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San Andreas INSANITY™

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Silent
  • 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 ;)
  • Kalvin and SaL_Leone like this

Ezekiel_RN
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#32

Posted 4 weeks ago

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

  • Prisoner567, maurice96, FlameAS and 1 other like this

maurice96
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#33

Posted 4 weeks ago Edited by maurice96, 4 weeks ago.

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

  • SergeantSavidge likes this

FlameAS
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#34

Posted 4 weeks ago

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


maurice96
  • maurice96

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#35

Posted 4 weeks ago

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
  • Girish

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#36

Posted 3 weeks ago Edited by Girish, A week ago.

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

 

 

Edit: Unlocked.

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Ezekiel_RN
  • Ezekiel_RN

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#37

Posted 5 days ago

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
  • minde95s, LowiPL, Prisoner567 and 2 others like this

Ezekiel_RN
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#38

Posted 5 days ago

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

  • ByteCode2014, minde95s, Prisoner567 and 3 others like this

Danikov
  • Danikov

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#39

Posted 5 days ago Edited by Danikov, 5 days ago.

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
  • goodidea82

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#40

Posted 5 days ago

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.


alayanrole
  • alayanrole

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#41

Posted 4 days ago

d*mn the trees sure goddamn awesome


Heathstrife
  • Heathstrife

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#42

Posted 3 days ago

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


MajesticNL
  • MajesticNL

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#43

Posted 3 days ago Edited by MajesticNL, 3 days ago.

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.


maurice96
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#44

Posted 3 days ago

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





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