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HRT 1.4

SA WIP
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Flame
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#1891

Posted 25 June 2017 - 05:58 PM

Aaronre99, thanks, the first place (near San Fierro) was fixed in the mod few years ago.

Shakez
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#1892

Posted 25 June 2017 - 06:25 PM

Hei Flame
New updates for the rural zone?


LaDiDa
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#1893

Posted 25 June 2017 - 08:28 PM

To be honest, there are a lot of those texture mapping issues in all 3D era games, even gta v still has some :D

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#1894

Posted 25 June 2017 - 11:35 PM

 

@Flame : If you're good at modelling, you can start a new project called HPM (High ploygon models) :p

Which ends up like insanity map, not to mention models are already being improved with HRT which is all that should be done. High poly is just not going to work out .

 

If anyone is interested these are main areas that should be modeled5D4.jpg

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#1895

Posted 26 June 2017 - 07:12 AM

Interesting the source of this map and why exact these points are allocated. In remapping and fixing models I guided by the same judgements - I just will try to improve every object with bad mapping or glitches that I see on the way.

 


Hei Flame
New updates for the rural zone?

Unfortunately I haven't moved yet to the countryside, but I have a lot of updates for Los Santos and also for vehicles.
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#1896

Posted 29 June 2017 - 08:37 AM

It's Awsome!

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#1897

Posted 04 August 2017 - 05:17 PM Edited by Flame, 04 August 2017 - 05:27 PM.

About the actual state of the mod
Vehicles
LAs section is started

 
From this news you can know about the actual state of the mod's development; the reason for which the new release date is defined now as «when it's done»; about the release of beta version; the latest changes, connected with LAn and LAn2 sections; start of the works with LAs (the third Los Santos section) and about the vehicles (including completely new images).
 

(Not to copy all information in the post, please see the full post on mod's site. Here I'll post some screenshots and cite the main)





What was done for the last time?


In December 2016 I wrote about the ending of the works with LAn2, the second part of Los Santos. In this way, were finished LAn and LAn2. But throughout the spring I've greatly remade and improved these sections again.

One of the changes — is using of even more heavy textures than before. When I do a texture, I often try to make it in 2048x2048 pixels resolution. But sometimes, because of the incorrect work of the game, I had to decrease its resolution to 1024x1024 or even 512x512 pixels. But now the game works correctly thanks to many wonderful plugins by the community, and average parameters of users PCs, including graphics cards memory, are better then few years before. And while I improved these sections, I have increased the resolution of these optimized textures to their original 2048x2048 resolution. Also some textures were improved to this resolution.

And as an interesting experiment I'm trying to use in some cases even 4096x4096 pixels resolution textures (what can be called fashionable phrase — 4K).

A lot of places on LAn and LAn2 sections were improved again. Also I found a lot of missed before models defects and have fixed them.

Footage with these improved places are captured some time ago, and I still must mount them to the videos.

In addition, although someone may think this is a trifle, I've seriously changed a structure of my working files, and started to place files in more convenient way. Maybe thanks to this development also will be better.


 

Some vehicles


A lot of work was done with vehicles. See the previous report for details about the vehicles in the mod, and in this report, below, you can see some fresh images.


Marquis

s23484770.jpg s47867893.jpg

s04608259.jpg s17303142.jpg

s12570808.jpg s16046189.jpg

s26782439.jpg

Bike

s81313557.jpg s36305598.jpg

s24552878.jpg s61271080.jpg

s67648895.jpg

Bloodring Banger

s95210618.jpg s27241092.jpg

s25966525.jpg


LAs section is started


And, finally, the work with the third part of Los Santos, the LAs section, is started. Below you can see a few images, connected with new section. These are two textures of the walls and one texture of the hedgerow, that is also based on the photo
 

s88214184.jpg s57055967.jpg

s59058021.jpg


Read full news on hrt-mod.com:
About the actual state of the mod; vehicles; LAs section is started


See the images also on Mod DB

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BobFromReboot
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#1898

Posted 04 August 2017 - 07:05 PM

Good to see you're still working on this!

 

Suggestion: Do a first pass on untouched parts before reworking things you've already done. Everything you've already made, from what I can see in screenshots, is already a huge improvement over the base game. I feel like you're getting yourself stuck in a rut by redoing the same parts over and over again.

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#1899

Posted 04 August 2017 - 09:14 PM

I have to agree with bob on that, however if things stand out too much because of subpar quality (as you said yourself) I get that you would like to redo that part. It might however be better to keep it as is and after publishing a v1.0/beta get constructive feedback from the community and gather some opinions on what does/doesn't work and then rework with the gathered (constructive) feedback, it could save time in the end.
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#1900

Posted 05 August 2017 - 01:17 AM

Wow, that's some dedication! Keep it up! 

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#1901

Posted 06 August 2017 - 12:56 PM

Good to see you're still working on this!
 
Suggestion: Do a first pass on untouched parts before reworking things you've already done. Everything you've already made, from what I can see in screenshots, is already a huge improvement over the base game. I feel like you're getting yourself stuck in a rut by redoing the same parts over and over again.

I have to agree with bob on that, however if things stand out too much because of subpar quality (as you said yourself) I get that you would like to redo that part.

You're right about this, I must work much more rationally.

 
Thanks for your good comments!
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#1902

Posted 09 August 2017 - 08:10 AM

Thanx for update! Good to see that you continue this work. 

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#1903

Posted 18 August 2017 - 01:48 AM

Insane how you are still working on this since 2011 lmao, can't wait when this actually officially gets released, nice work man.

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#1904

Posted 25 August 2017 - 08:23 AM

Vehicles: Savanna


In this report I'll show you Savanna screenshots. This is a lowrider car that appears only in GTA: San Andreas. It's based on 1964 Chevrolet Impala, and also has a similar rear to those from 1963 Chevrolet Biscayne. It is one of the cars that can be modified in a customization shop (Loco Low Co, in this case). Some players remember that I've shown this vehicle earlier, few years ago, but now this car was improved again, and textures quality is much better now. Like all the vehicles in the mod, this one also has MIP maps.
 

s15256235.jpg s45054031.jpg

s23065357.jpg s24121825.jpg

s73188265.jpg s34083138.jpg

s58941184.jpg s53532433.jpg

s66824863.jpg s60017665.jpg

s42266017.jpg s91300377.jpg

s44369951.jpg


At the same time, due the ambiguous situation with cars retexturing (one of the minuses of this feature it is not very evident results) I recommend you to read previous news.
 

s40906469.jpg


Read full news on hrt-mod.com:
Vehicles: Savanna


See the images also on Mod DB

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#1905

Posted 25 August 2017 - 03:40 PM

Actually, the difference is very much noticeable on the cars with open roofs (since it mostly applies to interiors of cars and a few details that are added to vehicles, like the police sirens and such)

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#1906

Posted 16 September 2017 - 08:54 PM

Awesome man, wondering if you've done an Infernus retexture.  :D

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#1907

Posted 3 weeks ago

 

 

 

s88214184.jpg s57055967.jpg
 

 

 

this looks so good :blink: , btw are u using sharpening filter 


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#1908

Posted 3 weeks ago

When will you release this. I am desperately waiting for HRT1.4
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#1909

Posted 3 weeks ago

When will you release this. I am desperately waiting for HRT1.4

When some parts are completely done? :D

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#1910

Posted 2 weeks ago

@Flame : Will you be making coll shadows too?
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#1911

Posted 2 weeks ago

Best texture mod, can't wait.

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#1912

Posted 2 weeks ago

@Flame : Will you be making coll shadows too?


Would be an interesting add-on!
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#1913

Posted 2 weeks ago

 

s34083138.jpg

s58941184.jpg s53532433.jpg

Damn that f*cking paintjob is the sh*t! Looks almost like the original, but BETTER. Too bad I barely touch GTA SA at all these days. I'd love to have this sh*t ingame about 5-10 years ago... 

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#1914

Posted 2 weeks ago Edited by Stellasin, 2 weeks ago.

@Flame : Will you be making coll shadows too?


Would be an interesting add-on!

Awesome

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#1915

Posted A week ago

Can you give me the link for the main mod

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#1916

Posted 2 days ago Edited by Flame, 2 days ago.

this looks so good :blink: , btw are u using sharpening filter

Yes, I use sharpening in Photoshop. Hope I not overdid. :)

@Flame : Will you be making coll shadows too?

Stellasin, do you mean the shadows that will be dynamic? Oh I really not know much about this theme, where I can read more about this?
 

Can you give me the link for the main mod

Mod is not released yet.
 
Thanks for your comments, mates.
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#1917

Posted 2 days ago

Inside the .col there is a shadow mesh for objects that cast dynamic shadows:

http://gta.wikia.com.../Collision_File

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#1918

Posted A day ago

Inside the .col there is a shadow mesh for objects that cast dynamic shadows:
http://gta.wikia.com.../Collision_File

I did not test this feature, but I know that in SA dynamic shadows are "saved" in COL files. Interesting, is it possible to use this for all the buildings, or only for simple things. And is there any mod that uses that feature and adds dynamic shadows for buildings?

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#1919

Posted A day ago Edited by MSB165, A day ago.

not wanting to be annoying, but Flame, do you expect to release this mod yet this year?


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#1920

Posted A day ago Edited by Flame, A day ago.

not wanting to be annoying, but Flame, do you expect to release this mod yet this year?

You are not annoying. :)

 

Mod definitely will be not released this year, because there are only few months left. For me this is sad, because I feel that I should to finish it a long time ago. But I can't. So, this situation I've described in previous post about the mod. I think that all the mods must not be a long time in the development, because author can just lost interest, or get many other important things and hobbies, because of which the tempo of work on the mod will be almost zero.

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