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[WIP|SCR|VC|SA] Project "Behind Space of Realities"

589 replies to this topic

Poll: Project "Behind Space of Realities" (59 member(s) have cast votes)

Whether it is best addition to replace the vegetation?

  1. This is best vegetation! (37 votes [62.71%])

    Percentage of vote: 62.71%

  2. Awesome mod! (19 votes [32.20%])

    Percentage of vote: 32.20%

  3. A good mod (2 votes [3.39%])

    Percentage of vote: 3.39%

  4. Interesting mod but I've seen better (0 votes [0.00%])

    Percentage of vote: 0.00%

  5. loathsome, other mod is better! (1 votes [1.69%])

    Percentage of vote: 1.69%

Which version of "Behind Space of Realities" is better?

  1. American dream (28 votes [47.46%])

    Percentage of vote: 47.46%

  2. Classic (11 votes [18.64%])

    Percentage of vote: 18.64%

  3. To be seen Again (17 votes [28.81%])

    Percentage of vote: 28.81%

  4. Cursed Memories (3 votes [5.08%])

    Percentage of vote: 5.08%

Vote Guests cannot vote
Gramps
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#451

Posted 12 October 2013 - 09:31 PM

Have you ever thought of remaking the lampposts and traffic lights? There's so many of them in each GTA, and almost all of them LQ.

This here would be awesome ! Along with other objects.

  • damiann69 likes this

YourCreatedHell
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#452

Posted 12 October 2013 - 09:32 PM

I don't know how made brakeble objects... I can' made 2dfx (lights, fire, wather and more)


TJGM
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#453

Posted 12 October 2013 - 09:36 PM

I don't know how made brakeble objects... I can' made 2dfx (lights, fire, wather and more)

Isn't it just a flag that you enable in the IDE file? It should break automatically once something hits it. (might be more to it though)


Gramps
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#454

Posted 12 October 2013 - 10:26 PM

There are tutorials around here on GTAForums of how to make Breakable Objects.

A quick google search found these two :

 

http://gtaforums.com...eakable-object/

http://gtaforums.com...akable-objects/


ThirteenAG
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#455

Posted 13 October 2013 - 08:04 AM Edited by ThirteenAG, 13 October 2013 - 08:06 AM.

+
http://gtamodding.ru/wiki/Делаем_ломающиеся_объекты_(SA)

YourCreatedHell
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#456

Posted 14 October 2013 - 01:28 PM Edited by YourCreatedHell, 14 October 2013 - 01:28 PM.

21751740.jpg
 
Update.
 

Gramps
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#457

Posted 14 October 2013 - 07:17 PM

Whats updated?


earthykiller
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#458

Posted 14 October 2013 - 07:29 PM

Shut up and take my money !

YourCreatedHell
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#459

Posted 15 October 2013 - 02:17 AM

Whats updated?

 

Mipmapping, fix paint vertex, add 2dfx for palms in LV, far cry 3 grass


alayanrole
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#460

Posted 15 October 2013 - 09:01 AM

i haven't seen gtaf for a loong time, i have tried the new one. it's damn nice! question though : what kind of DLCs that compactible with TBSA another than palm parts?


YourCreatedHell
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#461

Posted 15 October 2013 - 03:09 PM

BSOR changed so that it supports any of the vegetation and almost any DLC. All because BSOR is divided in parts, by modifying the IDE and any part of any version put to a different version.
 
Now just need to update all the DLC.
 
More info, sorry for Russian.

YourCreatedHell
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#462

Posted 16 October 2013 - 08:55 PM Edited by YourCreatedHell, 16 October 2013 - 09:56 PM.

A new section on the site: Травы
The settings for grasses: Настройки трав
 
I feel Malakhov +, bea   :panic:
All kits grasses with mipmapping.  :karmaeater:
 
------------
Removed from the site all the DLC, due to the fact that the DLC were adapted only for older versions. Removed the American Dream  :facedesk:
 
Sorry  :miranda:  :miranda:  :miranda:  :panic:  :panic:  :panic:
---------------

54089643.jpg
 
Restored part of the palm of the classics.
 

YourCreatedHell
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#463

Posted 17 October 2013 - 11:56 PM Edited by YourCreatedHell, 17 October 2013 - 11:59 PM.


Behind Space Of Realities 2010: Palms part (P-CLV-PL-2)
 
38210581.jpg
 
 
Behind Space Of Realities: Cry Engine 2, Palms part (P-CE2-PL-1)
 
10974946.jpg
 

YourCreatedHell
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#464

Posted 19 October 2013 - 02:32 AM

79533_gallery122.jpg
33814_gallery123.jpg
 
remake to American Dream

Gramps
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#465

Posted 19 October 2013 - 02:55 AM

Are you going to include the lower-resolution textures in your packs as well?


aStiffSausage
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#466

Posted 19 October 2013 - 03:11 AM

Looking nice!

I also got one question, any chance you could do a re-make or similar to these trees? That is one of the only areas where I get huge FPS drop, even when looking at one or two of those trees. Any other area works great.

b6c02a282641934.jpg 


YourCreatedHell
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#467

Posted 19 October 2013 - 03:32 AM

methodunderg, maybe
aStiffSausage, division of vegetation would not do it. Soon it will be possible to put even the trees American Dream over the TSBA or Classic, for example.

Sidoarjo_Modder
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#468

Posted 19 October 2013 - 05:22 AM Edited by Sidoarjo_Modder, 19 October 2013 - 05:23 AM.

can you make BSOR natural colour version? i think currently BSOR's trees colour has too "wild" and "pale", and needs more light greenies :/


Ηeath
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#469

Posted 19 October 2013 - 09:51 AM

What Sidoarjo_Modder said seems like a great idea, as for me, also, I think BSOR's textures are quite 'dull'. Still looks good though, but could be better!

 

Also, I seem to have a problem with the mipmaps in TBSA3, I see black stems for the palms at a higher distance. I tried to fix it, as I thought it was a Mipmap Level problem .. But it's not. :/ Not sure what's really wrong.


TJGM
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#470

Posted 19 October 2013 - 05:27 PM

Also, I seem to have a problem with the mipmaps in TBSA3, I see black stems for the palms at a higher distance. I tried to fix it, as I thought it was a Mipmap Level problem .. But it's not. :/ Not sure what's really wrong.

It seems to happen with a lot of objects that use the IDE files inside the generic folder. It happens with lampposts and traffic lights a lot too and even with some of the vanilla vegetation.


Ηeath
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#471

Posted 19 October 2013 - 10:52 PM

Oh, but the problem only occurs on the trees. So the mod is stable after all then. :p IDE DD Tweaker seems to be the problem .. Hope it gets fixed soon. :)


TJGM
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#472

Posted 19 October 2013 - 10:55 PM

Oh, but the problem only occurs on the trees. So the mod is stable after all then. :p IDE DD Tweaker seems to be the problem .. Hope it gets fixed soon. :)

It can't be the IDE Tweaker, its just more issues with SA.

 

People seem to think all these issues with alpha textures and models darkening are issues with the IDE Tweaker when they're not. SA had low limits and we extended them, seeing models as far as this wasn't how R* intended it so its another problem in itself, if people don't like the high limits because of the issues SA has with handling them then they can easily disable them with the ini.


SilverRST
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#473

Posted 19 October 2013 - 11:27 PM

 

Oh, but the problem only occurs on the trees. So the mod is stable after all then. :p IDE DD Tweaker seems to be the problem .. Hope it gets fixed soon. :)

It can't be the IDE Tweaker, its just more issues with SA.

 

People seem to think all these issues with alpha textures and models darkening are issues with the IDE Tweaker when they're not. SA had low limits and we extended them, seeing models as far as this wasn't how R* intended it so its another problem in itself, if people don't like the high limits because of the issues SA has with handling them then they can easily disable them with the ini.

 

I don't get it why people thinks the alpha bugs of the trees, plants other objects has to do with the IDE Tweaker.

100% unmodded, vanillia, original, untouched GTA SA game HAS alpha bugs!

It's like, people are trying to find any fault that has to do with some scripts.


phoenixShine
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#474

Posted 21 October 2013 - 05:13 PM

Can you make winter version of "American Dream" set? Thank you.  :)


YourCreatedHell
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#475

Posted 24 October 2013 - 01:02 PM

What the problem with dark stems? That once again wrong?

 

S13, maybe


TJGM
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#476

Posted 24 October 2013 - 02:49 PM

What the problem with dark stems? That once again wrong?

 

S13, maybe

It's nothing, just a problem SA has with objects that shouldn't have far ranges for some reason. Objects like Lampposts, Trees, Traffic Lights, etc.. all have this dark tint over them until you get close, no problem with this mod.


YourCreatedHell
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#477

Posted 24 October 2013 - 04:00 PM

12056_gallery128.jpg
1857_gallery129.jpg
 
Cry Engine 2

YourCreatedHell
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#478

Posted 28 October 2013 - 03:46 AM

49000_gallery74.jpg
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20851_gallery77.jpg
16972_gallery78.jpg

YourCreatedHell
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#479

Posted 02 November 2013 - 06:57 AM

U can download winter versions


Gramps
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#480

Posted 05 November 2013 - 07:55 AM

Looking forward to the Cry Engine pack xD Keep up the great work YCH !





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