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HRT 1.4

SA WIP
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TJGM
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#781

Posted 26 October 2013 - 05:10 AM

 

don.georgee, thanks.

methodunderg, Full Edition was released today. :) Yes, I do and textures from data\maps\generic folder (only about the trees - them too listed in ide's in this folder - I can not say exactly).
 

The cities are the hardest. I bet the countryside will be much easier.

I hope so. Maybe even work with nature is more interesting. A have a lot my own nature textures. :)

 

Well, judging by what I've read, you don't have much of SF left. LV is a little smaller than LS and SF. The country side, many textures repeat so I think it may go by faster. As for the underwater portion, I bet that could be done fast too. This is unless your planning on making the textures be less repetitive.

 

The desert is part of the country, so LV itself is only the city.


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#782

Posted 26 October 2013 - 05:39 AM

 

 

don.georgee, thanks.

methodunderg, Full Edition was released today. :) Yes, I do and textures from data\maps\generic folder (only about the trees - them too listed in ide's in this folder - I can not say exactly).
 

The cities are the hardest. I bet the countryside will be much easier.

I hope so. Maybe even work with nature is more interesting. A have a lot my own nature textures. :)

 

Well, judging by what I've read, you don't have much of SF left. LV is a little smaller than LS and SF. The country side, many textures repeat so I think it may go by faster. As for the underwater portion, I bet that could be done fast too. This is unless your planning on making the textures be less repetitive.

 

The desert is part of the country, so LV itself is only the city.

 

I know.


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#783

Posted 07 November 2013 - 10:47 PM Edited by Flame1251, 07 November 2013 - 10:49 PM.

Some time ago I said that "something interesting is waiting for you".. I meant something that connected with mod, but not the mod. As it always happens with me, everything was tightened. But I do not leave this idea and you will recognize what I mean.

By the way, soon I'll return to the development reports because I have a good material about mod.

And you think about release date... I think about it too. I'll be honest: I will try to release in this year, but maybe I'm relying on a miracle.

P.S. Also some time ago was re-released Endless Summer mod; updated edition contains a few textures from HRT as a pleasant thing.


aStiffSausage
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#784

Posted 07 November 2013 - 11:21 PM

Heh I kinda doubt HRT 1.4 will be released this year, you'd need to work really much to re-make all the textures. I know you might want to try and reach the dead-line, but IMO, it would be wiser to just move it forwards and actually not make any dead-lines; you're already working on this mod all by yourself.


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#785

Posted 08 November 2013 - 07:09 PM

Heh I kinda doubt HRT 1.4 will be released this year, you'd need to work really much to re-make all the textures. I know you might want to try and reach the dead-line, but IMO, it would be wiser to just move it forwards and actually not make any dead-lines; you're already working on this mod all by yourself.

Keep this fact in mind.

 

Because SA is an older game, many textures are reused. So think about this.

-Textures are done for LS, and most of SF. LV does share a lot of textures from those cities.

-The country side is a lot of natural textures and those repeat. There are less buildings that would need to be done.

 

By the way, you should make a progress map like IV:SA did, and like VCS PC Edition is doing.

Also, when you get close to releasing, a neat idea you should consider is remaking the SA intro videos in 1080p, and having the images of SA recreated with the mod installed. Of course, this would probably be the very last thing you would do if you were gonna do it.

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#786

Posted 08 November 2013 - 11:49 PM

How many people watch the intro videos? lol


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#787

Posted 09 November 2013 - 11:26 PM

Sometimes users can guessing ideas that came and to you head. I thought about it (two variants - or fully remake a long intro, or make enhanced quality with filters in video editor), but this is secondary thing that I will not promise. Because only textures able to suck out all strength. Do not think that I'm complaining, but it is true. :)

Progress map - is, maybe, not for me; in my opinion and in my case it never be exactly.


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#788

Posted 10 November 2013 - 04:56 PM Edited by Flame1251, 10 November 2013 - 04:58 PM.

SFe, part 17
San Fierro Police Headquarters (again) and some textures


0_1028f4_87300c3c_M.jpg 0_1028f5_3c1b9ef1_M.jpg

0_1028f6_32ded24a_M.jpg

*

Some textures (not real size, just as an example; real size of textures - are (usually) 1024x1024 and 2048x2048).

0_1028f8_9329d26e_M.jpg

0_1028f9_4699ef77_M.jpg

0_1028fa_22e1fb83_M.jpg

(See these images on Mod DB).


MrMateczko
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#789

Posted 10 November 2013 - 08:54 PM

Poor policeman, looks so crap near those textures :)

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#790

Posted 11 November 2013 - 08:03 PM Edited by flame1251, 11 November 2013 - 08:16 PM.

SFe, part 18
 
Some textures.
 
0_102f69_129ae25a_L.jpg

0_102f68_46ba5398_M.jpg 0_102f67_9f27d161_M.jpg

See these images on Mod DB


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#791

Posted 11 November 2013 - 08:34 PM

It's been a while since last time i checked this topic, glad i did now. You sir, have made progress :p

 

keep up the good work.

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#792

Posted 12 November 2013 - 05:12 AM Edited by MCThug, 12 November 2013 - 05:15 AM.

Comment removed by poster.


nkjellman
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#793

Posted 12 November 2013 - 04:57 PM

How many people watch the intro videos? lol

Lol, not many. Only the first time I play a new GTA release. Even if its just a port.

 

But I do like watching the one in Things to do in San Andreas with the CJ rap lol.


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#794

Posted 13 November 2013 - 01:34 AM

VICTIM logo looks amazing.

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#795

Posted 14 November 2013 - 08:28 PM

SFe, part 19

0_103c11_793b951d_L.jpg 0_103c10_eb2fb685_L.jpg

(Real resolution of new textures - 2048x2048 (and textures with this resolution were used in mod, but maybe later I will change them size to 1024x1024, if will be problems with section); resolution of original textures - 128x128...).

Some buildings.

0_103c12_da2f064f_M.jpg

0_103c13_4886c96e_M.jpg

0_103c14_1749655b_M.jpg

See these images on Mod DB

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MrMateczko
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#796

Posted 14 November 2013 - 08:38 PM

Nice work!


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#797

Posted 15 November 2013 - 09:10 AM

real realistic! i hope you can get a quick work of this mod


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#798

Posted 15 November 2013 - 10:48 AM Edited by flame1251, 15 November 2013 - 10:48 AM.

SFe, part 20
 
0_103d44_cca22d00_L.jpg

0_103d48_ae4ec41e_L.jpg
 
See these images on Mod DB
 
MrMateczko, alayanrole, thanks, guys. :)

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#799

Posted 15 November 2013 - 08:37 PM Edited by RentedH1tm4nBen, 15 November 2013 - 08:37 PM.

I like how all the answers are the same. Had some hope for this mod and it's not bad but after that poll, lol.


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#800

Posted 16 November 2013 - 12:49 PM Edited by flame1251, 16 November 2013 - 12:49 PM.

SFe, part 21

0_104726_933c17a_L.jpg

0_104725_a4ffc766_L.jpg
 
See these images on Mod DB
 
Guys, one question. Is this again strange thing or I was wrong? All images are more darker now. Or this because work of hosting, or because new versions of Firefox are rendering images little different.

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#801

Posted 16 November 2013 - 12:57 PM

beautiful.

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#802

Posted 18 November 2013 - 09:25 AM Edited by flame1251, 18 November 2013 - 09:36 AM.

SFe, part 22
Some signs textures

 
0_1052af_40f28953_L.jpg
 
0_1052b0_69af248a_L.jpg
 
0_1052b1_7bdf9118_L.jpg

Resolution of these textures from HRT 1.4 - 2048x2048 pixels (but maybe later in some places will be optimized to 1024x1024), from original game - 128x128 pixels.

See these images on Mod DB

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AtikiN
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#803

Posted 18 November 2013 - 04:28 PM

Nice. On how many percent ready San Fierro?

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#804

Posted 18 November 2013 - 04:50 PM Edited by flame1251, 18 November 2013 - 05:14 PM.

Nice. On how many percent ready San Fierro?

This section was made on 60%, I think. Already were made SFs, SFse. Still wait for work - SFw section.

(I do not count SFn section with Bayside town, because for me it is not San Fierro, but techically this section is named as San Fierro section).


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#805

Posted 19 November 2013 - 10:01 PM

What about vehicles? IMO the weakest original SA's texture work.

Will there be different textures for each vehicle? (really easy to do technically)

 

Thank you for mipmaps! :cookie: :cookie: :cookie:


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#806

Posted 20 November 2013 - 01:19 AM

Yes, he's doing vehicle textures.

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#807

Posted 20 November 2013 - 02:46 AM

Wasn't there a massive argument over that a few pages ago?


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#808

Posted 20 November 2013 - 09:55 PM Edited by Flame, 25 April 2015 - 06:54 PM.

SFe, part 23

0_105a5e_ae10ef84_L.jpg

 

0_105a62_a0ab2dd4_L.jpg

 

0_105a65_dba7e9f5_L.jpg
 
See these images on Mod DB

***

 
About Manhunt 1-2 and textures from these games

 

By the way. Some time ago I said that I will not plan to use textures from Manhunt because I do not like this game (it contains a lot of violence).

Nevertheless I got this game (and second part too) and played it (them) (first part of the game, as for me, it is very poor game with monotonous gameplay and unnecessary violence, but the second part is much better - not bad story with some psychological sense, but, again, violence seems exaggerated, but this game not bad, and not good in same time; sorry for this deviation from a theme and - as always - my English); so, I played these games, but not only!

I have ripped all textures from them some time ago and carefully reconsidered them... Booth game are based on different versions of RenderWare engine, as old-gen GTA games, and have a many common textures with GTA; Manhunt 1 version of engine, most likely, based on Vice City engine build, but have some improvements as dynamic shadows; for Manhunt 2 it was too expensive to port game on RAGE because development was extremely delayed, and this game also use RenderWare engine, not one of new versions, but modified very old build, maybe even from first game: game look better than first part, it seems game use generating normal maps (because I have not seen normal-map textures).

About textures in these games. Manhunt 2 was useless for me, because this game used textures only in low 128x128 resolution (as maximum! it has only few textures with bigger resolution). But with Manhunt 1 situation is the opposite. This game has a lot of textures that used also in GTA VC and GTA SA, and maximum resolution of these textures - are 512x512 pixels. If I have texture from SA in 128x128 and have the same texture (ripped from Manhunt) in 512x512 - this is good. But frustrating is that good textures still very little.

Possible, and writing about it is not worth. Because textures from Manhunt - are just drop in the ocean of my totally new textures in really high resolution.

 

 ***

 

What about vehicles? IMO the weakest original SA's texture work.
Will there be different textures for each vehicle? (really easy to do technically)

Yes, I doing vehicle textures, but this not very easy. :) Glad that you like mod.

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#809

Posted 23 November 2013 - 11:25 PM Edited by flame1251, 23 November 2013 - 11:50 PM.

SFe, part 24
Chinatown

 
Chinatown is very big area in San Fierro. Original Chinatown in San Francisco, of course, big too - the total length of land is 3.5 km2.
 
0_106cef_df1a7568_M.jpg

I noticed that many textures of Chinatown are repeated in the game; many of Chinatown textures also were used for other shops in the city, because of this I decided to make a variety of the textures with adding of many new materials, but about this we also will be speak later.

To begin, I would like to pay attention to original texture mapping (that determines how the textures are imposed on the model) in original game.
 
0_106ce8_307435fe_M.jpg 0_106ce7_9a2603c6_M.jpg 0_106ce9_a16f23e9_M.jpg

Look carefully at the circled places on the images.

0_106cea_ee7a3ea0_S.jpg 0_106ceb_2822f432_S.jpg 0_106cec_d3e82b1_S.jpg 0_106ced_5cd34c80_S.jpg 0_106cee_531f1d8e_S.jpg

All these defects of original models will be fixed in HRT 1.4, because HRT only the one mod, in which draws attention on things like these.

***

Some images from HRT 1.4 (renders from 3ds Max).

0_106cf3_3f18acd_L.jpg

0_106cf1_34341595_L.jpg

Note that at last image side of sign is not has own texture; in HRT 1.4 is has.

0_106cf2_11780ea9_L.jpg

(See these images on Mod DB. I remind about images on Yandex hosting: to open screenshot in full size, click on В другом размере > Оригинал).

To be continued.

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aStiffSausage
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#810

Posted 23 November 2013 - 11:46 PM

And people still deny that HRT isn't the best re-texture mod... 

It's really great to see some of these faults in original San Andreas getting fixed, even though I haven't noticed probably even half of them! Keep it up! 

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