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[WIP | SCR] HRT 1.4

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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%

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flame1251
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#61

Posted 20 July 2012 - 09:22 PM

QUOTE (Death2Drugs @ Thursday, Jul 19 2012, 20:04)
Delicious.

Planning on doing a gameplay video?

Yes, but not soon.

EdyTheViper
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#62

Posted 21 July 2012 - 09:05 AM

Good job!

flame1251
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#63

Posted 26 July 2012 - 07:48 PM Edited by Flame1251, 11 August 2012 - 09:01 PM.

New screenshots (LAe2)


user posted image user posted image

user posted image user posted image

l911
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#64

Posted 26 July 2012 - 08:55 PM

QUOTE (-BLITZ- @ Monday, Jul 16 2012, 19:33)
QUOTE (ManDog @ Monday, Jul 16 2012, 21:02)
Best SA Re-textured mod out there, better than SRT!
SRT dosen't keep with the original textures, but this does, and that's what makes it awesome! smile.gif

This is so vague that barely if I understand it.

If SRt had to keep up with whatever you are interested it suppose to be This Topic. You already have it so I don't know why you complain over SRt; a retexture world that doesn't have anything to do with taking default textures and multicopy pasted them over a 1024x1024/2048x2048 image to bring the HQ/HD quality to the texture.

You compare stuff on different scales.

i hate that in STR everything is soo dirty
( I wrote this in some topic of STR )

Death2Drugs
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#65

Posted 27 July 2012 - 01:00 AM

QUOTE (ludi911 @ Thursday, Jul 26 2012, 20:55)
QUOTE (-BLITZ- @ Monday, Jul 16 2012, 19:33)
QUOTE (ManDog @ Monday, Jul 16 2012, 21:02)
Best SA Re-textured mod out there, better than SRT!
SRT dosen't keep with the original textures, but this does, and that's what makes it awesome! smile.gif

This is so vague that barely if I understand it.

If SRt had to keep up with whatever you are interested it suppose to be This Topic. You already have it so I don't know why you complain over SRt; a retexture world that doesn't have anything to do with taking default textures and multicopy pasted them over a 1024x1024/2048x2048 image to bring the HQ/HD quality to the texture.

You compare stuff on different scales.

i hate that in STR everything is soo dirty
( I wrote this in some topic of STR )

I actually agree.

What I didn't like about SRT was that everything looked plain dirty. This mod doesn't look dirty, not too sterile.

Dingleman
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#66

Posted 28 July 2012 - 03:52 AM Edited by dingleman, 28 July 2012 - 04:30 AM.

I love this. The textures are much more crisp and detailed, yet don't look like they are trying to flaunt it with obvious gritty filters and upped contrast.

Nice work!

EDIT:
I made a 512x512 water texture that you can use if you haven't made one already.

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user posted image

user posted image

wahgah
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#67

Posted 28 July 2012 - 04:51 AM

looks great!

maybe if this gets a conversion to iv:sa it could maybe get bump maps too, showing its true potential.

flame1251
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#68

Posted 28 July 2012 - 01:22 PM Edited by Flame1251, 11 August 2012 - 09:09 PM.

New screenshots (LAe2)

user posted image user posted image

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Do not forget that the image is different from the final quality.


And as always, thank you all for your comments. Support is always needed.

Many people want to see these textures in mods, which porting SA to RAGE engine. But what about this so far, I can not say anything. Not know someone will offer me something like that or not, but for now I want to finish my mod as my mod. I do not want to think that everything that I do, I do for other projects.

dingleman, good texture, but I want use my. smile.gif

Triple Penetration
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#69

Posted 29 July 2012 - 02:09 PM

This looks good man, I like it.

Can't wait for more updates.

flame1251
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#70

Posted 31 July 2012 - 03:00 PM

Who will tell me about MIP mapping?

Sorry that I ask this question here, but mod is directly concerned. I want to know, should I use this optimization, or can do without it.

flame1251
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#71

Posted 05 August 2012 - 12:38 PM Edited by Flame1251, 11 August 2012 - 09:31 PM.

Why am I asked about MIP mapping? Now I think, necessary to use this optimization or not.

Advantage is that the high definition textures no longer blinking in the distance. The disadvantages are: size of the mod will bigger, work on the textures take a bit more time, increase of FPS will be small.

New screenshots (LAe2)

user posted image user posted image

user posted image user posted image user posted image


FunGt
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#72

Posted 05 August 2012 - 12:51 PM

QUOTE (Flame1251 @ Sunday, Aug 5 2012, 14:38)
user posted image

Awesome this one, keep it up

flame1251
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#73

Posted 07 August 2012 - 08:19 PM Edited by Flame1251, 11 August 2012 - 09:37 PM.

New screenshots (LAe2)

Some plants on this section (small palms and shrubs).

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Some buildings (including the previously shown Binco shop)

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(In hosting screenshots are displayed with distortion of the contrast).

I also edited first page of this topic. There are listed links to the reports of development.


Methical
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#74

Posted 08 August 2012 - 10:42 AM

Looking good !
Don't really like pavement outside Binco; I think the size of it looks off.

Seems like you have a LONG way to go. Keep it up though.

Death2Drugs
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#75

Posted 09 August 2012 - 01:09 AM

Looks great!

Are you planning to do new timecyc? I thought the original timecyc of SA lacked colors, and was too orange, which looked depressing. As I advise, if you do make a new timecyc, make it directly based on that of the areas the game parodies (LA, SF, Vegas, etc)

flame1251
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#76

Posted 10 August 2012 - 06:15 PM Edited by Flame1251, 11 August 2012 - 09:44 PM.

LAe2. Part 12
Johnson House


user posted image user posted image user posted image

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As I said, hosting a little distort the contrast. But when saving the image to the computer, contrast is normal.

methodunderg, Death2Drugs, thanks very much for your comments.

Death2Drugs, most likely I will do new timecyc. By the way, colors can become more saturated through the use of ENBSeries. Thanks for you idea, I may resort to it.

Shrektastic
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#77

Posted 10 August 2012 - 06:23 PM

Looks fantastic. Keep up the great work icon14.gif

tommzy2
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#78

Posted 11 August 2012 - 10:39 AM

Nice work, keep it up smile.gif . Always wanted a San Andreas with better textures, srt3 doesn't install for me lol

Frank.s
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#79

Posted 11 August 2012 - 11:22 AM

Very nice, but do they have mipmaps? It seems too pixelly in the distance which suggests a lack of mipmaps.

RickyLopes
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#80

Posted 11 August 2012 - 06:10 PM

There some remaked textures that just looks more noisy than the original ones. Apart of that, this mod is a great mod. smile.gif Best luck for you.

flame1251
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#81

Posted 11 August 2012 - 09:22 PM Edited by Flame1251, 12 August 2012 - 10:45 AM.

Thanks again for your comments! Incredibly important getting support. smile.gif

QUOTE (Frank.s @ Saturday, Aug 11 2012, 11:22)
Very nice, but do they have mipmaps? It seems too pixelly in the distance which suggests a lack of mipmaps.

I have not decided at this moment about using MIP-maps. Previously, I wrote: "Advantage is that the high definition textures no longer blinking in the distance. The disadvantages are: size of the mod will bigger, work on the textures take a bit more time, increase of FPS will be small." Most likely I will use them.

QUOTE (RickyLopes @ Saturday, Aug 11 2012, 18:10)
There some remaked textures that just looks more noisy than the original ones. Apart of that, this mod is a great mod. smile.gif Best luck for you.

I would not say that noisy. Just part of the textures are done method placing details texture over the old texture. As an example (if I write unclear - a little worried that I write very unclear smile.gif ) I quote this texture.

Today I accidentally deleted the entire gallery of HRT 1.4 at imgbox, so I have been must reload all images again - to ImageBam at this time. I got a bit upset, but this situation have and advantage - there are no problems with the contrast of images, you can see the latest screenshots again with better quality.

***

Damn. Are they completely stupid, I mean creators of image hostings? Again with the contrast of images complete garbage. sad.gif Maybe the browser render image, not as a program in my computer, and because the color is different. Maybe I have a trained eye.

flame1251
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#82

Posted 12 August 2012 - 10:34 AM

LAe2. Part 13

The thirteenth and final set of screenshots from section LAe2. I am already working on the next section, LAw.

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gtasadude
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#83

Posted 12 August 2012 - 11:41 AM

QUOTE (Flame1251 @ Saturday, Aug 11 2012, 21:22)
Damn. Are they completely stupid, I mean creators of image hostings? Again with the contrast of images complete garbage. sad.gif Maybe the browser render image, not as a program in my computer, and because the color is different. Maybe I have a trained eye.

Things like that annoy me too, it's just the browser engine tounge.gif

Afterburningwheels
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#84

Posted 12 August 2012 - 03:19 PM

I'm gonna really love this retexture mod! They looks so nice and finally another retexture mod
that's not gritty and dirty completely different from GTA: SA colors and originals.

Flame1251,
I prefer a big size mod because of the mipmaps than small mod without mipmaps.
It's really annoying playing GTA: SA seeing the high resolution textures in the far distance
and see them blinking all over the map.
Sizes in MB or GB are no more that concerning this generation because of the HDD space.
And some games are more than 35GB in size. No it will be much better with MIP Mapping! smile.gif

flame1251
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#85

Posted 13 August 2012 - 10:24 AM

QUOTE (Afterburningwheels @ Sunday, Aug 12 2012, 15:19)
I'm gonna really love this retexture mod! They looks so nice and finally another retexture mod
that's not gritty and dirty completely different from GTA: SA colors and originals.

Flame1251,
I prefer a big size mod because of the mipmaps than small mod without mipmaps.
It's really annoying playing GTA: SA seeing the high resolution textures in the far distance
and see them blinking all over the map.
Sizes in MB or GB are no more that concerning this generation because of the HDD space.
And some games are more than 35GB in size. No it will be much better with MIP Mapping! smile.gif

I agree that the large size of mod is not so bad. But how about limits to size of gta3.img file? Seems the Alcis Img Editor allows to bypass them?

I will make MIP-maps immediately after finishing work on LAw section. sigh.gif

aStiffSausage
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#86

Posted 13 August 2012 - 11:01 AM

Size-problem of gta3.img is easy to bypass, you can add one more .img-file by changing gta.dat, and even more if you are using fastman92's IMG Limit Adjuster. If size of mod is less than 2GB, then just name it gta3.img and make users rename their original gta3.img and make it load with gta.dat.

flame1251
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#87

Posted 13 August 2012 - 12:32 PM

QUOTE (oksa8 @ Monday, Aug 13 2012, 11:01)
Size-problem of gta3.img is easy to bypass, you can add one more .img-file by changing gta.dat, and even more if you are using fastman92's IMG Limit Adjuster. If size of mod is less than 2GB, then just name it gta3.img and make users rename their original gta3.img and make it load with gta.dat.

Thanks for the tip. I should be able to bypass the limits on size but if that, will have to ask for help. smile.gif

Afterburningwheels
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#88

Posted 13 August 2012 - 12:46 PM Edited by Afterburningwheels, 13 August 2012 - 12:50 PM.

QUOTE (Flame1251 @ Monday, Aug 13 2012, 10:24)
QUOTE (Afterburningwheels @ Sunday, Aug 12 2012, 15:19)
I'm gonna really love this retexture mod! They looks so nice and finally another retexture mod
that's not gritty and dirty completely different from GTA: SA colors and originals.

Flame1251,
I prefer a big size mod because of the mipmaps than small mod without mipmaps.
It's really annoying playing GTA: SA seeing the high resolution textures in the far distance
and see them blinking all over the map.
Sizes in MB or GB are no more that concerning this generation because of the HDD space.
And some games are more than 35GB in size. No it will be much better with MIP Mapping! smile.gif

I agree that the large size of mod is not so bad. But how about limits to size of gta3.img file? Seems the Alcis Img Editor allows to bypass them?

I will make MIP-maps immediately after finishing work on LAw section. sigh.gif

Alci IMG Manager supports bulk replace, so you can import all files at once and rebuild it.
All other standard IMG tools can't do this.

aStiffSausage
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#89

Posted 13 August 2012 - 06:11 PM

QUOTE (Flame1251 @ Monday, Aug 13 2012, 15:32)
QUOTE (oksa8 @ Monday, Aug 13 2012, 11:01)
Size-problem of gta3.img is easy to bypass, you can add one more .img-file by changing gta.dat, and even more if you are using fastman92's IMG Limit Adjuster. If size of mod is less than 2GB, then just name it gta3.img and make users rename their original gta3.img and make it load with gta.dat.

Thanks for the tip. I should be able to bypass the limits on size but if that, will have to ask for help. smile.gif

Ok, and if you need another extra 2GB then add another entry in gta.dat before original gta3.img.

Death2Drugs
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#90

Posted 13 August 2012 - 08:01 PM

By the way, did you say that mip-mapping decreases FPS? I thought it increased it!




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