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[WIP | SCR] HRT 1.4

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Poll: HRT 1.4 (109 member(s) have cast votes)

Is HRT 1.4 the best texture mod for GTA SA?

  1. Yes, the best! (42 votes [26.25%])

    Percentage of vote: 26.25%

  2. Yes, the best of the best! (52 votes [32.50%])

    Percentage of vote: 32.50%

  3. Yes, excellent mod! (23 votes [14.37%])

    Percentage of vote: 14.37%

  4. Yes, brilliant work! (43 votes [26.88%])

    Percentage of vote: 26.88%

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flame1251
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#661

Posted 08 August 2013 - 03:15 PM Edited by Flame1251, 08 August 2013 - 06:49 PM.

SFe, part 4


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QUOTE (JF-Mir2 @ Thursday, Aug 8 2013, 08:32)
Before gramps beats me up to it .. tounge.gif Maybe this'll help.

Yes, this will be help, good work. smile.gif Later I will try to generate MIP-maps with 11 level for roads.

But is has a sense generate MIP-maps with levels from this table for already "mipmapped" textures?

QUOTE (methodunderg @ Thursday, Aug 8 2013, 02:58)
What size is the texture, and what level did you give it?

1024х1024, 9.

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.

I plan to replace textures of dynamic objects. I do not have Manhunt game (and I do not want download or buy it, I just do not like game, I hate violence like in this game), but I have a lot of textures from GTA IV (I not often use them for location, but some of them may be useful for dynamic objects).

QUOTE (MrMateczko @ Thursday, Aug 8 2013, 10:31)
All the objects that are not in any Map Editor, but appears in game, such as cranes.

By the way, one Russian user said me texture of that crane. smile.gif

MrMateczko
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#662

Posted 08 August 2013 - 06:00 PM Edited by MrMateczko, 08 August 2013 - 07:10 PM.

-ignore, see below-

flame1251
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#663

Posted 08 August 2013 - 06:50 PM

Oh! I am posted the old screenshots from first SFe report! Roads are the same, MrMateczko, soon I will fix them. smile.gif

Now post was edited.

MrMateczko
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#664

Posted 08 August 2013 - 07:11 PM

Oh, now this makes sense. smile.gif I hope we'll see by the end of 2013 the HRT 1.4 and SA::Render.

Ηeath
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#665

Posted 08 August 2013 - 11:13 PM

QUOTE (Flame1251 @ Thursday, Aug 8 2013, 23:15)
But is has a sense generate MIP-maps with levels from this table for already "mipmapped" textures?


What do you mean? The table I gave you, are the 'max' mipmap levels for certain resolution, different resolution of textures would mean different mipmap levels. Also, for example, 512x256 would require Level 10 mipmaps, 1024x512 would require Level 11, always the highest number .. yada yada yada.

Great job and nice screenshots! Everything on your game just looks so smooth. inlove.gif

flame1251
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#666

Posted 09 August 2013 - 08:07 AM

Official HRT 1.4 twitter was opened

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QUOTE (JF-Mir2 @ Thursday, Aug 8 2013, 23:13)
What do you mean? The table I gave you, are the 'max' mipmap levels for certain resolution, different resolution of textures would mean different mipmap levels.

I mean that if I use 9 levels for 1024x1024 texture, must I change levels to 11? Now I use for all textures level 9.

flame1251
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#667

Posted 10 August 2013 - 07:44 AM

SFe, part 5

Some textures.

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Ηeath
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#668

Posted 10 August 2013 - 08:36 AM

QUOTE (Flame1251 @ Friday, Aug 9 2013, 16:07)
QUOTE (JF-Mir2 @ Thursday, Aug 8 2013, 23:13)
What do you mean? The table I gave you, are the 'max' mipmap levels for certain resolution, different resolution of textures would mean different mipmap levels.

I mean that if I use 9 levels for 1024x1024 texture, must I change levels to 11? Now I use for all textures level 9.

Yes, everything. You should apply mipmaps to every texture. tounge.gif If you set everything at Level 9, textures under 256x256 won't get mipmaps. tounge.gif

Pretty good work on the textures too! And will def. follow HRT 1.4's Twitter. cookie.gif

flame1251
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#669

Posted 10 August 2013 - 09:36 AM

QUOTE (JF-Mir2 @ Saturday, Aug 10 2013, 08:36)
QUOTE (Flame1251 @ Friday, Aug 9 2013, 16:07)
QUOTE (JF-Mir2 @ Thursday, Aug 8 2013, 23:13)
What do you mean? The table I gave you, are the 'max' mipmap levels for certain resolution, different resolution of textures would mean different mipmap levels.

I mean that if I use 9 levels for 1024x1024 texture, must I change levels to 11? Now I use for all textures level 9.

Yes, everything. You should apply mipmaps to every texture. tounge.gif If you set everything at Level 9, textures under 256x256 won't get mipmaps. tounge.gif

Pretty good work on the textures too! And will def. follow HRT 1.4's Twitter. cookie.gif

So, is be better if I set levels from your table? I mean - will be better if I set level 12 for 2048x2048, set level 9 for 256x256, set level 7 for 64x64, not level 9 for all resolutions, yes? (Oh, this difficulties of translation; difficult to express my thoughts).

Thanks for following. icon14.gif

Ηeath
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#670

Posted 10 August 2013 - 09:46 AM

Yup. Not a problem. Looking forward for more updates! biggrin.gif

flame1251
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#671

Posted 10 August 2013 - 09:48 AM Edited by Flame1251, 10 August 2013 - 09:50 AM.

QUOTE (JF-Mir2 @ Saturday, Aug 10 2013, 09:46)
Yup. Not a problem. Looking forward for more updates! biggrin.gif

Hence, it is necessary to change MIP-map levels later. A little sad. So many textures. smile.gif

stockwiz
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#672

Posted 11 August 2013 - 11:56 AM

It's been a while since I replayed San Andreas.. last activity here was Tuesday, Jan 22 2008, 22:07... what a treat to want to start another play-through and have this mod at my disposal? Looks beautiful! Can't wait for a release so I can get playing!

flame1251
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#673

Posted 11 August 2013 - 02:24 PM

QUOTE (stockwiz @ Sunday, Aug 11 2013, 11:56)
It's been a while since I replayed San Andreas.. last activity here was Tuesday, Jan 22 2008, 22:07... what a treat to want to start another play-through and have this mod at my disposal? Looks beautiful! Can't wait for a release so I can get playing!

Nice to hear, thanks. Wait for mod. icon14.gif

flame1251
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#674

Posted 12 August 2013 - 08:48 AM Edited by Flame1251, 12 August 2013 - 09:03 AM.

A long time ago I have shown some new textures for vehicles - Barracks, Journey, Walton, Marquis and Savanna. Now I want to show you new vehicle from HRT 1.4.

Vehicles: Ambulance

Texture of signs: 128х64 pixels resolution in original game and 2048x1024 pixels in HRT 1.4.

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Original textures versus new.

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Note: dirt on cars was hidden (later I will make new dirt texture).

See these images on Mod DB

By the way, in HRT 1.4 all cars are have MIP-maps. icon14.gif

MrMateczko
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#675

Posted 12 August 2013 - 02:37 PM

Font should be more bold. Otherwise it's perfect.

flame1251
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#676

Posted 12 August 2013 - 04:31 PM Edited by Flame1251, 12 August 2013 - 09:21 PM.

QUOTE (MrMateczko @ Monday, Aug 12 2013, 14:37)
Font should be more bold. Otherwise it's perfect.

Thanks. Yes, maybe. But I do not venture to change, I had to deal with adjustment of symbols for correct displaying on model (for example, because one of the digits was more bold, on car was displayed a black dot). smile.gif


Сan someone help me with detection of this signs? I clearly see only Flower Power, The Uphill Gardener, Garden Center, Discount Furniture.

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Death2Drugs
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#677

Posted 13 August 2013 - 04:12 AM

I'll help you:
1st One:
FLOWER POWER
ENERGY CO.
SAN FIERRO

2nd one:
The Uphill Gardner
Garden Center
866 Gangen St. Open 7 Days A Week
427-506

Discount FURNITURE
Turning Trash Into HOMES

Rough deciphering, really.

flame1251
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#678

Posted 13 August 2013 - 07:08 PM

QUOTE (Death2Drugs @ Tuesday, Aug 13 2013, 04:12)
I'll help you:
1st One:
FLOWER POWER
ENERGY CO.
SAN FIERRO

2nd one:
The Uphill Gardner
Garden Center
866 Gangen St. Open 7 Days A Week
427-506

Discount FURNITURE
Turning Trash Into HOMES

Rough deciphering, really.

Thanks for help. icon14.gif cookie.gif

Yet again I realize that Rockstar have a source textures in high resolution, from which were made low resolution blurry textures for game. Interesting to imagine that they can, in theory, pull these textures from a dusty closet and make own HD-remake or... give them to me.

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#679

Posted 14 August 2013 - 12:31 AM

They are amazing bro! amazing work you got there! icon14.gif

flame1251
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#680

Posted 17 August 2013 - 07:09 PM Edited by Flame1251, 17 August 2013 - 07:58 PM.

SFe, part 6
Roads and pavements


Road texture were improved: now they are more seamless and better displaying with more numbers of MIP-maps levels (thanks to JF-Mir2 for advice). Have been made new (more realistic) tram rails.

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See these images on Mod DB

By the way, yesterday have opened HRT 1.4 group on Steam Community.

bathhdenn772, glad that you like my work.


vans123
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#681

Posted 17 August 2013 - 07:54 PM

amazing quality. Just hope this gets finished and we expect to have it released instead of dead

Death2Drugs
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#682

Posted 17 August 2013 - 10:30 PM

Such great progress. smile.gif

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#683

Posted 17 August 2013 - 10:52 PM

Just awesome.

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#684

Posted 17 August 2013 - 11:20 PM

QUOTE (Flame1251 @ Tuesday, Aug 13 2013, 19:08)
QUOTE (Death2Drugs @ Tuesday, Aug 13 2013, 04:12)
I'll help you:
1st One:
FLOWER POWER
ENERGY CO.
SAN FIERRO

2nd one:
The Uphill Gardner
Garden Center
866 Gangen St. Open 7 Days A Week
427-506

Discount FURNITURE
Turning Trash Into HOMES

Rough deciphering, really.

Thanks for help. icon14.gif cookie.gif

Yet again I realize that Rockstar have a source textures in high resolution, from which were made low resolution blurry textures for game. Interesting to imagine that they can, in theory, pull these textures from a dusty closet and make own HD-remake or... give them to me.

Rockstar should release their HD textures as a DLC on Steam or something.

Ηeath
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#685

Posted 17 August 2013 - 11:53 PM

Such nice screenshots! Very nice work on the textures, too. smile.gif

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#686

Posted 18 August 2013 - 12:23 AM

beauty as always icon14.gif cookie.gif cookie.gif

flame1251
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#687

Posted 19 August 2013 - 11:07 AM

SFe, part 7
Roads and pavements


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Thanks all for good words. smile.gif

Ηeath
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#688

Posted 19 August 2013 - 11:16 AM

Beautiful. inlove.gif

I notice something like, a 'hole' though. Have a look at this screen, at the bottom-left of the lamppost. tounge.gif Though, it's probably a R* bug.

flame1251
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#689

Posted 19 August 2013 - 11:32 AM Edited by Flame1251, 19 August 2013 - 12:11 PM.

QUOTE (JF-Mir2 @ Monday, Aug 19 2013, 11:16)
Beautiful. inlove.gif

I notice something like, a 'hole' though. Have a look at this screen, at the bottom-left of the lamppost. tounge.gif Though, it's probably a R* bug.

Thanks.

About "hole"... Unfortunately in the game a million of such places, but they are visible only from a certain angle. I think it's because of the methods of location creating (exporting to the game from 3ds Max). That what can and need to be corrected - I correct. icon14.gif

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#690

Posted 19 August 2013 - 11:41 AM

looking sharp, nice work




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