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[WIP | SCR] HRT 1.4

1,118 replies to this topic

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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flame1251
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#391

Posted 27 February 2013 - 02:58 PM Edited by Flame1251, 01 March 2013 - 12:15 PM.

SFse, part 10

The last set of screenshots before I take a short break in the work on HRT 1.4 order to finish another project and then get some rest from mods. All those hundreds of damned textures make me feel tired.

user posted image user posted image

user posted image user posted image

... By the way.

I'm looking for someone with Mac or device with iOS. You will be required installed GTA Vice City and ability to endure bad English. Write to PM.

Knight45
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#392

Posted 27 February 2013 - 03:00 PM

Look awesome, keep going ! smile.gif

MrMateczko
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#393

Posted 27 February 2013 - 03:09 PM

Signs looks awesome. That's why you need to take a rest. It takes time to create something as awesome as HRT 1.4.

tommzy2
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#394

Posted 16 March 2013 - 05:27 AM

any progress?

Mateos
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#395

Posted 16 March 2013 - 09:58 AM

QUOTE (tommzy2 @ Saturday, Mar 16 2013, 05:27)
any progress?

He said few posts earlier he's taking a break from this mod for another project smile.gif

gtasadude
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#396

Posted 19 March 2013 - 03:39 PM

Checking up on the mod again, keep it up biggrin.gif

damiann69
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#397

Posted 24 March 2013 - 04:30 PM

Hi!
I've discovered HRT today and I'm really amazed by your work and whole effect which I can see in screenshots.
I think this mod may look well with PO 2010. It it possible to apply this mods without collisions?
Also, some ENB series mod can add some polish to your work.

Methical
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#398

Posted 24 March 2013 - 06:51 PM

PO2010 died the other day tounge2.gif

damiann69
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#399

Posted 24 March 2013 - 09:07 PM

And what? It still looks fine.

flame1251
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#400

Posted 26 March 2013 - 09:32 PM Edited by Flame1251, 26 March 2013 - 10:16 PM.

Guys, you may be wondering why there are no updates. Do not worry, I did not forget about HRT 1.4. Project, which I mentioned, is still not finished, but I hope finish it soon. In the coming days will be a small report with screenshots, then a little quiet period, and then I show you a new HRT 1.4 video.

P.S. Recently on Mod DB someone asked me about HRT version for mods which ported SA to the GTA 4 engine or using HRT textures in that mods, and I said that in that case HRT 1.4 will not be perceived as independent mod. HRT 1.4 just seemed to dig a deeper hole: it provide more quality graphics for another mod but lose own significance. In short, I wanted to emphasize that HRT 1.4 - is mod only for GTA San Andreas. Interesting improve the San Andreas graphics, and work only with this game.

QUOTE (MrMateczko @ Wednesday, Feb 27 2013, 15:09)
Signs looks awesome. That's why you need to take a rest. It takes time to create something as awesome as HRT 1.4.

QUOTE (damiann69 @ Sunday, Mar 24 2013, 16:30)
Hi!
I've discovered HRT today and I'm really amazed by your work and whole effect which I can see in screenshots.
I think this mod may look well with PO 2010. It it possible to apply this mods without collisions?
Also, some ENB series mod can add some polish to your work.

Thanks.

About PO: I do not know what will happen without new collisions; maybe I will do compatibility HRT 1.4 with Project Oblivion 2010 HQ.

MrMateczko
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#401

Posted 26 March 2013 - 09:50 PM

Forget about the Project Oblivion 2010 HQ, Flame. There's a new, better vegetation mod without all the trouble. It was released while you were away. It's called Behind Space Of Realities 2013: Classic version. Check this topic out, later in it there's some bonus things, and a mipmap version. It's easier to install and more stable and just better than Project Oblivion 2010 HQ.
Can't wait for the video! As always, you're gonna use a song from in-game radio? biggrin.gif

flame1251
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#402

Posted 26 March 2013 - 09:57 PM

QUOTE (MrMateczko @ Tuesday, Mar 26 2013, 21:50)
Forget about the Project Oblivion 2010 HQ, Flame. There's a new, better vegetation mod without all the trouble. It was released while you were away. It's called Behind Space Of Realities 2013: Classic version. Check this topic out, later in it there's some bonus things, and a mipmap version. It's easier to install and more stable and just better than Project Oblivion 2010 HQ.
Can't wait for the video! As always, you're gonna use a song from in-game radio? biggrin.gif

I know about Behind Space Of Realities, later I plan to play with this mod, screens looks cool. I wonder whether it work with HRT 1.4 or will be necessary (to me) to do something for compatibility. But PO2010HQ I also really like.

Yes, maybe song from in-game radio, maybe something another. smile.gif

adoel488
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#403

Posted 26 March 2013 - 10:04 PM

do you mind if i ask your pc specification?i didn't mean anything, it just wondering whether my pc can handle it. Thanks smile.gif

flame1251
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#404

Posted 26 March 2013 - 10:07 PM

QUOTE (adoel488 @ Tuesday, Mar 26 2013, 22:04)
do you mind if i ask your pc specification?i didn't mean anything, it just wondering whether my pc can handle it. Thanks  smile.gif

My PC: Intel Core i3 2.93 Ghz, 4 (3.5 visible) Gb RAM, ASUS EAH5750 1 Gb. smile.gif

damiann69
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#405

Posted 26 March 2013 - 10:32 PM

My previous post about PO2010 is far past smile.gif , now it's only BSOR Project. It is simply the best! I think HRT and BSOR it is good combination, mainly because of familiar graphic style.
BTW I have almost the same PC specification smile.gif (beside graphic card). (who cares? wink.gif )

flame1251
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#406

Posted 27 March 2013 - 10:24 AM

SFse, part 11

I decided to release new screenshots today. Maybe because I have a very good mood and I want productively work on the mod. smile.gif

Some textures (new texture for building and already showed parking texture, original resolution - 1024x1024 pixels)

user posted image user posted image

Some new in-game screenshots

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Texture of this house I plan to fully rework; in general, I always rework something that does not like and I do not know why I was decided to show THIS house:

user posted image user posted image

Bonus (again) - some new screenshots with previous sections of San Fierro:

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Also I opened PayPal account, so, If you want, you can support my work. blush.gif

New screenshots soon.

MrMateczko
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#407

Posted 27 March 2013 - 10:39 AM

Yay! Screenshots! I'm happy!
So where's CJ's garage and the video? Just asking colgate.gif

flame1251
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#408

Posted 27 March 2013 - 10:47 AM

QUOTE (MrMateczko @ Wednesday, Mar 27 2013, 10:39)
Yay! Screenshots! I'm happy!
So where's CJ's garage and the video? Just asking colgate.gif

The video will be later, about the garage I did not forget. cookie.gif

Kalvin
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#409

Posted 27 March 2013 - 03:08 PM

Great job man, the textures you're making look exactly like SA's, and I applaud you for that, sir.

Here's a cookie for your hard work smile.gif cookie.gif icon14.gif

flame1251
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#410

Posted 29 March 2013 - 01:00 PM

SFse, part 12

user posted image user posted image

user posted image user posted image

Gates near the driving school.

user posted image


ManDog, thanks.

flame1251
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#411

Posted 30 March 2013 - 10:30 AM

SFse, part 13

Texture of one of building doors; containers in the docks.

user posted image

user posted image user posted image

Test of different anti-aliasing types

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Comment please. See, maybe original anti-aliasing better. Note than with other anti-aliasing types I must connect third-party software to the mod.

Gytis-JDM
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#412

Posted 30 March 2013 - 12:36 PM

If you going to use one of those custom antialiasing's, you should make it as "optional" stuff.

Kalvin
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#413

Posted 30 March 2013 - 02:36 PM

Damn, the mod is looking amazing Flame.
It amazes me on how you're doing this!

flame1251
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#414

Posted 30 March 2013 - 08:00 PM

QUOTE (Gytis-JDM @ Saturday, Mar 30 2013, 12:36)
If you going to use one of those custom antialiasing's, you should make it as "optional" stuff.

Thanks. If custom anti-aliasing in general needed - in mod it will be as optional function, yes. smile.gif

You see, I began to think about post-processing. But for a long time screenshots will be as now - only new textures.

QUOTE (ManDog @ Saturday, Mar 30 2013, 14:36)
Damn, the mod is looking amazing Flame.
It amazes me on how you're doing this!

Thanks again, I am really glad that you like HRT. cookie.gif

Methical
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#415

Posted 30 March 2013 - 08:11 PM

How can you have SMAA + Standard Anti-Aliasing @ same time, my game always crashes confused.gif

Marty McFly
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#416

Posted 30 March 2013 - 09:06 PM

@Flme: how do you use them? ENB effect.txt or injector or something different?

Methical
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#417

Posted 30 March 2013 - 09:37 PM

Looks like injector to me. InjectSMAA, InjectFXAA and SweetFX.

gordoroth
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#418

Posted 30 March 2013 - 11:30 PM

GREAT!!! deserves cookies MR FLAME!!! i hate ugly srt3 barf8bd.gif barf8bd.gif barf8bd.gif barf8bd.gif barf8bd.gif ENJOY!!!! cookie.gif

flame1251
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#419

Posted 31 March 2013 - 01:34 PM

QUOTE (methodunderg @ Saturday, Mar 30 2013, 21:37)
Looks like injector to me. InjectSMAA, InjectFXAA and SweetFX.

QUOTE (Marty McFly @ Saturday, Mar 30 2013, 21:06)
@Flme: how do you use them? ENB effect.txt or injector or something different?

Yes, guys, this are injectors. See comments on screenshots (right).

So, what do you think about them?

QUOTE (gordoroth @ Saturday, Mar 30 2013, 23:30)
GREAT!!! deserves cookies MR FLAME!!! i hate ugly srt3  barf8bd.gif   barf8bd.gif   barf8bd.gif   barf8bd.gif   barf8bd.gif   ENJOY!!!!  cookie.gif

Thanks, glad you liked my mod. But in my opinion SRT3 is not ugly. smile.gif

Alt
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#420

Posted 31 March 2013 - 01:46 PM

QUOTE (Flame1251 @ Saturday, Mar 30 2013, 10:30)

Test of different anti-aliasing types

*PICS*

For me the 3-rd (SMAA by mrhaandi) looks the best. And mix of standard AA & injector's is impossible tounge.gif See readme or enable some effects in SweetFX. You can clearly see that them doesn't work when you enable standard AA.




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