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[WIP|SA] HRT 1.4

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Poll: HRT 1.4 (129 member(s) have cast votes)

Is HRT 1.4 the best texture mod for GTA SA?

  1. Yes, the best! (49 votes [26.49%])

    Percentage of vote: 26.49%

  2. Yes, the best of the best! (60 votes [32.43%])

    Percentage of vote: 32.43%

  3. Yes, excellent mod! (28 votes [15.14%])

    Percentage of vote: 15.14%

  4. Yes, brilliant work! (48 votes [25.95%])

    Percentage of vote: 25.95%

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alayanrole
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#751

Posted 10 September 2013 - 09:08 AM

 

Perhaps, I not will release at all.

^ I think he meant the vehicle textures...

 

that's what i meant


flame1251
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#752

Posted 14 September 2013 - 11:39 PM

Hello everyone.

I said that "perhaps, I not will release at all" because I do not like hard instructions like "release this mod quickly because I want this!" or "do not do it because I have decided so!". I'm doing a mod as I see fit. The last days I do not do mod because, as it, to be honest, it really pissed me (not always, at the times). Too much work, too many plans. And time goes by. Instead of moving in a new direction I creating this mod. Soon two years as I make only 1.4 version.

By the way, you can not quarrel here so much.

Unfortunately, I'm not going to completely throw mod. It is under development.

And I plan to release in this year.

In spite of everything, this mod will be look amazing.

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flame1251
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#753

Posted 16 September 2013 - 03:22 PM Edited by Flame1251, 16 September 2013 - 04:53 PM.

SFe, part 14
San Fierro Police Headquarters


0_ef539_fcd64501_M.jpg 0_ef53d_3d07d22e_M.jpg

0_ef541_9f444d61_M.jpg 0_ef545_75d59580_M.jpg

0_ef54d_4385b1f0_L.jpg

0_ef54a_51d629aa_L.jpg

See these images on Mod DB

Also I updated link to the userbar image (because engine of forum does not work with links from my hosting) - see the first page.

Soon will be posted news on Mod DB with new special "green" logo, dedicated to the ending of summer works on mod or something like this.

0_ef5fe_d8795823_L.jpg

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MrMateczko
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#754

Posted 16 September 2013 - 04:15 PM

It's weird to see such high quality textures next to very low quality clouds on the sky. :) I think I asked you that before, but will particle.txd also be modified?

BTW Flame, do you like the new GTAForums look? I do.

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flame1251
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#755

Posted 16 September 2013 - 04:25 PM Edited by Flame1251, 16 September 2013 - 05:29 PM.

It's weird to see such high quality textures next to very low quality clouds on the sky. :) I think I asked you that before, but will particle.txd also be modified?
BTW Flame, do you like the new GTAForums look? I do.

Yes, I plan to do and this. But not now.

By the way, I would like to integrate the Lensflare script into HRT, I written to the author to get permission, but he just ignored me...

Guys, is there a some replacement for Lensflare script by DK22Pac?

New design of forum looks really very good. However, when you edit old posts - the formatting gets off, also I faced with some signature problem, but anyway I like this design.

... News on Mod DB was posted.

Gramps
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#756

Posted 16 September 2013 - 07:55 PM

Nope, DK22 is the only one to do the lensflare.

I'm sure he is just busy, sometimes he takes a few days to reply to me.


flame1251
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#757

Posted 16 September 2013 - 09:21 PM Edited by Flame1251, 16 September 2013 - 09:30 PM.

Nope, DK22 is the only one to do the lensflare.

I'm sure he is just busy, sometimes he takes a few days to reply to me.

I wrote on LibertyCity.ru. There is a check mark when the message was read. Guys (modmakers) from VOL-GTA do not like guys from LibertyCity (but using hateful site); I belong to the latest, it turns out... Plus guys from "We-Are-Creating-Best-Texture-Mod-All-Another-Mods-Are-Sh*t" team are active users on site. But I do not need all these stupid intrigues. If permission will not received, I'm just will not integrate script to mod.

 

Also interesting to know, is it possible to fix broken shadows in normal-mapping plugin.


Gramps
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#758

Posted 16 September 2013 - 09:35 PM

Well you include the settings file, and the textures for the lensflare. Then technically you are not integrating his mod. People will just have to download the other files from somewhere else.

 

Can't help you with normal map plugin sorry, I don't use it.

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flame1251
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#759

Posted 16 September 2013 - 09:40 PM Edited by Flame1251, 16 September 2013 - 09:41 PM.

Well you include the settings file, and the textures for the lensflare. Then technically you are not integrating his mod. People will just have to download the other files from somewhere else.

Thanks for idea. Maybe better to not make and this (user can decide for itself).

 

So, I started to think about minor elements.


flame1251
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#760

Posted 18 September 2013 - 08:08 AM Edited by Flame1251, 18 September 2013 - 08:09 AM.

SFe, part 15
San Fierro Police Headquarters


0_f0681_a60315ae_M.jpg 0_f0683_6709137_M.jpg

0_f0684_6c22ab8_M.jpg 0_f0686_34ca2292_M.jpg

0_f0687_8fe97752_M.jpg 0_f0688_abb3b8bc_M.jpg

0_f0689_f9c6223c_M.jpg 0_f068c_a53b18fa_M.jpg

0_f068e_b7640090_M.jpg
 
See these images on Mod DB

 
I am waiting for your comments. :) And question about fixing broken peds shadows (how to fix it?) in normal-mapping plugin is very important for me.

flame1251
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#761

Posted 19 September 2013 - 07:25 AM Edited by Flame1251, 19 September 2013 - 08:19 AM.

SFe, part 16
Some buildings

 
0_f08eb_12d875fe_M.jpg 0_f08ec_b524bad3_M.jpg

0_f08ed_ba6f7de2_M.jpg 0_f08f0_f047a2af_M.jpg

0_f08f1_4035dc6e_M.jpg 0_f08f2_4ef0e485_M.jpg

0_f08f3_ca2f7f02_M.jpg 0_f08f4_9255c3bd_M.jpg

0_f08f5_664da8d8_M.jpg

(I will be fixed reflections on third image).
 
See these images on Mod DB

Night windows...
 
0_f08f6_aec1420b_S.jpg
 
In the game night windows - are the separate objects that adding (in night) over the buildings models. I have improved and their textures. I've noticed that if look closely, windows look crooked. The developers have placed them roughly. Setting them in right place for too long and tedious, but I thinking to just hide them. However, probably better to leave them as is, because no one eying.
 
And, except the question about normal-mapping, I have question about ENBSeries. See this screenshot.

0_f08f7_fe684678_S.gif
 
I think, this is lighting bug in ENB. But maybe it will be fixed with special settings? How to fix it?


MrMateczko
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#762

Posted 19 September 2013 - 07:56 PM

Do you use the normalmap plugin by Ryosuke? Do you combine this and the ENB?

http://hotmist.ddo.j...p/normalmap.zip

It says in the readme, that the know issue is - Shadow is not correct. So this is a plugin problem, and not ENB's. There's nothing to do about it.


flame1251
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#763

Posted 19 September 2013 - 08:20 PM Edited by Flame1251, 19 September 2013 - 10:03 PM.

Do you use the normalmap plugin by Ryosuke? Do you combine this and the ENB?

http://hotmist.ddo.j...p/normalmap.zip

It says in the readme, that the know issue is - Shadow is not correct. So this is a plugin problem, and not ENB's. There's nothing to do about it.

Yes, I know that this is a bug of plugin, not ENB. But I want to fix it, and do not know, how. Maybe somebody can help me (plugin is open source).

 

Plugin - good thing, but this bug just crossing out all advantages. If someone can help me - this will be very good for my mod. I do not want tolerate with broken shadows.

 

About ENB - this is an another bug, lighting bug.


Death2Drugs
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#764

Posted 19 September 2013 - 10:39 PM

This mod is looking amazing. I'm glad you're still working on it. Even if GTA V has been released. GTA San Andreas still provides an old nostalgia.

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Gramps
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#765

Posted 19 September 2013 - 11:16 PM Edited by methodunderg, 20 September 2013 - 02:31 AM.

That lighting bug? Are you positive its caused by ENB?

I used to have trouble with ColorMod, and it doing the same thing whilst in the countryside/mountains/forest.

 

Now I use nWo's hex-edited ColorMod .(hex edit version just changes the location of the other files required with ColorMod)

And I've never come across the problem again.

 

@EDIT

Since a few people have already PM'd me about this, I will upload it for you tonight, and either edit this post here again, or create a new post.

 

If you can't wait, go to the ENB Screenshots thread (now named "Screenshot and Other Media Thread") and on the very first post, look for nWo51289's GOH settings.

You will need the colormod.asi, and the 'enb' folder (which contains the fxc and ini)

 

I don't know why this works, but it seems to work very well.

 

@Flame

Maybe ditch ENB and use SweetFX until SA::Render comes out?

Or just continue on doing textures, and worry about other 'plugins' as a DLC after the textures are done?


SilverRST
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#766

Posted 20 September 2013 - 12:39 AM

This mod is looking amazing. I'm glad you're still working on it. Even if GTA V has been released. GTA San Andreas still provides an old nostalgia.

Call me stupid or whatever but to me, GTA SA always remains the best GTA game for me.

I have so much great memories and nothing can beat it actually.

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flame1251
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#767

Posted 20 September 2013 - 05:52 PM Edited by Flame1251, 20 September 2013 - 05:53 PM.

That lighting bug? Are you positive its caused by ENB?

I used to have trouble with ColorMod, and it doing the same thing whilst in the countryside/mountains/forest.

 

Now I use nWo's hex-edited ColorMod .(hex edit version just changes the location of the other files required with ColorMod)

And I've never come across the problem again.

 

@EDIT

Since a few people have already PM'd me about this, I will upload it for you tonight, and either edit this post here again, or create a new post.

 

If you can't wait, go to the ENB Screenshots thread (now named "Screenshot and Other Media Thread") and on the very first post, look for nWo51289's GOH settings.

You will need the colormod.asi, and the 'enb' folder (which contains the fxc and ini)

 

I don't know why this works, but it seems to work very well.

 

@Flame

Maybe ditch ENB and use SweetFX until SA::Render comes out?

Or just continue on doing textures, and worry about other 'plugins' as a DLC after the textures are done?

Yes, screenshots for that GIF were captured in clean game with ENB (and its default settings). This bug or, rather, a specific feature is visible only on some parts of location. I this this because in ENB little changed method of lighting and parts of which consists location, sometimes have several different colors.

Of course, the main thing in mod - are textures, but interesting to think about another things.

I still like ENBSeries, we are all familiar with this mod. I do not like to read negative comments about it only because SA::Render in development, but we not "touching" it, we know nothing about the true quality of mod. Therefore, for HRT I want to use something stable, time-tested.


flame1251
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#768

Posted 22 September 2013 - 08:04 PM Edited by Flame1251, 22 September 2013 - 08:41 PM.


HRT 1.4: two years in the development


In September 22, 2011 (at Russian-speaking GTA forum) was first announced HRT 1.4 mod. Now about mod knows and English-speaking players.

Today, two years have passed since the beginning of the work on the modification.

HRT 1.4 — a brand new mod, which is an evolution of the old modification HRT Pack 1.3, but, in spite of the continuity of the version number, will completely receive from scratch and is a separate product.

HRT 1.4 — the first mod for GTA San Andreas, the purpose of which the maximal matching to the style of the original game

HRT 1.4 — the first texture mod for GTA San Andreas, which widely uses high resolution textures — 1024x1024 and 2048x2048 pixels.

HRT 1.4 — the first mod dedicated to improve the graphics, which replaces not only the textures but also some models.

And two years since beginning of the development are celebrating today. Three years will not be celebrated. HRT 1.4 will be released as quickly as possible, given the commitment to high quality of performance.
 

HRT 1.4. In this year.

hrt14logoautumn.png

Slideshow, best pictures. San Fierro
 
Here is new video for you, a video-slideshow with best screenshots of San Fierro.




MrMateczko
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#769

Posted 22 September 2013 - 08:28 PM

Wow, it's two years already... And with two more San Fierro sections, four Las Venturas sections and five Countryside sections to do, I find it hard to believe, that HRT 1.4 will be released this year. A major reason for me to go back to some serious SA modding, while waiting for GTA V to be on the PC.

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flame1251
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#770

Posted 22 September 2013 - 08:37 PM Edited by Flame1251, 22 September 2013 - 08:41 PM.

I find it hard to believe, that HRT 1.4 will be released this year.

Maybe this almost impossible, but I want to do this. And I need your support, guys. :)

Gramps
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#771

Posted 22 September 2013 - 09:58 PM

I've always supported you on this mod mate.

 

But there is only 13 weeks till the end of the year, and about 11 more sections to do plus the vehicles.

Spoiler

 

Keep it up mate

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qoooowe
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#772

Posted 27 September 2013 - 09:26 AM

wow cant waiting for it :O


XxSpawnxX
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#773

Posted 02 October 2013 - 10:26 PM

This is looking amazing Flame! The quality is amazing and the idea of the textures staying original is what I've been looking for. Do you have a planned release date of some sort? I know you've done Los Santos and San Fierro is almost finished too. I can't wait! I've been waiting a long time for a mod like this, so thanks for making and putting all your time into this. And I'm sorry if my English is too hard to understand as I know you are not American or British or some sort.


flame1251
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#774

Posted 04 October 2013 - 03:35 PM Edited by Flame1251, 04 October 2013 - 03:35 PM.

I will not post HRT 1.4 screenshots in the near time, but soon (if all works out) something interesting is waiting for you. I have a lot (really a lot) plans for the mod and I want to implement one of them, directly associated with the HRT 1.4.

Also I plan to finish soon re-released versions of Endless Summer (of course, this is also one of the things that takes a lot of time).

Thank you all for waiting. I really hope that I will finish HRT as soon as possible.
 

Spawn38, thanks for this words and waiting; about date: I still plan to release in this year.


don.georgee
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#775

Posted 08 October 2013 - 06:11 PM

good luck with this mod,this is best HD textures mod :D,just awesome :D


Gramps
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#776

Posted 24 October 2013 - 09:25 AM

I see you've been working harder on your Endless Summer mod; can't wait to play with the Final Version xD

 

Just a quick question, are you doing all the textures that are listed inside the ide's in the data\maps\generic folder? Is that coming in the initial release this year? Or as an add on?


MrMateczko
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#777

Posted 24 October 2013 - 09:58 AM

He's done the cranes already from generic, so probably yes.


nkjellman
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#778

Posted 24 October 2013 - 02:54 PM Edited by nkjellman, 24 October 2013 - 02:58 PM.

The cities are the hardest. I bet the countryside will be much easier.

 

I'm going to replay the game's story mode when this mod is out.


flame1251
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#779

Posted 25 October 2013 - 12:58 PM Edited by Flame1251, 25 October 2013 - 01:01 PM.

don.georgee, thanks.

methodunderg, Full Edition was released today. :) Yes, I do and textures from data\maps\generic folder (only about the trees - them too listed in ide's in this folder - I can not say exactly).
 

The cities are the hardest. I bet the countryside will be much easier.

I hope so. Maybe even work with nature is more interesting. A have a lot my own nature textures. :)

nkjellman
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#780

Posted 25 October 2013 - 09:46 PM

don.georgee, thanks.

methodunderg, Full Edition was released today. :) Yes, I do and textures from data\maps\generic folder (only about the trees - them too listed in ide's in this folder - I can not say exactly).
 

The cities are the hardest. I bet the countryside will be much easier.

I hope so. Maybe even work with nature is more interesting. A have a lot my own nature textures. :)

 

Well, judging by what I've read, you don't have much of SF left. LV is a little smaller than LS and SF. The country side, many textures repeat so I think it may go by faster. As for the underwater portion, I bet that could be done fast too. This is unless your planning on making the textures be less repetitive.





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