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[WIP|SA] HRT 1.4

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Poll: HRT 1.4 (137 member(s) have cast votes)

Is HRT 1.4 the best texture mod for GTA SA?

  1. Yes, the best! (53 votes [27.46%])

    Percentage of vote: 27.46%

  2. Yes, the best of the best! (61 votes [31.61%])

    Percentage of vote: 31.61%

  3. Yes, excellent mod! (30 votes [15.54%])

    Percentage of vote: 15.54%

  4. Yes, brilliant work! (49 votes [25.39%])

    Percentage of vote: 25.39%

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flame1251
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#1051

Posted 11 June 2014 - 10:08 PM Edited by flame1251, 16 June 2014 - 08:48 PM.

MCThug, I say honestly: I'm not greedy, but I doubt that I will give permissions to use textures for anyone. Why? Because I spent on this mod (HRT 1.4) more then two years! (And started work on HRT [Pack] series in 2010). Soon will be three years... I think, I earned the right to dispose my work at my own discretion.

HRT 1.4 for Android looks interesting, I thought about this, but I think it would be almost meaningless, spend a lot of time for mod that will be downloaded not so many times, and with comfort in this mod people will play only on future devices.

By the way, problem with Med was solved. I wrote to AMD, but they told me only about re-installation of system and returning to old drivers (about drivers: I did this and before sending the letter). But later I decided to reinstall. Was very sorry to abandon optimized and well-tuned system, but in new system (I installed Win 7 x64 again and installed the same - latest - driver version, like early on previous system) all is works.

P.S. Graphics of GTA V for next-gen consoles and PC looks cool.

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MCThug
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#1052

Posted 12 June 2014 - 03:12 AM

Then, is it okay for someone to take the files from PC and then port it to android for personal use, manually?

Just askin'.


Gramps
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#1053

Posted 12 June 2014 - 10:07 AM

Well obviously Flame couldn't do anything if you decided to modify the textures for your own personal needs.

Redistribution of it is another story .. I think this comes under 'mutual respect of another human beings wishes' in CommonSense101
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MCThug
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#1054

Posted 13 June 2014 - 12:00 AM

@Methical
You're right.
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AtikiN
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#1055

Posted 16 June 2014 - 07:13 PM Edited by AtikiN, 16 June 2014 - 07:14 PM.

I want new screens.

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TJGM
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#1056

Posted 16 June 2014 - 07:15 PM

I want new screens.

Well that's not nice.


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#1057

Posted 16 June 2014 - 07:18 PM

 

I want new screens.

Well that's not nice.

 

Kids always stays kids demanding any sh*t for no reason. What's going on in their brains.


Tadzik
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#1058

Posted 16 June 2014 - 07:55 PM

I want new screens.

I want 1 000 000$.

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#1059

Posted 16 June 2014 - 08:39 PM

I also look forward to coming out this mod .. But we have to wait until the full version comes out.

I wish you good luck Flame.

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Guiworms
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#1060

Posted 18 June 2014 - 08:51 AM

If you can't use Med you can use mta map editor (on mtasa) it is very powerfull i think and you can do a lot of thing (more than med).
As you want ^^.
And there are tools for do samp => mta map ,( and mta => samp too , because med is for samp no i think ? maybe not but there are a lot of tools/mod on mta forum, maybe there is one med=>mta mta=>med idk)

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flame1251
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#1061

Posted 21 June 2014 - 03:04 PM Edited by flame1251, 22 June 2014 - 09:56 AM.

Hi all, everything is OK with mod and this is cool - really - when someone says that he want new screenshots, this is means that users still waiting for the mod :cool: (and this is important). I already decided problem with Med, I do not think that MTA Editor would suitable for me.
 

I want 1 000 000$.

Me too!
 

New HRT video: «San Fierro streets (section SFe)»

Little video for you.


 
 Read news about this on hrt-mod.com: New HRT video: «San Fierro streets (section SFe)»

  • damiann69, ByteCode2014, KubaTaky and 1 other like this

AtikiN
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#1062

Posted 21 June 2014 - 07:46 PM Edited by AtikiN, 21 June 2014 - 07:46 PM.

Does Max Payne 3 have the same textures as in CA, but in better quality?


flame1251
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#1063

Posted 22 June 2014 - 09:58 AM Edited by flame1251, 22 June 2014 - 09:59 AM.

Does Max Payne 3 have the same textures as in CA, but in better quality?

No, I did not found any GTA: San Andreas textures in Max Payne 3. But for Max Payne 3 were used some textures that made for GTA IV.

flame1251
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#1064

Posted 28 June 2014 - 10:46 PM Edited by flame1251, 28 June 2014 - 10:47 PM.

SFe, part 46. Esplanade East

Esplanade East district in San Fierro.

0_14d740_1ed4419a_M.jpg 0_14d741_8e2547a2_M.jpg 0_14d742_589f5eb2_M.jpg


And distract (but only on one second) from San Fierro. Also was improved model of the Pershing Park in Los Santos. This improved object also was included in updated version of my Autumn Sunshine (if be more correct, I had edited this object twice, for each mod), where this park looks very beautiful with piles of leaves.
 

0_14d743_9d2e4528_M.jpg

You can see these screenshots also on Mod DB

Read news about this on hrt-mod.com: SFe: Esplanade East

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flame1251
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#1065

Posted 30 June 2014 - 11:08 PM Edited by flame1251, 30 June 2014 - 11:29 PM.

Vehicles: Admiral

Little about vehicles in the mod

As listed in features list, in HRT 1.4, besides location textures, also will be reworked and vehicles (yes, all vehicles, despite the fact that their number is enormous). But with re-texturing of vehicles not so simple situation, and in this post I tell you, why. Read more.

0_14ea6d_88deb0e0_M.jpg 0_14ea6e_8cf4cf5c_M.jpg

You can see these screenshots also on Mod DB

Read news about this on hrt-mod.com: Little about vehicles in the mod; Vehicles: Admiral



And maybe I missed something in modding world, because I very rarely read another threads and visit forum only time to time: what about normal maps for GTA SA? I know, that SA::Render, according to the authors, will support them. Also we have normal map plugin for peds by Japanese guy, but it breakes peds shadows (if make choice between normal displaying of shadow and normal maps – I prefer first). Do we have any other decision for normal maps (for objects or for peds) for GTA SA?
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TJGM
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#1066

Posted 01 July 2014 - 12:33 AM

And maybe I missed something in modding world, because I very rarely read another threads and visit forum only time to time: what about normal maps for GTA SA? I know, that SA::Render, according to the authors, will support them. Also we have normal map plugin for peds by Japanese guy, but it breakes peds shadows (if make choice between normal displaying of shadow and normal maps – I prefer first). Do we have any other decision for normal maps (for objects or for peds) for GTA SA?

 

I don't think SA::Render will ever be complete, since I know DK has stopped working on it.

 

And the normal map plugin is outdated and breaks ped shadows like you said, although, DK is working on his own normal map plugin that also works with CJ.

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flame1251
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#1067

Posted 01 July 2014 - 10:30 AM

And the normal map plugin is outdated and breaks ped shadows like you said, although, DK is working on his own normal map plugin that also works with CJ.

Very interesting to see this. :)

TJGM
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#1068

Posted 01 July 2014 - 11:08 AM

He posted screenshots of it on the screenshot thread two weeks ago. Although, applying normal maps with his plugin will require an edit to the .dff file, although it looks great!

 

Here's the screenshots he posted of it.

 


Anyone got normal mapping on player model? :p
aWG1Whxm.png BhcuExRm.jpg
 
c6O1KRwm.png
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ByteCode2014
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#1069

Posted 01 July 2014 - 01:28 PM Edited by ByteCode2014, 01 July 2014 - 01:29 PM.

 

He posted screenshots of it on the screenshot thread two weeks ago. Although, applying normal maps with his plugin will require an edit to the .dff file, although it looks great!

 

Here's the screenshots he posted of it.

 


Anyone got normal mapping on player model? :p
aWG1Whxm.png BhcuExRm.jpg
 
c6O1KRwm.png

 

He released a tool that adds normal mapping...it is somehow complicated to apply as you have to edit the dff as what TJGM said. Here is the link http://www.libertyci...ol-3-vc-sa.html

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flame1251
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#1070

Posted 01 July 2014 - 05:59 PM Edited by flame1251, 01 July 2014 - 06:05 PM.

ByteCode2014, I downloaded that tool (it is unfortunate that tool released only on that site), it is really complicated, for each file we must do some manipulations. Now it seems little hard.

Ok... we use Notepad to make txt file with needed options, then we use .exe for generate .mfx file, and we must import this file to .dff - but how?

Very cool that we can use bump even on the buildings, but it is not compatible with mip maps.

nkjellman
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#1071

Posted 01 July 2014 - 07:26 PM

Now normal maps would be a great thing on this. They definitely add some depth to everything and make things look much more realistic.

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Tadzik
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#1072

Posted 01 July 2014 - 08:56 PM

ByteCode2014, I downloaded that tool (it is unfortunate that tool released only on that site), it is really complicated, for each file we must do some manipulations. Now it seems little hard.

Ok... we use Notepad to make txt file with needed options, then we use .exe for generate .mfx file, and we must import this file to .dff - but how?

Very cool that we can use bump even on the buildings, but it is not compatible with mip maps.

He created topic with this tool here so maybe you can ask him.
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ByteCode2014
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#1073

Posted 01 July 2014 - 11:13 PM Edited by ByteCode2014, 02 July 2014 - 07:53 AM.

ByteCode2014, I downloaded that tool (it is unfortunate that tool released only on that site), it is really complicated, for each file we must do some manipulations. Now it seems little hard.

Ok... we use Notepad to make txt file with needed options, then we use .exe for generate .mfx file, and we must import this file to .dff - but how?

Very cool that we can use bump even on the buildings, but it is not compatible with mip maps.

Yeah...it's very time consuming in applying bump map with this tool...I thought it creates normal map, I didn't read the tool description very well. 

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IlyaKostygov
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#1074

Posted 03 July 2014 - 11:07 AM

Great work! :cool:

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AtikiN
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#1075

Posted 09 July 2014 - 10:55 AM

How will be look car lights texture in the mod?

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flame1251
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#1076

Posted 11 July 2014 - 08:51 PM Edited by flame1251, 11 July 2014 - 08:55 PM.

How will be look car lights texture in the mod?

Cars lights textures will be look good, but I do not know, whether these new textures or just improved old. Anyway, all textures in models\generic\vehicle.txd will be improved.


KubaTaky
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#1077

Posted 11 July 2014 - 11:34 PM

Hi, I want to ask how you're doing Flame? What HRT 1.4? Will soon be another super screens from the game?

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flame1251
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#1078

Posted 11 July 2014 - 11:49 PM

Hi, KubaTaky. Everything is ok, I am doing a lot of things which are connected with mod, site of the mod (I am still working on the site) and another things, soon - maybe even tomorrow - I will post new HRT screenshots. :)
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Amadeo1234
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#1079

Posted 13 July 2014 - 10:27 PM

How successes? :)

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flame1251
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#1080

Posted 15 July 2014 - 02:41 PM Edited by flame1251, 17 July 2014 - 03:56 PM.

Amadeo1234, development is not stopped. :) It is good that you don't forget mod.

 

SFse: additional screenshots

These are screenshots not from SFe section of San Fierro, on which I'm working on, but from previous section SFse (probably it is easy to get confused in the name of parts of location). Recently I tested this section again and made them.

0_150ba1_df69beb7_M.jpg 0_150bc2_22ae8df7_M.jpg 0_150bc8_18ca1d2b_M.jpg

0_150bc9_739b3af0_M.jpg 0_150bca_6faf5b5b_M.jpg 0_150bcb_bbf347d2_M.jpg

0_150bcc_cd18e3a7_M.jpg 0_150bcd_f92bdf73_M.jpg 0_150bcf_39273e63_M.jpg

0_150bd0_8eb5ddac_M.jpg 0_150bd1_a848a05f_M.jpg 0_150be5_1e727c13_M.jpg

(Note on wrecking ball: minor object on which player will never gaze, now with 1024x1024 pixels resolution textures.)

You can see these screenshots also on Mod DB

Read news about this on hrt-mod.com:
SFse: additional screenshots



Amadeo1234, development is not stopped. :) It is good that you don't forget mod.
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