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  • #15004
    djbozkosz
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    Greenville extension old concept arts:

    cwa000.jpg

    cwa001.jpg

    #14997
    djbozkosz
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    Bank Notes: $ 695
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    Once again thanks <img decoding=” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/smile@2x.png 2x” width=”20″ height=”20″>

     

    Whole map:

    0mapm.jpg

    #14988
    djbozkosz
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    Bank Notes: $ 695
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    Latest screens:

    Next PlayStation 2 conversion: Barn Shortcut.

    k025.jpg

    k026.jpg

    k027.jpg

    k028.jpg

    k029.jpg

     

    Overall news: http://www.djbozkosz.wz.cz.

     

    Old PS2 gameplay:

    time: 14:50.

    #14930
    djbozkosz
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    Bank Notes: $ 695
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    From testing:

    [youtube:7xarl3lv]

    [/youtube:7xarl3lv]

    #14922
    djbozkosz
    Participant
    Bank Notes: $ 695
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    Clothes:

    Splc01M.bmp

    Splc02M.bmp

    BnkO01.bmp

     

    Pants:

    Cklh13M.bmp

     

    Shoes:

    CBOT02M.BMP

     

    Capsule:

    Pouzdro.bmp

    #14913
    djbozkosz
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    Bank Notes: $ 695
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    A little progress:

    34pxizp.jpg

    ezlo4m.jpg

    #14865
    djbozkosz
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    Bank Notes: $ 695
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    Second version – toughened glass:

    Game%202013-01-14%2022-20-23-95.jpg

    Game%202013-01-14%2022-20-26-33.jpg

    Game%202013-01-14%2022-20-27-62.jpg

    Game%202013-01-14%2022-14-46-58.jpg

    Game%202013-01-14%2022-15-25-15.jpg

     

    A little inspiration:

    mirrors_edge_01.jpg

    #14857
    djbozkosz
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    Bank Notes: $ 695
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    Maybe final version of shattering:

    Game%202013-01-13%2018-33-15-65.jpg

    Game%202013-01-13%2018-33-17-30.jpg

    Game%202013-01-13%2018-45-32-52.jpg

    #14852
    djbozkosz
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    Bank Notes: $ 695
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    Hi-res shadows:

    Game%202013-01-05%2018-30-40-62.jpg

    Game%202013-01-07%2015-38-49-42.jpg

    Game%202013-01-07%2015-40-39-53.jpg

    calculated during learning to school exams…

     

    And some glass effects:

    Game%202013-01-13%2000-17-04-80.jpg

    Game%202013-01-13%2000-17-05-73.jpg

    Game%202013-01-13%2000-17-07-60.jpg

    #14729
    djbozkosz
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    I summarized (in Czech) description of my Boz Mod on my website: http://www.djbozkosz.wz.cz/index.php?id=modding/boz_mod.

     

    Here is English translation:

    Overall changes in Freeride:

    • reworked freeride scipts: speeding, gun shop
    • light auto-health
    • camera fov – for better acceleration and brake effect in the car
    • jump out of the car
    • photomode – custom camera set, save camera, etc.
    • dynamic weather and day cycle, sun ray effect, volumetric lights
    • reflective water – Water Shader (special thanks: MR F) + own water with sun reflection
    • reflective road
    • water isn’t deadly now
    • draw distance is increased to three kilometers
    • sparial grass and other vegetation
    • work on road, common jumping platforms
    • various types of missions: action from Salieri, something with cars from Lucas
    •  

      Changes in Freeride: City:

      • new locations: Salieri’s bar, Morello’s bar, Italian Garden, Bertone’s service, Tommy’s house, aisle from Running Man mission, factory from Just For Relaxation mission (available in mission), etc.
      • cars on every car parks, some park are secured
      • subway – is linked on the old elevated railroad, from Winslet Ave in Little Italy over train station in Works Quarter, under harbor to Municipal Building in Central Island, then over Downtown to church in Oakwood and to Market Ave in Hoboken
      • countryside as background
      •  

        Changes in Freeride: Countryside:

        • new locations: Clarks Motel, meadows and fields which were unavailable before – around motel, farms and behind rest stop, road to the hill in the center of coutryside, hole near downhill from big bridge, Deadfall Pass – pass behind the dam, road around vineyards – both are conversions from PlayStation 2 game version
        • new city and countryside as background, patches in countryside – new forests, etc.
        •  

          Changes which are visible in whole game:

          • high resolution ground textures
          • HD trees + mipmapping
          • mipmapping for all buildings in the city
          • enhanced reflection for all cars
          • some more modified textures (blood, glows, particle effects, etc.)
          • inproved gun sounds, glass sounds, etc.
          #14503
          djbozkosz
          Participant
          Bank Notes: $ 695
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          Cooling system while baking lightmaps:

          screen20.jpg

          #14375
          djbozkosz
          Participant
          Bank Notes: $ 695
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          Standard object to sector converter implemented.

          screen10.jpg

          #14342
          djbozkosz
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          Bank Notes: $ 695
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          Great <img src="/wp-content/uploads/invision_emoticons/smile.png" alt=":)” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/smile@2x.png 2x” width=”20″ height=”20″>

          #14292
          djbozkosz
          Participant
          Bank Notes: $ 695
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          In material types I discovered flag which changes drawing of environment texture. Exported models from Zmodeler have only overlay mixing. But If you add 0x00000400 (in file 00040000) to material type, result will be additive environment mapping. Env ratio will be ignored, but I doesn’t matter, because you can use whole range of brightness. Eg for sun reflections on the cars.

          screen09.jpg

          This is better than old overlay type, because when you set the env ratio to 1, diffuse texture will be invisible.

          #14259
          djbozkosz
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          Bank Notes: $ 695
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          I updated informations at first post.

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