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ITN_Tuning
a.k.a. Jaguara

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Thanks, Hummersrock
Some work done on the city:



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Post 26 Feb 2010 03:23 pm
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HummersRock
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The rail looks a little bit off the ground and too big, but other then that, great job as always. Wink
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Post 26 Feb 2010 04:17 pm
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busboy99
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Very nice job ITN! Cool
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Post 26 Feb 2010 04:42 pm
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ITN_Tuning
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I'll lower the rail till it touches the ground but i didn't manage to make it's
bounds to work, the car goes through it. Does anybody know how to increase
the texture quality, they aren't that blurry at all. If i convert them to .tex
would they be better ? Other than that i don't have other problems with the
city, except it's size of 53 Mb.
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Post 26 Feb 2010 10:31 pm
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HummersRock
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What I have done in the past to make textures sharper in mm2 is just sharpen them in photoshop. Obviously you can only sharpen so much and keep from screwing the image up; sometimes it won't work for certain images. That's all I ever thought of.

For the size you can save the TGA textures with 256 colors (16bit I guess), then convert to tex. Should be smaller then 24bit tgas. And 7zip can compress a lot. Also, I find that making the ar file and just using "store", instead of actually compressing it, then compressing with winrar/7zip allows for best compression.
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Post 26 Feb 2010 10:39 pm
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Franch88
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Very good work, cool city look. Smile Keep it up! Smile
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Post 27 Feb 2010 01:01 am
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ITN_Tuning
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Nothing much here, just a bunch of boxes.

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Post 28 Feb 2010 11:37 pm
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Silent1Unknown
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Cool boxes and nice progress with the city. Still waiting for its release. Smile
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Post 28 Feb 2010 11:51 pm
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ITN_Tuning
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I made a short film, so you could get an idea of how the driving in the city
would be.
Click

Btw does anybody remember what was the max. texture count in the City
Toolkit ? I have 102 now. 81-82 of them are for buildings. The others are
for the basic stuff - roads, sidewalks, crosswalks, grass, ground, water.
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Post 01 Mar 2010 06:08 pm
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ITN_Tuning
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I'm working on 3d grass effect at the moment, fixed my problem with
the textures. So i used the tree generator to make this.

Would be there any conflicts if buildings are on GTn_ objects ? Haven't tested that yet ingame.
Also is it possible to have more than one TH1_ on a GT1_ ? I'm going to try and put more types of trees but if i have to do it manually, that would
take a century.
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Post 04 Mar 2010 06:41 pm
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HummersRock
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ITN_Tuning wrote:
Would be there any conflicts if buildings are on GTn_ objects ? Haven't tested that yet ingame.


The THx_ object won't detect the other objects I don't think. So most likely there will be THx_ objects inside the building, and halfway inside/halfway outside.

ITN_Tuning wrote:
Also is it possible to have more than one TH1_ on a GT1_ ? I'm going to try and put more types of trees but if i have to do it manually, that would


I don't think so, wouldn't seem possible to me, but you still might as well try.
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Post 04 Mar 2010 07:06 pm
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ITN_Tuning
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Haven't tried yet. Been working on a tree i'm thinking to put on the map.
It's a little high poly for the game but i hope it works - 860 poligones :


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Post 07 Mar 2010 05:36 pm
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HummersRock
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860 polys is really high poly for a tree for mm2. You shouldn't put too many of those on the map.
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Post 08 Mar 2010 12:53 am
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ITN_Tuning
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Yeah, i realise it. I used 8 poly surfaces for a 3d grass effect and made it
as a TH1_ so mm2 ct generates more, but it lagged more than hell..
So i'm gonna try and put few of those trees for a test.
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Post 08 Mar 2010 11:22 am
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ITN_Tuning
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My first attempt at making shadow effect, made it for 3 days, but it could've
been better. Some of them sink in the ground too much, some are seen
through the other objects. I'll try to improve them as much as i can. Oh
and some grass:



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Post 12 Mar 2010 07:07 pm
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