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Hazycreek City


avianrave

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Outstanding. Those aren't vanilla resources, are they? JC's city kit?

 

That is correct. I have them all in static collections. I added windows to one of the buildings and used that.

 

I also modified one of the warehouses to open only on one side. Also the car barrier was from that kit as well. In my esp, most of the buildings exist in static collections. I used much more of them when the mod was in a non LOD stage, but the sheer number of objects made the game crash easily.

 

You can check the credits to see the other resources that I use. I would have to say my favorite pack so far is Speedy's.

Edited by avianrave
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Outstanding. Those aren't vanilla resources, are they? JC's city kit?

 

That is correct. I have them all in static collections. I added windows to one of the buildings and used that.

 

I also modified one of the warehouses to open only on one side. Also the car barrier was from that kit as well. In my esp, most of the buildings exist in static collections. I used much more of them when the mod was in a non LOD stage, but the sheer number of objects made the game crash easily.

 

You can check the credits to see the other resources that I use. I would have to say my favorite pack so far is Speedy's.

 

Nice one. And I have to agree with you on Speedy's. Definitely has a talent for modeling/texturing. I'm currently altering/retexturing his models to fit a more futuristic theme. Along with JC's Tron City SCOL kit, I'm using their resources to build a futuristic city...I just need assistance from other modders. (Any takers?)

 

But I digress. This is coming along nicely based on the screens and your plans for scripts and NPCs. I wish you luck, the city's design is surely something that will have me in awe once I play it.

 

One thing I'll say about your issue with LOD vs expansiveness....When designing a city, sometimes its just best to create sectors of the city, like how Freeside is set up. But larger. That way, there won't be TONS of LODs to load at once. Problem is you lose that sense of expansiveness.

 

Preference, I guess.

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  • 2 weeks later...

I'm running into some issues that I just can't seem to figure out. I'm trying to build the LOD, and I just can't figure out what to do with these errors.

 

http://i.imgur.com/AlkAG.jpg

 

I can't seem to find the warnings file that it tells me to check...

 

http://i.imgur.com/YBiDi.jpg

 

Resizing the normal texture to the diffuse size doesn't work. Resizing all of them doesn't work either. I think it has something to do with directing me to a DDS file or something.

 

**Edit**

 

So far, I've figured out most of the problems are caused by my made-up speedy resources LODs. The hooverdam generator is still bugging me, as it is a main component of one of the buildings.

Edited by avianrave
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I made a new area (I wanted to make it more of a marina and also get rid of all of the rocks). Hers some screens from testing it.

 

Edited the front page with the new pictures.

 

I just need to move the doors over and run an navmesh gen. Hopefully it will be up later this week/month.

 

I would say most of the buildings that have accessible doors have interiors in them at the moment, I just need to move the doors from the old worldspace. Some aren't navmeshed either. Most of the clutter (docks, outdoor tables) also can be moved too, so it isn't at all lost work.

 

If someone wants to work on my esp for a while ( I have a few tests coming up), then send me a msg. It has both the old and new areas, so you could work on population or interiors or navmesh auto generation or whatever the hell you want to do.

Edited by avianrave
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