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djbozkosz

Boz Mod

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Btw, I'm developing a lot of years a little mod (last build had over 1GB) which replaces the Free Ride mode.

There are a lot of extensions, like better textures, models, missions and some new functional things.

 

Some screenshots are on my web page:

http://www.djbozkosz.wz.cz/index.php?id=5 (in Czech)

 

Latest video:

 

[video=youtube]

 

Older video:

[video=youtube]

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Looks great!

 

Let me know if you would like your own forum section. I can set it up for you.

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Thanks you all :D

 

Let me know if you would like your own forum section. I can set it up for you.

 

I'm pleased, it would be great :)

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...but the requirements are very big :P

 

These recommended requirements are for max. details, 40+ framerate gameplay :D

 

The biggest influence to framerate has draw distance and trees.

The draw distance (in city and countryside is: 3 kilometers) you can decrease in game settings.

And level of detail on trees and other objects you can decrease there too.

 

But I'm implementing more methods to increase FPS, for example: mipmapping for trees (it increase framerate almost 100%), streaming of people scripts and optimizing draw distances for cache groups in the city.

 

So the mod should be playable with rational framerate on the very old machines :)

 

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At the end I'm attaching a new screenshot from unfinished Central Island subway station, which is under Municipal building:

m014.jpg

The model was created in Zmodeler of course.

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djbozkosz I would like to know more about the reflection on the pavement and on the tables in Italiano Garden. How he did it? Mirror'om usual, or somehow special? And about the level of another ask boiler there, or not?

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djbozkosz I would like to know more about the reflection on the pavement and on the tables in Italiano Garden. How he did it? Mirror'om usual' date=' or somehow special? And about the level of another ask boiler there, or not?[/quote']

 

Yes, I read yours discuss on the Mafiapub forum, but no, I didn't used mirror visual object :)

 

In the Italian garden tables:

m009.jpg

I'm using environment / reflection map - which is created from wall screenshots from the bar.

And for the better realism, I'm simulating bump mapping with the second material on the tables. This transparent layer has same diffuse map, contrasting noisy alpha map and same env. map, but his normal vectors are little rotated in three axes - this causes a little offset on the reflection (In Zmodeler: Surface -> Normals -> Rotate):

m010.jpg

 

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The second technique:

k018.jpg

For reflection on the roads and pavements I'm using standard transparent material, but transp. materials have diffuse map and alpha map. And mustn't change length of scene.4ds file, because on this model are linked face collisions and lightmaps. So you have to shorten length of texture names, to be able to "patch" old material with not changing length of file. Then I edited sky background and models of trees by creating "fake" reflection as reflected model under the trees and roads.

This is usable for night too, with modified lamps:

m015.jpg

 

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The screenshots with boiler are from my unreleased mission from the factory.

 

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And at the end, something about mipmapping:

k019.jpg

Mafia doesn't support mipmapping but you can simulate it with same lods (level of details) with different textures.

You can it create in Zmodeler with creating :1 , :2 , ... ehind the object names.

And on every lod you can apply different material. By default, the lod ratio in every object in 4ds model are set to 4000, but and modify it with hex editor. This technique increase framerate about 100% in the forest.

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Little appendix:

This is my mission (as part of Boz Mod) from factory, which I created in 2009.

[youtube:3jjas0vi]

[/youtube:3jjas0vi]

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A little overbright gameplay, but I did't get to the end of mission ... :D

 

[youtube:3tnu0s0h]

[/youtube:3tnu0s0h]

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