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[WIP | SCR] HRT 1.4

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Poll: HRT 1.4 (114 member(s) have cast votes)

Is HRT 1.4 the best texture mod for GTA SA?

  1. Yes, the best! (44 votes [26.67%])

    Percentage of vote: 26.67%

  2. Yes, the best of the best! (53 votes [32.12%])

    Percentage of vote: 32.12%

  3. Yes, excellent mod! (24 votes [14.55%])

    Percentage of vote: 14.55%

  4. Yes, brilliant work! (44 votes [26.67%])

    Percentage of vote: 26.67%

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MrMateczko
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#361

Posted 27 January 2013 - 07:13 PM

Let me think:
*Major work (not completed) on Los Santos completed. = 20%(because it's one of the four main sections in the whole game LA, country, SF, and vegas) minus 5% because it will be polished.
*One (out of four) section of San Fierro Completed = 6%
*Some interiors completed, a couple of vehicle done, and some little buildings done elsewhere as well. = 5%.
So in total that's 31%, and it's the most accurate status as of right now.

Where's the new screenshots? Looks like we're just writing useless stuff, with no results.

flame1251
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#362

Posted 29 January 2013 - 11:20 AM

QUOTE (MrMateczko @ Sunday, Jan 27 2013, 19:13)
Where's the new screenshots? Looks like we're just writing useless stuff, with no results.

New screenshots coming soon, do not worry, I am working on next section (SFse). You get used to the constant updates. biggrin.gif cookie.gif

ahsjose
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#363

Posted 30 January 2013 - 10:19 AM

oh man! i was following this mod a while ago in a russian website. Quit playing san andreas and recently started playing again. Im very glad you continue this mod, and thank you for putting it in gtaforums!

flame1251
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#364

Posted 31 January 2013 - 01:53 PM Edited by Flame1251, 31 January 2013 - 02:12 PM.

SFse, part 1

So, guys, now I working (despite the fact that in real life I have many other things) on the next section of San Fierro, named SFse. Outside - the cold beatiful winter and snow when I am working on textures. smile.gif This new section as big as the previous one, but almost does not include the outskirts of town. More then 150 TXD files (containers with textures) already extracted by me from (and hundreds textures are waiting for rework).

On image below you see screenshot with the section from map editor.

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Some textures: comparative images

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Game screenshots: railway rails, roads, driving school, streets

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Note: game screenshots captured without MIP maps. I will add them later.

P.S. I have to be very careful. Because that's what this section is different "sensitivity" to a breach of limits (the construction in old HRT Pack not loaded on this section).

flame1251
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#365

Posted 31 January 2013 - 01:54 PM

And bonus! smile.gif Compensation for long waiting - a few new screenshots from previous section, SFs.

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QUOTE (ahsjose @ Wednesday, Jan 30 2013, 10:19)
oh man! i was following this mod a while ago in a russian website. Quit playing san andreas and recently started playing again. Im very glad you continue this mod, and thank you for putting it in gtaforums!

Thanks for interest and support. smile.gif

Garju67
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#366

Posted 31 January 2013 - 04:46 PM

Can't wait for the release, look awesome smile.gif

MrMateczko
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#367

Posted 31 January 2013 - 05:57 PM Edited by MrMateczko, 01 February 2013 - 01:40 PM.

Flame, why you've changed your username on the Russian forum? biggrin.gif
Anyways, great screenshots as usual, but the railroad screenshot is kinda bugging me.
The railroad texture looks like the original one, but stretched and smoothened out, not your own texture.
EDIT: One more question, will the new LOD's increase the loading time of the game? (as does the SRT3 Mipmap Edition)

gtasadude
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#368

Posted 04 February 2013 - 03:27 PM

Been a while since I last checked up on this, keep up the good work man smile.gif

dansgas1000
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#369

Posted 05 February 2013 - 06:18 PM

Wow dude, nice smile.gif

flame1251
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#370

Posted 08 February 2013 - 01:54 PM Edited by Flame1251, 08 February 2013 - 01:58 PM.

SFse, part 2

New screenshots: some roads and some streets. Screenshots captured without MIP maps, I will add them later, when my work on section will be coming to completion.

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I must say, that this section most sensitive and I had optimize big part of 2048x2048 and 1028x1048 pixels resolution textures to the more low resolution (512x512 and sometimes even 256x256, when original made on 64x64 or 128x128 pixels)... It is the price for what the buildings will be normally appear.

More screenshots tomorrow, I promise. smile.gif



QUOTE (MrMateczko @ Thursday, Jan 31 2013, 17:57)
Flame, why you've changed your username on the Russian forum? biggrin.gif
Anyways, great screenshots as usual, but the railroad screenshot is kinda bugging me.
The railroad texture looks like the original one, but stretched and smoothened out, not your own texture.
EDIT: One more question, will the new LOD's increase the loading time of the game? (as does the SRT3 Mipmap Edition)

1. For fun. 2. Thanks. No, rail texture is my texture, maybe it look bad cause I did not made MIP-maps; anyway I will look at it. 3. Loading the whole game (in general) will be longer. But my working version of the mod loads quick.

gtasadude, dansgas1000, thanks for your comments!

MrMateczko
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#371

Posted 08 February 2013 - 02:25 PM

Thanks for answering my questions and for the screenshots.
But seeing that some textures will be 256x256 only makes me worried about the rest of San Fierro. 512x512 should be the minimum for this modification, otherwise some people might not see the difference in quality of the textures.
But still, great job.

flame1251
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#372

Posted 08 February 2013 - 03:54 PM

QUOTE (MrMateczko @ Friday, Feb 8 2013, 14:25)
Thanks for answering my questions and for the screenshots.
But seeing that some textures will be 256x256 only makes me worried about the rest of San Fierro. 512x512 should be the minimum for this modification, otherwise some people might not see the difference in quality of the textures.
But still, great job.

That does not mean all textures will be in 256x256. But some textures in not big resolution are better then this (when limits on memory usage (if I thought correctly) game show not main variant of model of textures, but LOD-variant). smile.gif And, as usual, thanks for the nice comment. Support is important for me, because I understand that people wait for mod and, maybe, even needed it.

Ash_735
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#373

Posted 08 February 2013 - 05:45 PM

In all honesty, as long as the textures are at minimum 4x larger than the default, it should be good enough, so if 64x64 textures are now 256x256, then that's good enough!

flame1251
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#374

Posted 09 February 2013 - 12:40 PM Edited by Flame1251, 09 February 2013 - 03:18 PM.

SFse, part 3

New screenshots (as I promised): road tunnel, some roads and streets. Without MIP-maps, soon I will add them.

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Next screenshots pack I will post in Monday or Tuesday, a lot of work waits for me in these days.

P.S. You can support development of the mod by making any donate. WebMoney: Z562386371104; E376985203769. Names or nicknames of people, who supported development, will be listed on first page of thread.

Ash_735, thank you.

flame1251
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#375

Posted 11 February 2013 - 12:03 PM

SFse, part 4
Drugs factory in San Fierro


On screenshots this factory already exploded in one of missions.

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MrMateczko
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#376

Posted 11 February 2013 - 09:19 PM

Just a small funny thing from me : Make your CJ wear only panties in the screenshot. biggrin.gif
Anyways, awesome work. Hope the wall on the 1st screenshot will have collision, not like in SRT3 Mipmap Edition.
Now onto the CJ's garage or the airport?

flame1251
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#377

Posted 15 February 2013 - 12:42 PM

SFse, part 5

It's time for new development report, guys. Get ready for many new screenshots.

Drugs factory in San Fierro

Previously, I have shown that factory in exploded variant (in one of missions we are must explode this drug factory and kill all "research personnel" biggrin.gif - and rightly); so, now you can see factory in not exploded variant.

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Containers

Totally new textures for containers. They will often meet in the game.

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Comparative images: textures.

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***

These cisterns now have a movable reflection. Small, but nice thing, one of many improved models in HRT 1.4 (you also remember Jim's Sticky Ring and other buildings).

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flame1251
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#378

Posted 15 February 2013 - 12:46 PM Edited by Flame1251, 15 February 2013 - 12:49 PM.

And another surprise for you - despite the fact that I already finished works on SFs section, I captured some screenshots from this section again.

You can see: pool on the roof of hotel (note to the original texture of glass on first picture), clubhouse martial arts, Cluckin' Bell building (with movable reflection on domes) and other things.

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QUOTE (MrMateczko @ Monday, Feb 11 2013, 21:19)
Just a small funny thing from me : Make your CJ wear only panties in the screenshot. biggrin.gif
Anyways, awesome work. Hope the wall on the 1st screenshot will have collision, not like in SRT3 Mipmap Edition.
Now onto the CJ's garage or the airport?

Well, I'll think about a new outfit for CJ (but running around the streets in panties rather unusual). All objects in HRT 1.4, like in original game, will be have collisions. Airport and garage will be soon. Thanks. smile.gif

HPro
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#379

Posted 15 February 2013 - 02:16 PM

I like it biggrin.gif

When will you release them?

BLlTZ
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#380

Posted 15 February 2013 - 03:50 PM Edited by -BLITZ-, 15 February 2013 - 04:15 PM.

QUOTE (MrMateczko @ Monday, Feb 11 2013, 23:19)
Just a small funny thing from me : Make your CJ wear only panties in the screenshot. biggrin.gif
Anyways, awesome work. Hope the wall on the 1st screenshot will have collision, not like in SRT3 Mipmap Edition.
Now onto the CJ's garage or the airport?

My man, stop making such fuzz about it. I just didn't enabled the collision leaving it uncheck for those objects. You know, things happen, you forget. Like pictures aka textures will ever have something to do with bones/dummies. Flame doesn't know to what you refer, even so you only mentioned about COL, he thinks now the game has some kind of serious problem somewhere across the map.

Flame, don't you worry. What his saying doesn't have anything to do with what you do here.

flame1251
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#381

Posted 15 February 2013 - 04:30 PM Edited by Flame1251, 15 February 2013 - 04:33 PM.

QUOTE (-BLITZ- @ Friday, Feb 15 2013, 15:50)
QUOTE (MrMateczko @ Monday, Feb 11 2013, 23:19)
Just a small funny thing from me : Make your CJ wear only panties in the screenshot. biggrin.gif
Anyways, awesome work. Hope the wall on the 1st screenshot will have collision, not like in SRT3 Mipmap Edition.
Now onto the CJ's garage or the airport?

My man, stop making such fuzz about it. I just didn't enabled the collision leaving it uncheck for those objects. You know, things happen, you forget. Like pictures aka textures will ever have something to do with bones/dummies. Flame doesn't know to what you refer, even so you only mentioned about COL, he thinks now the game has some kind of serious problem somewhere across the map.

Flame, don't you worry. What his saying doesn't have anything to do with what you do here.

It seems I tangled you because of my English. I mean that if object has collision in original GTA SA, in HRT 1.4 it will be have collision too.

If SRT has collision for wall (about which says MrMateczko), maybe he does not made rebuild of gta3.img? When it did not made, the game can not load some collisions. Sorry again.

QUOTE (HPro @ Friday, Feb 15 2013, 14:16)
I like it biggrin.gif

When will you release them?

Exactly this year. smile.gif

MrMateczko
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#382

Posted 15 February 2013 - 04:52 PM Edited by MrMateczko, 15 February 2013 - 04:54 PM.

Man, I shouldn't talk about this wall thing at all. Sorry -BLITZ-, I respect your work. SRT3 v1.7 is still very good.
Anyways, very good screenshots, and the texture of the containers. The colors are spot on! Gotta look at them when doing The Da Nang Thang. smile.gif

flame1251
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#383

Posted 18 February 2013 - 08:18 AM Edited by Flame1251, 20 February 2013 - 10:28 AM.

SFse, part 6.
The prison and some other.
About development progress


The prison

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Navy base and one of abandoned buildings

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Telegraph-pole texture

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About development progress


Again, I apologize for my English. Will be a lot of text.

It's time to calculate the approximate development progress.

Well, Los Santos is divided into 10 sections (parts) - all 10 are made; San Fierro is divided into 4 parts (and 1 part with Bayside) - 1 of 4 made completely, second part made on 80%; Las Venturas is divided into 4 parts; countryside and desert are divided on 5 parts; interiors (approximately) are divided on 12 parts (about 5% from all interior textures already made).

So, we have about 35 (100%) sections in game and 11 I am already remade - 30% from all work! And that does not include vehicles.

But this is not sad: I see more and more repetitive textures, interiors are not nearly equal in volume main location and have has much fewer textures than the cities. Example: do you remember, as works measuring the progress in GTA games? You can to do a lot of story missions, but counter shows a small number in percent, because you not do some secondary missions or "collection" missions. I purposely considered by sections and nothing not invent but it is necessary remember about all the conventions

For myself, I see the progress as "already done a lot of, remained not so much". Still wait for the mod in this year.

And thanks again for waiting and support.

MrMateczko
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#384

Posted 18 February 2013 - 12:58 PM

Maybe a video when you're done with SFse? We haven't seen one in a while.
I suggest not going into interiors and vehicles for now, and just focus on the map for now. And repeat hundreds of textures. smile.gif

flame1251
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#385

Posted 18 February 2013 - 09:36 PM

QUOTE (MrMateczko @ Monday, Feb 18 2013, 12:58)
Maybe a video when you're done with SFse? We haven't seen one in a while.
I suggest not going into interiors and vehicles for now, and just focus on the map for now. And repeat hundreds of textures. smile.gif

No, I want to do everything at once. I can. I will think about new video. Who wants the new video too?

Methical
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#386

Posted 19 February 2013 - 03:43 AM

+1 for video.

Can't wait for vehicles. I like the standard in-game vehicles, but they lack that touch of detail on the textures. I like the previous few vehicles you have done also.

Also, I think that telegraph pole lacks detail; the standard has more 'wear and tear' on the wood part of it. Yours looks brand new...

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#387

Posted 19 February 2013 - 05:21 PM

SFse, part 7

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QUOTE (methodunderg @ Tuesday, Feb 19 2013, 03:43)
Also, I think that telegraph pole lacks detail; the standard has more 'wear and tear' on the wood part of it. Yours looks brand new...

Yes, I can still work on compliance of this texture. But lets see on it in the game later.

nkjellman
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#388

Posted 19 February 2013 - 10:14 PM

Is vegetation just going to be retextured or is it going to be remodeled to be more 3d?

Looking good so far.

flame1251
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#389

Posted 20 February 2013 - 10:22 AM

SFse, part 8
Wang Cars


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QUOTE (nkjellman @ Tuesday, Feb 19 2013, 22:14)
Is vegetation just going to be retextured or is it going to be remodeled to be more 3d?

Looking good so far.

Thanks. I plan to do full vegetation textures replacing.

flame1251
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#390

Posted 26 February 2013 - 02:38 PM

SFse, part 9

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