Quantcast

Jump to content

» «
Photo

[WIP | SCR] HRT 1.4

1,117 replies to this topic

Poll: HRT 1.4 (112 member(s) have cast votes)

Is HRT 1.4 the best texture mod for GTA SA?

  1. Yes, the best! (44 votes [26.99%])

    Percentage of vote: 26.99%

  2. Yes, the best of the best! (52 votes [31.90%])

    Percentage of vote: 31.90%

  3. Yes, excellent mod! (24 votes [14.72%])

    Percentage of vote: 14.72%

  4. Yes, brilliant work! (43 votes [26.38%])

    Percentage of vote: 26.38%

Vote Guests cannot vote
Silent
  • Silent

    Moderating Cookie Monster

  • Feroci Racing
  • Joined: 01 Feb 2010
  • Poland
  • Most Helpful [GTA] 2013
    Most Helpful [Modding] 2013
    Most Talented [Modding] 2013
    Best Map 2013 "ViceCityStories PC Edition"
    Best Vehicle 2013 "III Aircraft"
    Most Helpful [Modding] 2012
    Modder of the Year 2012

#631

Posted 15 July 2013 - 08:29 PM

QUOTE (methodunderg @ Monday, Jul 15 2013, 22:22)
Maybe I mis-interpreted then .. Might give this a try when HRT 1.4 is out.

I'm using them since ages, definitely a must-have icon14.gif

Semih95
  • Semih95

    Rat

  • Members
  • Joined: 10 Jun 2013
  • None

#632

Posted 24 July 2013 - 01:48 PM

Do you will retexture the wepaons flame ?

Mateos
  • Mateos

    Street Cat

  • Members
  • Joined: 23 Nov 2011
  • France

#633

Posted 24 July 2013 - 05:19 PM

He said no smile.gif

flame1251
  • flame1251

    Flame

  • Members
  • Joined: 24 Sep 2011
  • None

#634

Posted 27 July 2013 - 04:22 PM

user posted image

New screenshots
on Monday.

alayanrole
  • alayanrole

    El Danza Kuduro!

  • Members
  • Joined: 20 May 2011
  • None

#635

Posted 27 July 2013 - 10:29 PM

hope the screenies will be nice. Umm blush.gif could you tell me the progress in percent?

MrMateczko
  • MrMateczko

    Gangsta

  • Members
  • Joined: 10 Dec 2011
  • Poland

#636

Posted 29 July 2013 - 10:24 AM

Can't wait!
Is it also really hot in Ukraine? We have 35 degrees Celsius in Poland!

flame1251
  • flame1251

    Flame

  • Members
  • Joined: 24 Sep 2011
  • None

#637

Posted 29 July 2013 - 04:01 PM Edited by Flame1251, 30 July 2013 - 07:34 AM.

SFe, part 1
Start of work on section


Work on the next section of San Fierro city, that technically named SFe, in progress. As another sections on witch divided San Fierro, this section is very large.

user posted image


...


user posted image user posted image

user posted image user posted image

user posted image user posted image

user posted image user posted image


user posted image user posted image

See these screenshots on Mod DB.

Let me remind that Los Santos already finished, also finished some interiors and some vehicles; need to finish San Fierro, Las Venturas, desert and countryside...


QUOTE (alayanrole @ Saturday, Jul 27 2013, 22:29)
could you tell me the progress in percent?

It is difficult to calculate; I think that I made ​​more than a half of all work - that's for sure, read also my old post about development progress.

QUOTE (MrMateczko @ Monday, Jul 29 2013, 10:24)
Is it also really hot in Ukraine? We have 35 degrees Celsius in Poland!

It was very hot, in the sun more than forty; but last week the temperature has dropped, almost like early autumn - but at last days is hot again, today 24 Celsius (not on the sun).

Semih95
  • Semih95

    Rat

  • Members
  • Joined: 10 Jun 2013
  • None

#638

Posted 29 July 2013 - 04:06 PM

some very nice textures icon14.gif

Do you will replace the textures of the vegetation flame ?

flame1251
  • flame1251

    Flame

  • Members
  • Joined: 24 Sep 2011
  • None

#639

Posted 29 July 2013 - 04:11 PM

QUOTE (Semih95 @ Monday, Jul 29 2013, 16:06)
Do you will replace the textures of the vegetation flame ?

I'm not sure, but I think, yes. Some vegetation textures already made.

TheDriverWithPlan
  • TheDriverWithPlan

    Player Lover

  • Members
  • Joined: 23 Jul 2011
  • Indonesia

#640

Posted 31 July 2013 - 02:10 AM

This looks very impressive! Will HRT 1.4 include altering the game's data files from the data folder?

Personally, I prefer texture mods that does not require altering the game's data files (since I mostly play San Andreas on multiplayer).

Anyways, excellent work icon14.gif

nandayo
  • nandayo

    Player Hater

  • Members
  • Joined: 13 Dec 2008

#641

Posted 31 July 2013 - 11:29 AM Edited by nandayo, 31 July 2013 - 11:31 AM.

Oh my god, can't wait for it, dude, keep up the good work inlove.gif

But indeed, what a pity if it make impossible the use of multiplayer mods like SA-MP...

Marty McFly
  • Marty McFly

    A Elbereth Gilthoniel

  • Members
  • Joined: 07 Nov 2010
  • None

#642

Posted 31 July 2013 - 11:38 AM Edited by Marty McFly, 31 July 2013 - 11:40 AM.

Why isn't samp supported?? ide file modifications or what?

Musi
  • Musi

    Rat

  • Members
  • Joined: 15 May 2013

#643

Posted 31 July 2013 - 12:13 PM

BSOR modifies .ide files and still works on SA:MP though.

flame1251
  • flame1251

    Flame

  • Members
  • Joined: 24 Sep 2011
  • None

#644

Posted 31 July 2013 - 01:37 PM

QUOTE (GTA_1981 @ Wednesday, Jul 31 2013, 02:10)
This looks very impressive! Will HRT 1.4 include altering the game's data files from the data folder?

Personally, I prefer texture mods that does not require altering the game's data files (since I mostly play San Andreas on multiplayer).

Anyways, excellent work  icon14.gif

Thanks.

At now only two files in data folder have been modified (one ide-file and one .ipl), for window in Doherty Garage with fake interior. I try not to touch any files from data folder and manipulate only with .txd, .dff and .col; if there are any problems - is solvable. I aspire to stability of mod, because this I try include as few as possible third-party mods.

nandayo, thanks. smile.gif

Musi
  • Musi

    Rat

  • Members
  • Joined: 15 May 2013

#645

Posted 01 August 2013 - 12:29 PM

Vanilla textures until this comes up. It will be good.

flame1251
  • flame1251

    Flame

  • Members
  • Joined: 24 Sep 2011
  • None

#646

Posted 04 August 2013 - 10:38 AM Edited by Flame1251, 04 August 2013 - 10:44 AM.

SFe, part 2

user posted image user posted image

user posted image user posted image

See these screenshots on Mod DB


Musi, thanks. smile.gif

MrMateczko
  • MrMateczko

    Gangsta

  • Members
  • Joined: 10 Dec 2011
  • Poland

#647

Posted 04 August 2013 - 03:06 PM

The roads and their curves are not completely seamless in these screenshots. I hope it'll be fixed?

flame1251
  • flame1251

    Flame

  • Members
  • Joined: 24 Sep 2011
  • None

#648

Posted 04 August 2013 - 10:24 PM

QUOTE (MrMateczko @ Sunday, Aug 4 2013, 15:06)
The roads and their curves are not completely seamless in these screenshots. I hope it'll be fixed?

Yes, on screens now you can see some roughness, but I will be fix them, section will be look beautiful.

flame1251
  • flame1251

    Flame

  • Members
  • Joined: 24 Sep 2011
  • None

#649

Posted 06 August 2013 - 08:41 AM Edited by Flame1251, 06 August 2013 - 01:19 PM.

SFe, part 3

user posted image

user posted image

user posted image

user posted image

user posted image

See these images on Mod DB


Except seamless from road textures, will be improved texture of tram rails.

There is one thing that makes me doubt. This are a MIP-maps for roads. At long distance them creates a kind of flickering... Interesting how to fix it.

Ηeath
  • Ηeath

    Just Do It.

  • Members
  • Joined: 08 Feb 2011

#650

Posted 06 August 2013 - 08:50 AM

.. Flickering of roads at long distance? Mind showing us a video, or photo of this?

Latest screens look great by the way! Really loving the work done. inlove.gif

flame1251
  • flame1251

    Flame

  • Members
  • Joined: 24 Sep 2011
  • None

#651

Posted 06 August 2013 - 09:00 AM

QUOTE (JF-Mir2 @ Tuesday, Aug 6 2013, 08:50)
.. Flickering of roads at long distance? Mind showing us a video, or photo of this?

Latest screens look great by the way! Really loving the work done. inlove.gif

Thanks as always for your support.

user posted image

Flickering you can only if you above the roads and on far distance. Occurs only when the texture changes to one of MIP-map textures.


aStiffSausage
  • aStiffSausage

    Formerly Oksu

  • Members
  • Joined: 30 Sep 2010
  • Finland

#652

Posted 06 August 2013 - 09:15 AM

I find such "bug" as a really small problem, or to be honest, not even as a problem. Having mip-maps will help especially up close to textures, which always flickers and looks bad with other global retextures. Keep it up! smile.gif

Methical
  • Methical

    Gramps

  • Feroci Racing
  • Joined: 23 May 2008
  • New-Zealand

#653

Posted 08 August 2013 - 02:58 AM

What size is the texture, and what level did you give it?

Ηeath
  • Ηeath

    Just Do It.

  • Members
  • Joined: 08 Feb 2011

#654

Posted 08 August 2013 - 08:32 AM

Before gramps beats me up to it .. tounge.gif Maybe this'll help.

Mipmap Level Texture Resolution
Level 122048x2048
Level 111024x1024
Level 10512x512
Level 9256x256
Level 8128x128
Level 764x64
Level 632x32

Mateos
  • Mateos

    Street Cat

  • Members
  • Joined: 23 Nov 2011
  • France

#655

Posted 08 August 2013 - 09:39 AM

QUOTE (JF-Mir2 @ Saturday, May 25 2013, 23:11)
Not really. GTA3 and Vice City had mipmaps too.

Mipmap Level Texture Resolution
Level 122048x2048
Level 111024x1024
Level 10512x512
Level 9256x256
Level 8128x128
Level 764x64
Level 632x32

Seems you already posted that few paged ago tounge.gif

OmeXr
  • OmeXr

    Soldier

  • BUSTED!
  • Joined: 15 Apr 2009

#656

Posted 08 August 2013 - 09:53 AM

i just tested 1.3 and i loved it, and i want to help you guys with something.

i noticed that some of the dynamic objects still has the original textures. You can get HD versions of all the dynamic object textures from Manhunt, since both games are using the same dynamic objects thanks to R*'s laziness.

Ηeath
  • Ηeath

    Just Do It.

  • Members
  • Joined: 08 Feb 2011

#657

Posted 08 August 2013 - 10:10 AM

@Mateos - Yeah, I did. But I dunno if Flame saw it. tounge2.gif

TJGM
  • TJGM

    James May is the best May!

  • Feroci Racing
  • Joined: 14 Jun 2011
  • Ireland

#658

Posted 08 August 2013 - 10:21 AM

QUOTE (OmeXr @ Thursday, Aug 8 2013, 09:53)
i just tested 1.3 and i loved it, and i want to help you guys with something.

i noticed that some of the dynamic objects still has the original textures. You can get HD versions of all the dynamic object textures from Manhunt, since both games are using the same dynamic objects thanks to R*'s laziness.

What's considered a dynamic object in San Andreas? Because I can't think of any right now.. confused.gif

Chilean Dawg
  • Chilean Dawg

    Crackhead

  • Members
  • Joined: 22 Jun 2013

#659

Posted 08 August 2013 - 10:29 AM

QUOTE (TheJAMESGM @ Thursday, Aug 8 2013, 10:21)
QUOTE (OmeXr @ Thursday, Aug 8 2013, 09:53)
i just tested 1.3 and i loved it, and i want to help you guys with something.

i noticed that some of the dynamic objects still has the original textures. You can get HD versions of all the dynamic object textures from Manhunt, since both games are using the same dynamic objects thanks to R*'s laziness.

What's considered a dynamic object in San Andreas? Because I can't think of any right now.. confused.gif

Fire hydrants? Lamp posts? Things like that I believe.

MrMateczko
  • MrMateczko

    Gangsta

  • Members
  • Joined: 10 Dec 2011
  • Poland

#660

Posted 08 August 2013 - 10:31 AM

All the objects that are not in any Map Editor, but appears in game, such as cranes.
Or, more precisely, all the objects defined in dynamic.ide and dynamic2.ide




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users