Doom 3©, GTA© San Andreas, FSX© modifications, mapper, content creator & scripter (shader)
2004
was
the
year
of
two
interesting
games
(interesting
games
for
me).
In
March
2004,
Crytek©
released Far Cry® and in August 2004 id-Software© released Doom3©.
Far
Cry©
achieved
the
same
great
„island-
&
holiday-feeling”
as
Crysis©
3
years
later.
But
for
whatever
reason
I
never
had
any
interest
in
modding
it.
Maybe
it
was
because
of
its
boring
story
(in
my opinion) and/or the partially uninteresting maps.
My
Doom3©-modding
work
is
worth
mentioning
though,
because
it
walked
in
the
old
Quake
3
Arena©
footsteps.
When
the
game
was
launched,
I
immediately
“fell
in
love”
with
the
graphics
and
So
the
year
2004
passed
by
and
I
was
looking
forward
to
the
year
2005.
The
next
GTA©-title
“San
Andreas”
was
announced for June.
I
told
you
before
that
I
was
not
satisfied
with
my
Chargers
and
Cudas
for
previous
GTA
titles.
And
it
was
much
worse
when
I
came
back
to
modelling
in
GTA
San
Andreas©
and
took
a
look
at
them.
I
remember
very
welld
when
I
loaded
the
cars
into
the
ZModeler
and
moved
them
in
the
viewport…
The
more
I
compared
them
to
the
photographs,
the
more
differences
and
mistakes
I
found.
Because
of
this
realization,
I
removed
them
all
and
started
a
completely
new
build
from
scratch
for
all
of
them.
With
this
decision,
my
library
grew,
because
I
am
firmly
convinced
that
books
are
much
better
than
internet
sources.
Although
many
important
cars
were
owned
by
our
US-Car-Club
members,
the
books
helped
me
in
many cases. And well, I like reading.
GTA© San Andreas
Shortly
after
the
release
of
GTA©
San
Andreas
I
played
the
whole
game
and
still
loved
it.
Later
in
the
year
2005
I
started
the
creation
of
my
first
GTA©-cars
completely
from
scratch
a
second time.
Because
of
many
new
modelling
features
in
ZModeler2©,
I
purchased
this
program
(the
ZModeler1©
had
been
free,
years
ago).
The
newly
created
meshes
looked
much
better
than the old ones and I was very motivated to work forward.
Additional
I
got
more
motivation
from
our
German
US-Car-
Club
„Sundaycruiser“.
We
had
many
new
members
now,
with
new
cars
and
so
I
had
access
to
many
more
classical
and
modern
US-Cars
as
a
source.
With
this
option
I
was
able
to
create
many
new
textures
and
better
blueprints
for
my
3D-
models.
Now
I
want
to
start
backwards,
in
the
sequence
of
pictures.
At
first the latest car I created, the 1979 Dodge Coronet©.
Titan Quest©
After
the
release
and
a
little
bit
of
playing
of
the
game
„Titan
Quest©“
in
June
2006,
I
got
interested
in
its
modding.
Titan
Quest©
is
a
role
playing
game
and
I
liked
the
option
to
create
custom
maps
and
items,
and
the
possibility
to
modify
the
enemies
to
really
big
and
strong
hordes.
For
me
it
was
modification
for
private
fun,
like
to
run
a
machine
into
1000
enemies,
or
to
create
map
environments
how I wanted. So, Titan Quest© is also worth a mention in this period.
Well,
after
I
found
out
how
it
worked,
agin
the
modding
drew
my
interest
more
than
the
playing.
So
I
spent around 6 months (besides the other projects) to mod Titan Quest©.
Later
down
the
road,
many
professional
mods
were
released
(like
the
„Chuck
Norris“
one)
and
I
slowly lost interest in modding Titan Quest©.
Although
I
spent
more
than
a
half
year
with
its
modding,
I
don’t
have
many
pictures
to
show.
It
was
a
purely
personal
project.
Additionally
a
few
pictures
from
a
tutorial
I
have
written
(which
I
will
not
publish).
Microsoft© Flight Simulator X (FSX)
Yes,
although
many
people
laugh
about
flight
simulations,
I
like
them
a
lot.
My
first
simulator
was
the
Microsoft©
Flight
Simulator
2000
(the
edition
with
the
big
„pilot
book“).
I
rarely
fly
but
from
time
to
time I still do it today.
What
I
did
I
do?
In
the
beginning
of
FSX,
optimization
was
the
most
important
job.
In
our
community
that
we
founded
as
www.fs-flightcrew.de
(which
was
unfortunately
closed
a
few
years
later),
we
worked
out
many
tweaks
and
improved
the
performance
for
the
badly running game (bad FPS).
After
that
I
wrote
many
tutorials
and
later
navigation
workshops,
for
the
„real“
flight
route
programming
in
pay-ware
planes
with
the
FMC
(Flight
Management
Console), based on officially released flight charts.
The
next
interesting
thing
was,
that
many
users
released
real
world
terrain
meshes,
with
satellite
pictures
as
textures.
The
VFR-flights
(Visual
Flight
Rules) were very, very great on those terrains.
You
can
download
my
files
in
the
download
area,
if
you like.
In
the
middle
of
2007,
I
started
to
create
a
custom
Boeing©
737
but
stopped
the
work
in
November
with
the release of Crysis©.
Before
the
Coronet,
I
wanted
to
create
my
own
Viper
GTS®.
The
one
that
had
been
converted
for
GTA3©
and
GTA
Vice
City©
was
very
successful
and
I
still
loved
this
car
but
it
hadn’t
been
created
by me. So this was the second last car I built for the GTA© series.
As I have written above, I recreated all Dodge Charger© and Plymouth Cuda©.
The
next
3
pictures
show
you
the
1968
Dodge
Charger©,
which
contained
the
headlight
covers
as
„extra“ (a new game-option).
In
memory
of
the
really
great
movie
„Bullit“
with
Steve
McQueen,
I
created
a
special
version
of
this
car too.
The
1969
and
1970
Dodge
Charger©
shared
the
same
body
and
so
it
wasn’t
much
effort
to
implement the needed modifications to the 1968 version.
In
the
same
way
as
the
Dodge
Chargers©,
I
started
the
new
build
of
the
Plymouth
Cudas©
from
scratch and created the 1970, 1971 convertible and 1972 version.
Last
but
not
least,
I
created
a
very
special
version
of
the
„Viper©“.
When
I
finished
the
car,
I
called
it
„Viper
X²“.
The
reason
behind
this
is:
if
I
was
a
real
car
designer,
I
would
have
designed
the
Viper
in
an
extreme
race
version.
I
gave
my
best
to
create
it
in
3D
and
hopefully
got
a
very
race-looking
result.
The
car
is
based
on
a
mix
of
the
Viper
GTS©,
a
few
Viper©-
prototypes,
the
Viper
Competition
Coupé© and the new Viper SRT 10©.
People
liked
it
but
the
more
time
went
on,
the
more
dissatisfied
I
was
with
this
car.
But
I
never
had
the heart to delete it in the same way as the old GTA Vice City© cars before.
environment.
The
dark
horror
atmosphere
„invited”
me
to
tweak
the
weapon-
and
projectile-scripts
at
first,
although
I
played
just
the
first
levels.
Similar
to
Quake
3
Arena©,
the
Doom3-engine©
stored
the
game
data
in
packed
files
and
as
a
result
it
was
possible
to
unpack
them,
which
allowed
their
modification.
I
changed
the
scripts
of
most
of
the
weapons
(*.def
-
files)
to
emit
projectile-lights
when
these
were
fired.
Ingame
it
looks
really
great,
because
when
you
fire
for
example
the
plasma
gun,
the
projectile
lights
create
their
own
atmosphere
in
the
small
corridors.
Very
great
experience!
With
Doom3©
I
got
back
a
game-feeling
like
I
had
in
the
old
Resident
Evil©
games.
Later,
in
a
few
mapping
projects,
I
combined
the
experience
of
emitting light through projectiles and the „zombie-feeling”.
Otherwise
in
the
years
after
my
GTA©-modding,
I
didn’t
work
much
on
modifications
and
I
wasn´t
involved
in
many
projects.
Just
in
a
few
small
ones.
Mostly
the
projects
broke
up
shortly
after
their
founding.
The
biggest
one
was
the
first
„Resident
Evil©”-mod.
For
this
I
created
a
car
(Crown
Victoria
Police
car)
but just before I finished it, the project was given up.
The
first
book
I
bought
is
a
very
huge
collection
of
historical
cars,
in
„blueprint“-ready
photographs.
You
can
confidently
ignore
the
German
language
of
the
book
if
you
need
primary
the
pictures.
In
my
opinion
a
„must
have“
for
car modellers.
Hardcover: 576 pages
Publisher: Coventgarden (2002)
Language: German
Buy this book at Amazon.de (Germany)
Buy this book at Amazon.co.uk (UK)
Buy this book at Amazon.com (USA)
For
the
Dodge
Viper©,
I
bought
a
very
great
book
of
Dodge´s©
history.
It
contains
much
information
from
the
early
time
in
the
20th
century,
up
until
the
Dodge Viper.
The
book
were
released
in
English
and
German.
Hardcover: 152 pages
Publisher: Delius Klasing (Jan 2006)
Language English
Buy this book at Amazon.de (Germany)
Language: German!
Buy this book at Amazon.de (Germany)
Buy this book at Amazon.com (USA)
„The
roaring
60´s“
means
nothing
more
than
cubic
capacity
and
8
cylinders.
The
era
of
muscle
cars
is
unique
and
the
birth
time
of
many
great
cars.
The
book
below
contains
a
lot
of
helpful
background information and pictures.
Hardcover: 350 pages (German)
Publisher: Heel (DE) (16. Sept 2005)
Hardcover: 352 pages (UK & USA)
Publisher: Motorbooks Int (2004 & 2006)
The
description
on
Amazon.de
describe
the
language
as
„Dutch“
but
it
is
the
German
edition.
In
doubt
please
contact
the seller for the right language.
Language: English
Buy this book at Amazon.co.uk (UK)
Buy this book at Amazon.com (USA)
Language: German!
Buy this book at Amazon.de (Germany)
My
next
book
is
about
one
decade
before
the
muscle
cars
and
contains
all
the
earlier
beautiful
American
cars
that
never ever were built again.
Hardcover: 631 pages
Publisher: Heel (2005)
Language: German!
Buy this book at Amazon.de (Germany)
Buy this book at Amazon.co.uk (UK)
Buy this book at Amazon.com (USA)
To
round
out
my
collection
of
books,
I
bought
the
next
one
because
of
its
mainly
technical
information
of
American
cars of the 50´s.
Paperback: 130 pages
Verlag: Heel
Language: German!
Buy this book at Amazon.de (Germany)
Last
but
not
least,
I
recommend
a
very
great
book
about
the
history
of
cars.
It
contains
a
lot
of
information
&
interesting
materials about the „automobile“.
Hardcover: 380 pages
Publisher: Campus (16. Sept 2002)
Language: German!
Buy this book at Amazon.de (Germany)
Buy this book at Amazon.co.uk (UK)
Buy this book at Amazon.com (USA)
Please
note
that
I
spent
a
long
time
on
the
recreation
of
the
„High-Impact-Colors©“,
like
„Hemi-Orange“,
„Sassy
Grass
Green“,
„Plum
Crazy“,
„Lemon
Twist“
and
so
on
and
so
forth.
To
implement
the
best
result
ingame,
I
evaluated
more
than
20
old
color
shards
and
original
cars
from meetings and club members.
It
doesn´t
matter
how
old
you
are
and
what
you
love.
I
promise
you
will
like
the
10
minutes
car
chase in San Francisco, if you watch the movie.