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[SA] Mobile to PC research project

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#31

Posted 17 December 2013 - 03:00 PM

Edit - Anyone knows if is possible to edit the topic title?


Send a PM to any moderator.

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#32

Posted 17 December 2013 - 03:20 PM

What about the new CJ models with fingers? Hard to do?


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#33

Posted 17 December 2013 - 03:28 PM

What about the new CJ models with fingers? Hard to do?


Flame1251 managed to do it few days ago,so yeah.
Check the recent posts in HRT 1.4 if you want to check it out.

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#34

Posted 17 December 2013 - 04:22 PM Edited by Snoops25, 17 December 2013 - 04:24 PM.

Did the weapon icon TXDs.

 

http://www.sendspace.com/file/v6mtmc


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#35

Posted 17 December 2013 - 04:27 PM Edited by lightning123, 17 December 2013 - 05:24 PM.

Deleted


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#36

Posted 17 December 2013 - 04:34 PM Edited by format c:, 17 December 2013 - 04:35 PM.

Did the weapon icon TXDs.

 

http://www.sendspace.com/file/v6mtmc

 

Nice. I'll update the OP.


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#37

Posted 17 December 2013 - 04:58 PM Edited by TheJAMESGM, 17 December 2013 - 05:12 PM.

Can someone upload any new textures for vegetation? :p Oh and can someone tell me if the game has any holes in the map on mobile?

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#38

Posted 17 December 2013 - 05:21 PM Edited by format c:, 18 December 2013 - 11:30 AM.

Mobile HD fonts

 

 qB9HCIJ.png  4gEuSNX.png

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#39

Posted 17 December 2013 - 06:02 PM

Amazing, a few new things gave SA a big boost, especially the fonts and the new palm trees


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#40

Posted 17 December 2013 - 06:27 PM Edited by format c:, 17 December 2013 - 06:29 PM.

Mobile fonts are still a bit differente from PC

 

 3HIjWcp.png                     hd2Ikzl.png

 

                               Mobile                                                                                           PC


Any toughs?


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#41

Posted 17 December 2013 - 06:32 PM

5d95d7ea953bab0f21354936e9382634.jpg
It was done ages ago.

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#42

Posted 17 December 2013 - 06:47 PM Edited by format c:, 17 December 2013 - 07:10 PM.

For subtitles, it needs a little more black on borders

 

3k3q5Dr.png

 

 

And, a...

 

MVnzjbb.png

 

There's a way to add back the boxes on theses type of messages?

 

Also, these purple panels doesn't fit with the goal of this project.

 

In short - Can you make this mod works only for subtitles, with a little more black on the borders?


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#43

Posted 17 December 2013 - 07:11 PM

Yo can find neccessary code in the source file, it's even have my notes, and then make your own script.

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#44

Posted 17 December 2013 - 07:19 PM Edited by format c:, 17 December 2013 - 07:39 PM.

I don't understand a single dot from the source file. And I don't know how to compile.

 

Take it easy man, I'm new on this modding thing.


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#45

Posted 17 December 2013 - 07:46 PM

Well, maybe someone else can help you, i can't at the moment.

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#46

Posted 17 December 2013 - 09:12 PM Edited by flame1251, 19 December 2013 - 12:27 PM.

Hi, guys, here are the fingers, format of files the same; see readme.
 

Fingers for CJ from mobile version game

 

Download


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#47

Posted 17 December 2013 - 09:31 PM

^ Awesome! 

but do the peds have the fingers too? (in the mobile version)


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#48

Posted 17 December 2013 - 10:07 PM Edited by nkjellman, 17 December 2013 - 10:10 PM.

Yes, something like that, but I haven't found the skateboard icon on mobile.

 

Something interesting, I noticed the trees and palms are a more green in mobile, so I take a look at the textures. The mobile ones are 512x512.

 

 

 

PC -    f4wK5NU.png         Mobile -   9M4Jsaa.png

I wonder if the higher rez trees will greatly reduce the alfa bug.

 

But the mobile shadows are darker to me than the PC. I forget which file controls their brightness.

 

Also, how much better are the high quality mobile cars. I think I have the PC ones as I'm on an iPod Touch 5g.


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#49

Posted 17 December 2013 - 11:08 PM Edited by format c:, 17 December 2013 - 11:09 PM.

The radar are improved too, 256x256, PC ones are 128x128

 

 

.1P7tk88.png

 

 

zuNzevA.png

 

 

It's pretty boring to convert these png's to txd, and problably they aren't gonna make much difference at the end, but if someone have some time to spare, here the png's - http://www.sendspace.com/file/frisbu

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#50

Posted 17 December 2013 - 11:17 PM Edited by flame1251, 17 December 2013 - 11:47 PM.

format c:, thanks, maybe I will used this later in HRT.
 

^ Awesome! 

but do the peds have the fingers too? (in the mobile version)

Peds no, but some characters for cut-scenes - I think, yes (but now game crashes with these models).

 

Funny, but in the game are new textures for agaves.


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#51

Posted 17 December 2013 - 11:54 PM

The radar are improved too, 256x256, PC ones are 128x128

 

 

.1P7tk88.png

 

 

zuNzevA.png

 

 

It's pretty boring to convert these png's to txd, and problably they aren't gonna make much difference at the end, but if someone have some time to spare, here the png's - http://www.sendspace.com/file/frisbu

 

There you go sir.

 

http://www.sendspace.com/file/za1225


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#52

Posted 17 December 2013 - 11:59 PM Edited by format c:, 18 December 2013 - 12:06 AM.

You're the man!

 

BUT, this seems to be a little buggy

 

Hm7ctjr.png

 

Can you look into this?


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#53

Posted 18 December 2013 - 12:14 AM

OP, it might be worth getting a few pictures in the first post so people don't have to surf through the thread for pictures.


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#54

Posted 18 December 2013 - 12:33 AM

@format c:

 

I don't even know how to look into that or where to find it to edit it.


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#55

Posted 18 December 2013 - 12:33 AM Edited by TheJAMESGM, 18 December 2013 - 12:42 AM.

Okay, so me and Format c: just got the vegetation textures from mobile, and from the looks of it, it seems to reduce the alpha texture bug by a lot, even with the vegetation distance set at 3000. (not all vegetation is done in the screenshots, only some like the palms and bushes)

PkpKkAp.png
UfW6QKP.png
6HzcZy2.png
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#56

Posted 18 December 2013 - 12:42 AM

Are those windmills in the background?


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#57

Posted 18 December 2013 - 12:45 AM

Are those windmills in the background?


They are indeed. You can get the mod from here. (I edited the .dff so the corona on the top shows at longer ranges though)

http://playmods.blog...-windmills.html

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#58

Posted 18 December 2013 - 12:46 AM

It's the radar 131/txd 131

 

I don't know, doesn't feel right, look ate the left upper corner

 

u1CYqG1.png


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#59

Posted 18 December 2013 - 01:01 AM

FDNXgHw.png


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#60

Posted 18 December 2013 - 03:05 AM

So me and Format C: converted all the new vegetation textures, but still the result isn't any better when it comes to the alpha textures. Looks like we'll have to live with them for now.

Download: https://www.mediafir...ilevegepart.rar

No alpha bug..
l9gk3xX.png
sP4XEIj.png
And the alpha bug..
v4Jhlid.png




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