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The_Most_Wanted
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Postby The_Most_Wanted » Fri Feb 21, 2014 9:47 am

Nice city! :)
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Postby HummersRock » Tue Feb 25, 2014 12:57 am

Small update. Made some more objects and textures. Still need tons more textures.

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Postby mm2mm1fan » Tue Feb 25, 2014 1:04 am

How about a Car dealership called Midtown Autos? If you are still looking for ideas.

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Postby Franch88 » Tue Feb 25, 2014 1:07 am

The use of those buildings facades photos as textures is gorgeous, and great look also for the containers. :) Good idea for the car dealer.
The middle building texture looks like if it's cut on the right part.
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Postby HummersRock » Tue Feb 25, 2014 1:28 am

Car dealership sounds interesting... It would probably work best as more of a showroom like sajmon has done. A whole lot populated with cars would be very high poly. I guess it could be mostly empty. Maybe include a "Bankruptcy sale!" :lol:
The use of those buildings facades photos as textures is gorgeous, and great look also for the containers. :)
Thanks. They are big textures though. 1024x1024. This size will probably be made as an additional patch, only for people with a computer powerful enough to handle it (assuming MM2 will be able to handle many textures at this size) and the main ar will use smaller sizes.
The middle building texture looks like if it's cut on the right part.
Ah, you're right, I did cut it off a little bit. I also somehow mirrored it. :lol: There isn't much of the texture being cut off though. I think that building is part of another building that isn't in the picture.
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Postby mm2mm1fan » Tue Feb 25, 2014 1:37 am

That site I gave you before for models has cars and they are low poly too.

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Postby e-cobra » Tue Feb 25, 2014 10:56 am

Nice buildings. Why are the road textures repeated the wrong way? Because the same happened in my 'massacre zone' track. Containers look a bit small but have really nice textures. :)
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Postby zoot » Tue Feb 25, 2014 2:32 pm

I can model some stuff for you, Hummers.

Looks marvelous!
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Postby KingAndy » Tue Feb 25, 2014 3:06 pm

Great texture, I just recommend you to improve the middle building because it looks a bit strange, maybe because the texture looks cut in a part.
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Postby HummersRock » Tue Feb 25, 2014 5:24 pm

Nice buildings. Why are the road textures repeated the wrong way? because the same happened in my 'massacre zone' track.
Because the entire track is a GROUND_ object. The textures are simply tiled across it (you can get the same effect by putting your texture in a editing program, like Paint.NET, increasing the canvas size larger than your texture, and then copying and pasting it to fill the image with your texture, although it will look blurrier in MM2). In order to have it tile correctly for a road, you either need to use a ROAD_ object (the entire texture will be tiled across the road once, and along the road infinitely), or a ROADS_ object (the entire texture will be tiled across the road twice, and along the road infinitely).
I can model some stuff for you, Hummers.
That would be very helpful. Whatever you want to model that you think will fit would be great! Buildings would help the most though. And I am making the buildings just like the ones in SF and London so they are very low poly. So it's mostly finding textures and texture.
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Postby HummersRock » Thu Feb 27, 2014 11:35 pm

More buildings. I copied all of them just for the picture and to see what it will look like having buildings lining both sides.

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Postby Franch88 » Thu Feb 27, 2014 11:56 pm

The impression is very good, keep in mind the buildings elements proportions. :wink:
To fix the wrong road and sidewalks textures rotation is enough rotate them at 90 degrees clockwise or anticlockwise.
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Postby HummersRock » Fri Feb 28, 2014 1:57 am

The impression is very good, keep in mind the buildings elements proportions. :wink:
To fix the wrong road and sidewalks textures rotation is enough rotate them at 90 degrees clockwise or anticlockwise.
No, the textures are fine. This is just a test and I am adding these buildings onto my main file, which has the entire terrain of the track as one GROUND_ object. ;)

I seem to remember mentioning a feature of some program (possibly PSDLViewer) that automatically added street lights to roads. I'm curious about this because it would be nice to have them, but I don't really want to be adding them manually.
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Postby e-cobra » Fri Feb 28, 2014 3:25 am

How about using this as a parked car/prop somewhere? I created it in blender today. :) About 500 polies.
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Postby HummersRock » Fri Feb 28, 2014 4:49 am

Sure! It looks good.
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