grand theft auto mods and more

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Re: grand theft auto mods and more

Postby lord humungus » Tue Feb 05, 2013 8:51 am

big update.

the thunderdome plane is almost done

we now have a tech person who can make cars work ingame. we also have an old skinner who will help give these models textures. if these hold up then well things will be getting released. older models should be getting finished too. basically put. the mods will get done so I am not just spinning my wheels. starting in vc we'll make our way to GTA sa and I could even bring these along to GTA IV.

screens and links to all models will be available as they come along.

I would post more but I have so much to do and not much time to do it in.
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Re: grand theft auto mods and more

Postby lord humungus » Mon Feb 11, 2013 4:29 pm

we've picked up another skinner. so we should see the back catalog of mods skinned and finished so I should be posting more releases sooner then later.
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Re: grand theft auto mods and more

Postby lord humungus » Mon Feb 25, 2013 2:08 am

reaquiring VC and SA for pc again. going to start trying to retest the mods we have now and get them working in gta.

mean while you can take a look at my modeling WIP here:http://s164.beta.photobucket.com/user/AARON1979_01/library/3D%20Model%20Works

and some refreshers of the work done so far here: http://s164.beta.photobucket.com/user/AARON1979_01/library/Ingame%20Works
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Re: grand theft auto mods and more

Postby aussie muscle » Mon Mar 04, 2013 3:31 pm

some interesting 3D work in there. i recognize most of them
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Re: grand theft auto mods and more

Postby lord humungus » Mon Mar 04, 2013 5:44 pm

thanks so much aussie muscle. I just finished up the Thunderdome plan and will be working on the mad max sandman next. should be interesting.
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Re: grand theft auto mods and more

Postby lord humungus » Thu Mar 28, 2013 12:24 am

thunderdome plane is done. mesh wise. I've even tried to rig it for ingame footage but sadly I was unable to get it to work ingame.

we still have a skinner. I lost a tech team because the leader said I was a dirty mod stealing,becoming famous off the backs and hard work of other people when it's simply not true. everything you see in this gallery http://s164.photobucket.com/user/AARON1979_01/library/3D%20Model%20Workswith the exception of the landau body and the body of the mad max impala,is my work. if someone has a problem with that then they can kindly show where I stole anyones models. also the readme files always contain artists names when their work is used through donated models. I have never stolen a mod in my life. but this person decided that not only was my work trash but he'd also trash the contributions of those who made these models shine ingame. -shakes head- I don't get people sometimes. but we fell out. thing is they were more into shoving tutorials in my face rather then helping me do it and sadly I didn't learn much from them. I learned way more on my own.

speaking of which I converted the goose mfp bike,the muddgutts bike and the toecutters bike from san andreas to vice city. they look great ingame and will be avilable for download soon. as for the artist of these bikes is the great gosuke who donated the models and said it was okay to use them how I like so long as I gave him credit which I did. he gets full credit for the mods I only converted them.

as for the old meshes well I may try to get the gyrocopter working in game and see about others from there. in the meantime as you can see in the gallery above I have been working on a most unusual train. will maybe post that when I am done. I am trying to finish her up before going forward with more mad max mods. but we do have one ...no wait two new mods. I made stock version of the air truk too for those who want a stock one. it has all that was missing from the TD plan and also removal of extra stuff that was welded onto jebadiahs plane as I saw when screenshotting my DVD copy.

if I cannot find a tech person for the models then this is pretty much where the mod will most likely end. I cannot get these models to work all on my own right now and it's anoying to say the least. but I will finish this project in model form if nothing else. you better believe that. anyways take care forum. hopefully I'll have more to show off soon.
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Re: grand theft auto mods and more

Postby aussie muscle » Sun Apr 14, 2013 9:15 pm

it's a pity codemasters have kept Far Cry 2 locked, as that would have been an excellent candidate for a Road Warrior total conversion. The African setting would work well with a slight reddish tone to make it look more australian (and change the sounds of zebra into crows).
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Re: grand theft auto mods and more

Postby lord humungus » Tue Apr 16, 2013 12:10 am

too true AussieMuscle.

I just finished up a side mesh. so that means I will be going back into this mod. some main focuses will be the pink Desoto thanks in no small part to AussieMuscle taking ref photos for us so long ago. also be chipping away at some of the other meshes. some of it being fury road work I stared on.

will post updates as soon as possible.
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Re: grand theft auto mods and more

Postby lord humungus » Thu Apr 25, 2013 7:25 pm

okay I am back on the mod. working slowly on not only the the desoto but also the thunderdome truck minus the camels that max eventually was able to drive. the more I've studdied this truck the more I want to do it. and the more fun the mod will be when it's showcased.

also Gosuke,of the GOSUKE FACTORY, once gave us permission to use his fine mad max 1 bikes (including gooses bike) for our mod. we never coverted his bikes because we didn't know how and we didn't have full permission to do so. I am asking for re-permission to convert the bikes where he will get full credit for it I will get credit for the conversions to VC and GTA:IV

as I work on more models (including some from fury road) is there other games you mad max gamers might want to see some of the models eventually ported over to? provided that they are modable the ability to eventually port these base models over to other games might not be so unheard of. and so if GTA (or grandtheft auto) isn't your thing then what would be?
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Re: grand theft auto mods and more

Postby lord humungus » Sun Jul 14, 2013 12:33 pm

been a long time. well here's the long short of it. my time is limited. I have an old friend working on the red manoro from MM2. and I know he'll get it done very nicely.

that said I am going to be trying to focus on Thunderdome for a while. the Mack Train has a good start on it. and the Max Truck almost has a canopy. that is where my focus will likely be at for the most part.

Now most of you are aware of there being a Mad Max game coming out next year. it's likely we'll rip max out and use his player model as a ref model for our own mad max. meaning we'll finally have a good looking mad max player model to work around in.

Someone once started their own mod for gta using mad max,they called my work low poly trash. I want to set the record straight for anyone who isn't away of graphical limitations of when games are made. when we started make mad max cars poly counts mattered. if you made the car too high poly then it would look like shit and the game would run like shit with multiple copies of a high poly car. I was told my work starting out was too high poly so I scaled it backed for the consumers and to keep my crew happy who had to test and skin the models. if this someone displeases you then well you can go fuck yourself cause I am not ashamed of the work I did. if it wasn't for people like me and Ganjcia mad max would have never come to gta in the first place. future models are set to be a bit higher poly but to spit on my work would like spitting on assuiemuscles earliest works. and that's not right. we work with what we have and within the limits of the hardware we have to work with. sometimes this makes for better cars and sometimes it doesn't. but I won't stand around to be insulted because my work was what it needed to be.
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