Temnograd

about

Temnograd (meaning Dark City) is my WIP retro style GTA:SA total conversion mod for classic audiences. It’s inspired by the aesthetics of GTA III, post-soviet eastern europe, autumn, and the early 2000s. Intended for both single-player and SA-MP. The purpose of this mod is to create a new fictional world filled with original content - the mod will not port content or reuse any intellectual property from other games. Current focus is only on the map, vehicles, and visuals.

latest blog post2025-07-01

First block of the map

I've been on a streak of posting something every month. I wanted to finish this first city block for this month's post but I realized it's too much work, so I'm posting my progress so far. Of course the first one takes longer because I'm figuring stuff out and making generic textures I can reuse later. Here's a vague plan of the area in Cities: Skylines:

Maps that are just grids on flat ground are boring so I'm trying to incorporate height variations, different angles, and irregular areas. Here's the block in Maya:

It might look simple but there are a lot of things to consider:

  • which textures are unique for this model (here only the facades) and which are generic
  • vertex color lighting for day and night
  • "decals" such as manholes and drains
  • how the collision mesh is created (I'm reusing the visual mesh for the roads and ground but creating simpler meshes for buildings and stairs)
  • defining collision surface materials (simple asphalt compared to grass with procedural plants on top)
  • collision lighting values (used for lighting dynamic objects such as cars and peds)
  • object definition and placement files for the game
  • exporting the object to blender, processing it, and then exporting it to the game

A lot of time went into figuring out the workflow and streamlining or automating parts of the process - now it takes seconds to go from Maya to seeing the object ingame.

And here are some screenshots of it in-game:

That circular part of the wall with grass will contain a big tree once I get to creating vegetation.

It looks a bit plain but it will improve as I continue working on it and in the future it will have some props such as garbage containers.

The night is just a test since I haven't made any light props or decided their positions. And those floating glowing textures are a test object using a custom shader for night window illumination - they randomly turn on and off during the night.

Supporters on Ko-fi can see archived videos of livestreams where this stuff gets created. I'm also considering doing some public streams (maybe on Kick) where I create landmark models for the map.

Not sure what I will have for you next time - maybe more progress on the map plan and objects or maybe another car.