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San Andreas INSANITY™

SA WIP
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Silent
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#31

Posted 25 June 2014 - 11:00 PM Edited by Silent, 25 June 2014 - 11:00 PM.

it's KB


Still pretty big as for buildings, but at least acceptable ;)
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Ezekiel
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#32

Posted 30 June 2014 - 10:39 PM

What do you mean by based on "Yosemite, California Hills and Redwood"? You're actually planning on doing that?

smiley-talk011.gif some ambiguity

 

the map contains all that but in 2004 style...smiley-happy084.gif

 

14359679358_b3acab3003_o.jpg14545329772_164ef4183f_o.jpg14359614500_da37f24a5e_o.jpg

 

 

other FLICKR

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eugene89
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#33

Posted 30 June 2014 - 10:49 PM Edited by maurice96, 30 June 2014 - 10:50 PM.

feel free to keep blowing my mind! Also, can you release the road textures seperately too :r*:

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FlameAS
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#34

Posted 01 July 2014 - 02:26 AM

I liked those screenshots :inlove: Keep on! :^:

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eugene89
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#35

Posted 01 July 2014 - 10:31 PM

oh....smiley-signs093.gif
 
it's KB


Would sa ing limit adjuster help? That way you could make multiple ing files as you please

Girish
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#36

Posted 10 July 2014 - 06:23 AM Edited by Girish, 24 July 2014 - 11:52 AM.

Locked on OP's request. It'll be unlocked as per the OP's request again.

 

 

Edit: Unlocked.

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Ezekiel
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#37

Posted 25 July 2014 - 10:56 PM

just showing realistic uv
this one's for testing now-better will be putted in game

 

Dwm_2014_07_26_00_35_35_37.png

 

 

Dwm_2014_07_26_00_35_354.png

 

89% textures on huge area are 1024 -2048 px
 
Yes finally...this will be normal in SA
 
You should know this,that I use easy and fast method-That's way this shall be released-it don't take so much time 
In one month all is done...
 
puting realistic textures it's the easiest way-open TXD-w =Today most of you calling it PRO modding and "PROJECTS" new HD Textures...blabla..am sick of that
 
so countrysides,desert,what else...beach area that's all areas that have screwed up uv mapping
+
Every single lod model of normal model will be like normal original dff...If you understand what am talking
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Ezekiel
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#38

Posted 25 July 2014 - 11:40 PM

Sketch_Up_2014_07_26_01_12_13_64.jpg

 

Sketch_Up_2014_07_26_01_32_47_02.jpg

Sketch_Up_2014_07_26_01_32_36_83.jpg

 

:cool:

image.jpg

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Danikov
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#39

Posted 26 July 2014 - 05:45 AM Edited by Danikov, 26 July 2014 - 05:47 AM.

That is actually looking very good,I'd like to ask if you will consider making some steep roads in LS less....steep?

Edit : Nvm,doing so will require you to redefine ped paths.

goodidea82
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#40

Posted 26 July 2014 - 12:34 PM

That is actually looking very good,I'd like to ask if you will consider making some steep roads in LS less....steep?

That would require bigger changes to the map (changing hight of hills). I vote against big changes.


Fantomax
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#41

Posted 27 July 2014 - 05:07 AM

d*mn the trees sure goddamn awesome


Stryfaar
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#42

Posted 27 July 2014 - 10:01 PM

Hey, any screenshots without ENB? It looks great, but I'm really interested seeing it without ENB. :)


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#43

Posted 27 July 2014 - 11:24 PM Edited by MajesticNL, 27 July 2014 - 11:24 PM.

Ezekiel, your ideas are nice, but the execution is wrong.

 

First off, the 'default' versus 'new' UV. Believe it or not, the default one is more correct than your new one. What you did was made the UV space bigger so the texture covers the entire area only once. This results in a new problem, now it's completely out of proportion, compared to the roads. In addition, by doing that, you messed up the texel density (https://www.isotx.co...-texel-density/) which makes it look really unsharp.

 

What I think you wanted to do is to get rid of the tiled look? (the repitition you see in the texture by using it a few dozen times over and over) Now, I know off 2 better ways to get rid of it:

 

- Use a different texture with less or almost none repetitive patterns

pick any and try them out: http://www.cgtexture...php?catid=43024

 

- Use a 2nd texture that blends with the original texture. This is possible in SA by using Vertex Alpha

 

 

 

Second thing I want to explain The elevated asphalt on your road looks unnatural. Use the vertex painting tools in 3ds max to push\pull and relax vertices on the edge where the transition is. Or use soft selection for more precision.

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eugene89
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#44

Posted 28 July 2014 - 01:30 AM

This is awesome, at one piont  looked like this was dead! But that post update brung tears to my eyes :alien:


MR95
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#45

Posted 06 August 2014 - 03:08 AM

Nice work guys , when you will finish it? :lol:

 

Sorry for my bad english :/


Ezekiel
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#46

Posted 09 August 2014 - 12:26 AM

I didn't post anything for a while..to be honest I didn't do anything these days...

here something...

 

14676574060_789b9f8fb0_o.jpg14676628659_8e758e1559_o.jpg

 

 

14676627259_69d3cdd592_o.jpg14860799224_c1ce016a75_o.jpg

 

14860190191_d406419b6a_o.jpg14840278166_d1ab41e74a_o.jpg

 

MR95: what guys 

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MR95
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#47

Posted 09 August 2014 - 02:59 AM

oh my god it's beautiful! :lol:


BlackScout
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#48

Posted 09 August 2014 - 03:34 AM

There are mipmaps for the textures, cause they look too sharp =X...
BTW, nice job :D


X-Seti
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#49

Posted 09 August 2014 - 07:01 AM

I tried to hack the dff/mash limit on VC long ago, until a friend told me that I could have used custom collisions, 20Mb per dff file limit that I can not get around. I am truly impressed by your work.

 

I am revamping VC now, then LC but I also plan to redo parts of SA, May not have time to do it all.

 

Also be aware then high poly objects will have an effect of FPS, I started with the mind that if the mod took another 5 years to complete years computers should have picked up enough to play the maps at a decide speed.

 

LV SF smiley-signs111.gif

 

I'm not sure do I have time to finish this either ...Man this takes time..You have no idea

 

before starting rebuilding..I wanted to do just Textures...but map is Mapped horrible on many places and objects are low poly THAT SUCKS...

If I'll mod San Andreas in 2014 I'll do it like next gen games-of course until he crashed

 

most of building and trees are under 1000 MB DFF Size......2200 that's a limit if someone want to know

 

2200 faces on object is maximum

under that..Model will not show up in game

MapEditor crash when your model is over 1mb..least for me

 


                               smiley-shocked033.gif

dont't worry if this DIE 

you will get the rest

 

 

damn puting just textures seems like good Idea

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Death2Drugs
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#50

Posted 10 August 2014 - 07:15 AM

I love the concept of this.

 

Keep it up!


Keith Ward
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#51

Posted 10 August 2014 - 07:30 AM

That's INSANE™!


Ezekiel
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#52

Posted 21 August 2014 - 11:54 PM Edited by Ezekiel_RN, 22 August 2014 - 12:01 AM.

14807582887_40ea06780b_o.png

 

more Flickr

 

 

what is new-
 
The whole vegetation was downgraded-
Textures are in same size-but
High Poly Models are replaced
That's a very good for FPS and for gameplay+all big models like trees and rocks (spawn models in MED)

will be visible from 2000+3000 Draw Distance- smiley-think004.gif I Figured something about object.data file in data folder-it's about DD

 

 

For low PC-it will be certain Link-(gta3.img with textures Below 1024-BUT ONLY ON OBJECTS-
Terrain textures 2048-3072 will stay
Now working on replacing trees-and optimizing more low (under 1000 KB-Dff)
 
Some guessing:
Am working on CountrySides and Desert (vegetation)
so If I finish City-(Los Santos)=that will be Mission Imposible 5
 
Don't ask for finish date or something-Some of you don't have clue how slow this is and hard!

 

smiley-sad030.gif

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Ezekiel
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#53

Posted 24 August 2014 - 09:02 PM Edited by Ezekiel_RN, 24 August 2014 - 09:05 PM.

smiley-signs018.gif
 
Front Page was downgraded-Now everyone can see it without Lag
-no dare to post-without photos...
 
15000641776_96b5a605fd_o.jpg
 
 
anything familiar
 
14836993150_6d394f6ca8_o.jpg
 
flI6pW.gifsmiley-signs092.gif
 
 
800px_USA_Arches_NP_Delicate_Arch_1.jpg
 
smiley-happy025.gif
 
She's only 1080 KB
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MR95
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#54

Posted 25 August 2014 - 12:45 AM

ow man nice work :)


pep legal
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#55

Posted 28 August 2014 - 08:51 AM Edited by pep legal, 28 August 2014 - 08:53 AM.

Any finish date ???  :evilgrin:

 

 

he...he...he....just kidding !   :lol:

 

 

Man...I'm not a great modder for giving any tip...sorry...but I'm engineer, and I know a lot about making plans and strategies.

 

The only advice I could give you is : Divide and Conquer !

 

Break your target in small pieces , make one piece at time, and please, release some finished pieces for your clients (users)...to keep them happy...so they can give you energy and motivation for keeping your job.

 

99% of those huge modification falls apart before the release, after years of hard working, just because modders don't follow those basic tips above.

 

 

Good luck.


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#56

Posted 28 August 2014 - 10:44 AM

Looks fancy! Have you anything planned for towns like Angel Pine?
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#57

Posted 28 August 2014 - 11:17 AM

Looks Groovy keep up the good work.

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Ezekiel
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#58

Posted 28 August 2014 - 12:15 PM Edited by Ezekiel_RN, 28 August 2014 - 12:18 PM.

The only advice I could give you is : Divide and Conquer !

and please, release some finished 

ok I'll share one part of Countryside and Desert

 

 

Looks fancy! Have you anything planned for towns like Angel Pine?

 

Ohh man That of course,how Can I miss that

 

Dude---Yeaaaaah

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#59

Posted 28 August 2014 - 07:19 PM

I can't tell if that's sarcasm or what but either way, looking forward to what's in the future with this
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SweetCheese
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#60

Posted 29 August 2014 - 12:06 PM Edited by SweetChessus, 29 August 2014 - 12:06 PM.

I didn't post anything for a while..to be honest I didn't do anything these days...

here something...

 

 

 

 

 

 

14860190191_d406419b6a_o.jpg

 

MR95: what guys 

 

i like your texture :D  :^: 





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