manifestation FAQ?
In this you are all merchants. You are proofs, and you are one hollow endlessly.
Kiriller12 01/13/2020, 19:16:33
Quote: daniltk2
listen to your fans
Just do not need this. In PM you yourself leaked me all your Kupyan friends. When I showed you the comments from the group as an example, that a person, according to his personal convictions, decided that there is no way, but otherwise, this is not just a subjective assessment, but only a personal perception. As it was said here in the most first negative review -
they say the weather is not the same, the ENB is not the one and trala la. When Killer gave a concrete and objective shading - crashes, not stable. I agree with that. Or do you think that the Google Drive archive with the mod was updated 3-wait for no reason?
- No.
I always stick with it objective criticism, I myself criticize only the objective aspects, which I expect from others. Whether it was adjusting the balance of missions, I did it, and it was in the reviews, not here of course, but from the playlists, but they were, and were heard. But when they push their personal preferences as true - this is not criticism, but just .
So don’t make a ChSV-shnik out of me here. I also sort out my mods 10 times from scratch for a reason. Or do you think self-criticism is a manifestation FAQ?
In this you are all merchants. You are proofs, and you are one hollow endlessly.
Kiriller12 01/13/2020, 19:16:33
Quote: daniltk2
listen to your fans
Just do not need this. In PM you yourself leaked me all your Kupyan friends. When I showed you the comments from the group as an example, that a person, according to his personal convictions, decided that there is no way, but otherwise, this is not just a subjective assessment, but only a personal perception. As it was said here in the most first negative review -
they say the weather is not the same, the ENB is not the one and trala la. When Killer gave a concrete and objective shading - crashes, not stable. I agree with that. Or do you think that the Google Drive archive with the mod was updated 3-wait for no reason?
- No.
I always stick with it objective criticism, I myself criticize only the objective aspects, which I expect from others. Whether it was adjusting the balance of missions, I did it, and it was in the reviews, not here of course, but from the playlists, but they were, and were heard. But when they push their personal preferences as true - this is not criticism, but just .
So don’t make a ChSV-shnik out of me here. I also sort out my mods 10 times from scratch for a reason. Or do you think self-criticism is a manifestation FAQ?
In this you are all merchants. You are proofs, and you are one hollow endlessly.
Kiriller12 01/13/2020, 19:16:33
Quote: ilufir
collision curve
Since when is a bug a part of level design?
Quote: ilufir
Models worn from games
Show me where stolen, and where is my model. Come on expert.
Quote: ilufir
somewhere already two times more than necessary
Prufani again.
In short, I was sick of this meaningless conversation.
And yes, if I have a crooked design. So why did my mods port to GTA4 to GTAForums? Do Tiki want to port new versions to GTA5? And people like Frank.S and other old-fashioned modelers, not only with GTA Forum, recognize my models and design as worthy, but do you find flaws in conventions?
Kiriller12 01/13/2020, 19:18:07
Quote: HairyMeets
Again, it is not clear why you continue to argue, especially if it really annoys you, for you at the moment the best solution to the problem is to leave.
Whatever it was. No matter how I use textures or polygons. Card design and level design are more important. And if you cram texture into the atlas or not, the picture will not change at the output. Make any mesh. Will not change.
And if I have an audience, then someone likes my approach to the visual design of locations. So, write what you want, shave with saliva and acid. The way you do and consider it right is purely your right. Just do not impose your opinion on others. All. I will not conduct dialogues with you anymore.
When I reload something, write what you want, roll the file to minus. Your right. But I don't care. Besides, who are you, so that I generally consider your opinion authoritative? Nothing but an avatar and nickname on the site I know about you.
Quote: HairyMeets
Let's not lag
Well, pester. But I'm tired of arguing with imbalances. I also made outsourced models for a couple of games. And everywhere there is a requirement - lower resolution of textures, higher quality. And here your texture atlases are not quoted.
I also pack textures when the situation allows it. But not when out of 10 textures of 256, one is made in 2k. No. I can combine 4 of 256 into one 512, yes. But not 8 in 1024.
Black Stallion 01/13/2020, 03:34:46
Quote: ilufir
GTA, for example 4 or 5
There are no texture atlases there. I have GTA 4 and GTA5 personally disassembled.
Quote: Sample Text
How then on PC and console games texture props and characters are interesting to me?
Download any game for a PC or console, repaint resources and you will see that no one there makes one big one from small textures.
There, of course, they can let the character’s body go by one. Or Torso. But rarely when the whole character. If this is not intended to be later ported to a mobile phone. Of course, in GTA3 or Sun, peds have one texture. Yes, the current is ... 128 by 128 or 256 by 256, this is not more than the standard that the GTA engine pulls comfortably. Other games, such as Tony Hawk, always had many small textures, instead of large ones. Sims, too, unless certain cases required it. Bourne Out Paradise. These are all games on Render Vare.
So do not be smart here. Go and drink your mobile games.
Is it nonsense? https://habr.com/en/company/playrix/blog/306554/
And here they write about MOBILE games
https://gcup.ru/forum/59-100047-1
And everywhere is everywhere. No one writes that texture atlases optimize games on a CONSOLE or PC.
And then oh my god MOBILE GAMES
http://lampogolovii.blogspot.com/2015/01/texturepacker.html
Draw your own conclusion.
Kiriller12 01/13/2020, 7:21:30 PM
Quote: ilufir
GTA, for example 4 or 5
There are no texture atlases there. I have GTA 4 and GTA5 personally disassembled.
Quote: Sample Text
How then on PC and console games texture props and characters are interesting to me?
Download any game for a PC or console, repaint resources and you will see that no one there makes one big one from small textures.
There, of course, they can let the character’s body go by one. Or Torso. But rarely when the whole character. If this is not intended to be later ported to a mobile phone. Of course, in GTA3 or Sun, peds have one texture. Yes, the current is ... 128 by 128 or 256 by 256, this is not more than the standard that the GTA engine pulls comfortably. Other games, such as Tony Hawk, always had many small textures, instead of large ones. Sims, too, unless certain cases required it. Bourne Out Paradise. These are all games on Render Vare.
So do not be smart here. Go and drink your mobile games.
Is it nonsense? https://habr.com/en/company/playrix/blog/306554/
And here they write about MOBILE games
https://gcup.ru/forum/59-100047-1
And everywhere is everywhere. No one writes that texture atlases optimize games on a CONSOLE or PC.
And then oh my god MOBILE GAMES
http://lampogolovii.blogspot.com/2015/01/texturepacker.html
Draw your own conclusion.
Kiriller12 01/13/2020, 7:21:30 PM
Quote: ilufir
GTA, for example 4 or 5
There are no texture atlases there. I have GTA 4 and GTA5 personally disassembled.
Quote: Sample Text
How then on PC and console games texture props and characters are interesting to me?
Download any game for a PC or console, repaint resources and you will see that no one there makes one big one from small textures.
There, of course, they can let the character’s body go by one. Or Torso. But rarely when the whole character. If this is not intended to be later ported to a mobile phone. Of course, in GTA3 or Sun, peds have one texture. Yes, the current is ... 128 by 128 or 256 by 256, this is not more than the standard that the GTA engine pulls comfortably. Other games, such as Tony Hawk, always had many small textures, instead of large ones. Sims, too, unless certain cases required it. Bourne Out Paradise. These are all games on Render Vare.
So do not be smart here. Go and drink your mobile games.
Is it nonsense? https://habr.com/en/company/playrix/blog/306554/
And here they write about MOBILE games
https://gcup.ru/forum/59-100047-1
And everywhere is everywhere. No one writes that texture atlases optimize games on a CONSOLE or PC.
And then oh my god MOBILE GAMES
http://lampogolovii.blogspot.com/2015/01/texturepacker.html
Draw your own conclusion.
Kiriller12 01/13/2020, 7:21:30 PM
Quote: ilufir
GTA, for example 4 or 5
There are no texture atlases there. I have GTA 4 and GTA5 personally disassembled.
Quote: Sample Text
How then on PC and console games texture props and characters are interesting to me?
Download any game for a PC or console, repaint resources and you will see that no one there makes one big one from small textures.
There, of course, they can let the character’s body go by one. Or Torso. But rarely when the whole character. If this is not intended to be later ported to a mobile phone. Of course, in GTA3 or Sun, peds have one texture. Yes, the current is ... 128 by 128 or 256 by 256, this is not more than the standard that the GTA engine pulls comfortably. Other games, such as Tony Hawk, always had many small textures, instead of large ones. Sims, too, unless certain cases required it. Bourne Out Paradise. These are all games on Render Vare.
So do not be smart here. Go and drink your mobile games.
Is it nonsense? https://habr.com/en/company/playrix/blog/306554/
And here they write about MOBILE games
https://gcup.ru/forum/59-100047-1
And everywhere is everywhere. No one writes that texture atlases optimize games on a CONSOLE or PC.
And then oh my god MOBILE GAMES
http://lampogolovii.blogspot.com/2015/01/texturepacker.html
Draw your own conclusion.
Kiriller12 01/13/2020, 7:21:30 PM
Quote: HairyMeets
About the atlases. They are different, and first of all they are needed in order to reduce the number of texture maps and the so-called draw calls, thereby reducing the load on your hardware, you are telling all this to the wrong person.
In the documentation of the RenderWare engine it is written in black and white - low resolution textures in a large number. As in other engines. A higher resolution texture is always worse than a bunch of small ones. Or do you think that in games of zero and 10s textures, even inscriptions, were made in 3-4 pieces of 256, instead of one 2048? What they say to you about DrawCall can this be applicable for crooked units? May be. But for RenderWare, definitely not. As for the same Unreal, for example.
And no matter how much I google texture atlases, these are strictly Android games, not a word about the PC or console.
Or do you want to say that, for example, the textures for the first Half Life were cut from a large 10 texture in 16 to 16 so that the game lags more? Or how? Nope. For rendering, most of the games are vice versa.
Seriously, Atlases are relevant for the unity-engine poop engine. All articles come down to him only. Now it’s clear why unit games are soapy and not optimized.
Here, smoke these topics on the forum, and not the writings of the mobile unit sect.
https://gamedev.ru/code/forum/?id=196926/
https://www.gamedev.ru/code/forum/?id=197063
And the fact that you write about texture atlases is relevant for MOBILE GAMES, not a PC, not CONSOLE, but MOBILE
https://www.iphones.ru/forum/index.php?showtopic=96867
And if you still have a crush on the debate about how to work with the RenderWare engine and what is the best share of it, it would be better, my friend, you spent it on studying the official documentation
https://gtaforums.com/topic/882649-renderware-3-documentation-publicly-released-
by-ea /
Black Stallion 01/12/2020, 11:33:24
Quote: HairyMeets
About the atlases. They are different, and first of all they are needed in order to reduce the number of texture maps and the so-called draw calls, thereby reducing the load on your hardware, you are telling all this to the wrong person.
In the documentation of the RenderWare engine it is written in black and white - low resolution textures in a large number. As in other engines. A higher resolution texture is always worse than a bunch of small ones. Or do you think that in games of zero and 10s textures, even inscriptions, were made in 3-4 pieces of 256, instead of one 2048? What they say to you about DrawCall can this be applicable for crooked units? May be. But for RenderWare, definitely not. As for the same Unreal, for example.
And no matter how much I google texture atlases, these are strictly Android games, not a word about the PC or console.
Or do you want to say that, for example, the textures for the first Half Life were cut from a large 10 texture in 16 to 16 so that the game lags more? Or how? Nope. For rendering, most of the games are vice versa.
Seriously, Atlases are relevant for the unity-engine poop engine. All articles come down to him only. Now it’s clear why unit games are soapy and not optimized.
Here, smoke these topics on the forum, and not the writings of the mobile unit sect.
https://gamedev.ru/code/forum/?id=196926/
https://www.gamedev.ru/code/forum/?id=197063
And the fact that you write about texture atlases is relevant for MOBILE GAMES, not a PC, not CONSOLE, but MOBILE
https://www.iphones.ru/forum/index.php?showtopic=96867
And if you still have a crush on the debate about how to work with the RenderWare engine and what is the best share of it, it would be better, my friend, you spent it on studying the official documentation
https://gtaforums.com/topic/882649-renderware-3-documentation-publicly-released-
by-ea /
Black Stallion 01/12/2020, 11:33:24
Quote: HairyMeets
About the atlases. They are different, and first of all they are needed in order to reduce the number of texture maps and the so-called draw calls, thereby reducing the load on your hardware, you are telling all this to the wrong person.
In the documentation of the RenderWare engine it is written in black and white - low resolution textures in a large number. As in other engines. A higher resolution texture is always worse than a bunch of small ones. Or do you think that in games of zero and 10s textures, even inscriptions, were made in 3-4 pieces of 256, instead of one 2048? What they say to you about DrawCall can this be applicable for crooked units? May be. But for RenderWare, definitely not. As for the same Unreal, for example.
And no matter how much I google texture atlases, these are strictly Android games, not a word about the PC or console.
Or do you want to say that, for example, the textures for the first Half Life were cut from a large 10 texture in 16 to 16 so that the game lags more? Or how? Nope. For rendering, most of the games are vice versa.
Seriously, Atlases are relevant for the unity-engine poop engine. All articles come down to him only. Now it’s clear why unit games are soapy and not optimized.
Here, smoke these topics on the forum, and not the writings of the mobile unit sect.
https://gamedev.ru/code/forum/?id=196926/
https://www.gamedev.ru/code/forum/?id=197063
And the fact that you write about texture atlases is relevant for MOBILE GAMES, not a PC, not CONSOLE, but MOBILE
https://www.iphones.ru/forum/index.php?showtopic=96867
And if you still have a crush on the debate about how to work with the RenderWare engine and what is the best share of it, it would be better, my friend, you spent it on studying the official documentation
https://gtaforums.com/topic/882649-renderware-3-documentation-publicly-released-
by-ea /
Black Stallion 01/12/2020, 11:33:24
Quote: HairyMeets
About the atlases. They are different, and first of all they are needed in order to reduce the number of texture maps and the so-called draw calls, thereby reducing the load on your hardware, you are telling all this to the wrong person.
In the documentation of the RenderWare engine it is written in black and white - low resolution textures in a large number. As in other engines. A higher resolution texture is always worse than a bunch of small ones. Or do you think that in games of zero and 10s textures, even inscriptions, were made in 3-4 pieces of 256, instead of one 2048? What they say to you about DrawCall can this be applicable for crooked units? May be. But for RenderWare, definitely not. As for the same Unreal, for example.
And no matter how much I google texture atlases, these are strictly Android games, not a word about the PC or console.
Or do you want to say that, for example, the textures for the first Half Life were cut from a large 10 texture in 16 to 16 so that the game lags more? Or how? Nope.
Quote: HairyMeets
Many things from the modern pipeline can be applied to GTA
Texture baking is not a modern trend. And making buildings so modular in GTA is not the best option. Modularly, it only applies to use large pieces. But the guys need to lift their nose less, and get acquainted with what level design and scale for games are, and not crow, that everything should be 1 in 1, or it’s done the same as some people do, which models do for rendering, and try transfer your experience to game modeling.
CG Allies is just a bunch, they think, we learned in modeling courses for rendering, you also need to lose games in games. And then the texture in 4k, soap everywhere and a little FPS, well, cool konesh. Very modern approach! Professionally!
Texture atlases are used for such cases
https://pikabu.ru/story/chtozhe_takoe_atlas_tekstur_i_dlya_chego_on_ispolzuetsya
_5573537
And then, when the engine has shaders for material, which is not in GTA. But not for the whole location one texture, as Anton showed.
Kiriller12 01/13/2020, 7:25:05 PM
Quote: ilufir
And this is not a rule, but common sense.
Not always an even grid is a guarantee of a good prelate. Prelite is different, and the grid for it is also different and not necessarily flat. The main thing in modeling for games is to model so that the model looks as if it has more polygons than there are. And the scale is 1.5 from the real one, this is the long-taken envelope size of any car in the GTA so that the heads and legs of the NPS do not stick out of the car. The fact that grief modelers cannot agree on clear dimensions is their problem. I took the coefficient that seems right to me. In addition, it is close to the size of a rockstar, 3D era for sure. Although in GTA4, it is also more and more 1.5 times, as an example, the width of the road lane is 5 meters (sometimes 4, 75), although it should be 3.5 meters by state standards. So do not argue here about subjective things. Killer said he flew out - a reasonable minus. I do not argue, the mod is not stable for everyone. But the rest, I see that this is subjectivity.
Quote: ilufir
And this is not a rule, but common sense.
Not always an even grid is a guarantee of a good prelate. Prelite is different, and the grid for it is also different and not necessarily flat. The main thing in modeling for games is to model so that the model looks as if it has more polygons than there are. And the scale is 1.5 from the real one, this is the long-taken envelope size of any car in the GTA so that the heads and legs of the NPS do not stick out of the car. The fact that grief modelers cannot agree on clear dimensions is their problem. I took the coefficient that seems right to me. In addition, it is close to the size of a rockstar, 3D era for sure. Although in GTA4, it is also more and more 1.5 times, as an example, the width of the road lane is 5 meters (sometimes 4, 75), although it should be 3.5 meters by state standards. So do not argue here about subjective things. Killer said he flew out - a reasonable minus. I do not argue, the mod is not stable for everyone. But the rest, I see that this is subjectivity.
Quote: ilufir
And this is not a rule, but common sense.
Not always an even grid is a guarantee of a good prelate. Prelite is different, and the grid for it is also different and not necessarily flat. The main thing in modeling for games is to model so that the model looks as if it has more polygons than there are. And the scale is 1.5 from the real one, this is the long-taken envelope size of any car in the GTA so that the heads and legs of the NPS do not stick out of the car. The fact that grief modelers cannot agree on clear dimensions is their problem. I took the coefficient that seems right to me. In addition, it is close to the size of a rockstar, 3D era for sure. Although in GTA4, it is also more and more 1.5 times, as an example, the width of the road lane is 5 meters (sometimes 4, 75), although it should be 3.5 meters by state standards. So do not argue here about subjective things. Killer said he flew out - a reasonable minus. I do not argue, the mod is not stable for everyone. But the rest, I see that this is subjectivity.
Quote: ilufir
And this is not a rule, but common sense.
Not always an even grid is a guarantee of a good prelate. Prelite is different, and the grid for it is also different and not necessarily flat. The main thing in modeling for games is to model so that the model looks as if it has more polygons than there are. And the scale is 1.5 from the real one, this is the long-taken envelope size of any car in the GTA so that the heads and legs of the NPS do not stick out of the car. The fact that grief modelers cannot agree on clear dimensions is their problem. I took the coefficient that seems right to me. In addition, it is close to the size of a rockstar, 3D era for sure. Although in GTA4, it is also more and more 1.5 times, as an example, the width of the road lane is 5 meters (sometimes 4, 75), although it should be 3.5 meters by state standards. So do not argue here about subjective things. Killer said he flew out - a reasonable minus. I do not argue, the mod is not stable for everyone. But the rest, I see that this is subjectivity.
Quote: ilufir
The scale should be original, the grid should be smooth, and the texture should be high-quality.
Not required. An even grid is what the type of “pro” invented by modelers who write textbooks and who don’t already know how to show off better. Still say the texture should be. Scale 1 to 1, in a very small number of games is done. From the well-known perhaps the first Mafia is remembered. Otherwise, the scale can always be neglected, as are the rules of modeling. These rules are akin to public transport rules. There is something to be.
Quote: ilufir
Yes, even broken cars on the map, lying as objects, not only do they sometimes crookedly, not complying with the laws of physics, but also one and a half times more than normal.
la_fuckcar Take a look at this original in the original and correlate it with Idaho. You will be surprised.
Quote: ilufir
not complying with the laws of physics
Well yes, realism! This is what makes games better, without realism, all kakahi games. Is that how it works?
Quote: Megpoid
Welcome to 2011. Then it would be a masterpiece.
Yes, you go to hell. You can’t tell, not that, not that. I thought maybe in 5 years you’ll at least get your brains, but no, keep children's insults.
Quote: HairyMeets
no style!
I use this size in all mods. 1.5 from the real one. If you take the average ceiling height of 3.5 meters, then I have about 5 meters, the same door - usually they are 1.8 - 2 meters, I have 2.5 meters. Everything has long been measured and done according to one standard. If any indie thrash or servers with Russian cards do everything in full size, this is their right and their style. If we take the dimensions in the original GTA, then everything is just 1.5 times more than normal. The width of the road lane in the states is 3.5, starting from GTA 3, even higher in GTA 5, the lane width is from 4.7 to 5.3 meters.
Quote: TheInsaneKiller
wrong proportions
The proportions of buildings are a conscious choice. This is the same as scolding anime for non-realistic faces. If on models it would be crooked, straight, absolutely crooked UV for example, and you would say - that's crooked. It was objective. And the sizes and stuff - part of the style and dimensions, I always do 1.5 times more than they should be.
TheInsaneKiller,
Departures are objective though. The rest is completely subjective.
Departures are objective though. The rest is completely subjective.
Will not pull