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Seahawk's Tracks

Posted: Fri Apr 08, 2016 5:01 pm
by Seahawk
I'm going to work again on my previously unfinished, beta map. That 'Random cubes' one. But it will be better now, with 2 ships and some objects in the desert. And a secret thing too! There'll be not much work but to make a slant around the island, make an ocean and place two ships, one moving and one anchored. And it'll have cops too, on board the ship. About the traffic problem with the cops, there'll be one or two truck/s moving on board the ship as if traffic and some peds moving around some objects on the ship. On the island, I think they'll be some rocks and cacti.

Posted: Fri Apr 08, 2016 6:25 pm
by sajmon14
Well for the cops you have to make roads, intersecitons like in default maps. Good luck wth the project

Posted: Sat Apr 09, 2016 6:47 am
by Seahawk
And what if they'll be 1 intersection of two roads on the ship?

Posted: Sat Apr 09, 2016 11:19 am
by sajmon14
You need two

Posted: Sat Apr 09, 2016 2:29 pm
by BUGATTIMAN253MPH
You need two
Is that why the cops stop chasing you when you drive into Fisherman's Wharf and North Beach?

Posted: Sat Apr 09, 2016 2:33 pm
by sajmon14
Dunno whats the cause of that problem but I just mean that you need few roads and intersections to make a properly functioning city

Posted: Sat Apr 09, 2016 4:39 pm
by Seahawk
What is the fisherman's wharf?
Looking further to see the island.

Posted: Sat Apr 09, 2016 7:50 pm
by sajmon14
A place in SF with those piers. By the way first you should learn how to make basic map and learn basic modelling because you still have problems with that and later try making more complicated maps ;)

Posted: Wed Mar 29, 2017 7:14 pm
by Seahawk
Abandoned

Island project final, going to get ZModeler soon, but it will be a forested area instead of desert.
Rough Map:
Image
There will be a military base where HMMWVs will chase and a police station with Mustang cops inside. May use Diatosta's cops too if got permission. There will be an airbase. A dock with probably a destroyer anchored on it. There will be a factory at the docks. 2 ships moving in the sea. Probably 1 airplane will be in the air and landed in the field. Other than that there will be a colony and a hospital. There will be probably an underground tunnel in the military base which will exit in the forested island. The forest island will have a lake. The village will have cottages, farmhouses and fields. The airplanes will probably be Su-27s converted from Delta Force Task Force Dagger. There will be in total 2 easter eggs.
The large island and forested island will be on cliffs. But the village island will be a beach.

Posted: Thu Mar 30, 2017 12:06 pm
by Jimmy89
Great news!

Posted: Thu Mar 30, 2017 5:20 pm
by Seahawk
Do new traffic vehicles generate on the map or the same go round the roads? And can anyone give me ZModeler? About the beach, I will use shallow water before deep water. The other islands will be on cliffs. About the ships, it will be the Thames River boat without the barge. And a Destroyer on the docks.

Posted: Fri Mar 31, 2017 7:57 pm
by Seahawk
Work started. :D
Screenshot:
Image
Now everyone will clearly understand the islands. Will have trams instead of the trains. Currently working with roads and all of them are almost done. (Texturing not done.) What is the name of roads and intersections and how to decide that which vehicles will run on them.

Posted: Fri Mar 31, 2017 9:40 pm
by sajmon14
But are the roads/intersections done in system that works with MM2 City Toolkit?

Posted: Sat Apr 01, 2017 8:21 am
by Seahawk
Idk, currently just they are made up with polygons. Even bound is not complete.
Image
Making the building as an other .z3d because it is easier. Afterwards I will merge it along with other buildings when the roads and railways are made.
Made in less than a minute with a cube and two cylinders so it will be very low-poly. Not textured yet. But, since it is a building, what to name it?

Posted: Sat Apr 01, 2017 10:35 am
by Seahawk
Why it is showing nothing in the 3D window?
Image