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SA PRT Mod - Photo Realistic Texture Mod

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Firesky
  • Firesky

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#1

Posted 16 July 2014 - 02:35 PM Edited by Firesky, 24 July 2014 - 11:29 PM.


PRT_Logo.jpg

This is a project called PRT which objective is to retexture the whole San Andreas map with realistic textures, I'll be using this topic to upload pictures of it's progress and to receive feedback from other people, to know what do i need to do, edit, in order to make it better, an opinion makes a difference.
A part of Los Santos has already been retextured, I'm not moving to any other cities until I'm done with Los Santos and everything is as it should be!

You can check some screenshots from retextured areas, remember this is still a WIP and to send your feedback.
Screenshots will be in links to my original screen resolution.

coollogo_com_14468159.png

Screenshots updated [18/07/14]

Used Enb: Enb Z Finale by Marty McFly

 

     - http://postimg.org/i...66463d73x/full/

      - http://postimg.org/i...hmypan09v/full/

     - http://postimg.org/i...dr8fmxfm1/full/

  - http://postimg.org/i...mmdvb6ts9/full/

                    - http://postimg.org/i...huhqtelur/full/ [Outdated]

 - http://postimg.org/i...p2tdioylf/full/

       - http://postimg.org/i...h1aa8xt4j/full/

     - http://postimg.org/i...umeaivp5v/full/ [Outdated]

      - http://postimg.org/i...mzwqg92xv/full/

    - http://postimg.org/i...8sg8j350j/full/

    - http://postimg.org/i...xzr4jc84j/full/ [Outdated]

       - http://postimg.org/i...an7bpfd43/full/ [Outdated]

        - http://postimg.org/i...7mqh8w1sz/full/ [Outdated]

       - http://postimg.org/i...nwgnbscgz/full/

       - http://postimg.org/i...ei64e96w3/full/

     - http://postimg.org/i...ar5qjf7z7/full/

       - http://postimg.org/i...g7oedt1cz/full/

 

 

 

PS: Just because I already posted those screenshots doesn't mean I won't come back and change something I don't like or maybe something suggested by someone.

 

File(s) being modified at the moment: - civic06_lan.txd (to be updated)

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TJGM
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#2

Posted 16 July 2014 - 02:42 PM

Without mipmaps I doubt many will use, give them mipmaps and they'll look much better.


Firesky
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#3

Posted 16 July 2014 - 02:44 PM

Without mipmaps I doubt many will use, give them mipmaps and they'll look much better.

Noted :) Already doing my research.

Thank you for the feedback.


Marty McFly
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#4

Posted 16 July 2014 - 06:03 PM Edited by Marty McFly, 16 July 2014 - 06:05 PM.

Try to make textures realistic, not just high res and contrasted.

The brick texture on the ground looks cool but if the bricks are 2x the player's size, they look weird. I used a very similiar texture in my grove retex for the ground of grove street center, in my eyes it fits much better because the single bricks are about the size they'd have in reallife.

If a texture is too dark or such, try the curves tool (if you use photoshop), often a texture looks way more fitting if it has the right brightness without clipping. Try to aim for a look that looks in the photo editor like a half-shade because mostly the texture gets brighter though lighting and darker through shadows so a middle-way is always the best choice for raw rexture brightness.

 

Something about tiling: often the texture gets repeated to fill out large areas. the worst you can do is visible tiling so you can see where the texture ends. The second worst thing you can do is visible repeating patterns. Often it's just an area on the texture which is slightly brighter than the rest. If you are done with a texture, try creating a larger work area and placing the texture several times besides each other so if you have a 512x512 texture, create a 2048x2048 canvas and fill it with copies of the texture itself. Now zoom out until it's really small and check if you see repeating patterns. If so, try to find out what makes it so visible and try to adjust it. You'll never be able to eliminate it completely but at least, reduce it. I remember creating a grass texture for a large area. A small, just a small patch of grass that had a slightly other color tint made it really ugly and the repeating was visible. After changing it to the rest of the color (if you zoomed in, the effect was gone), it fitted.

 

But hey, great work so far! I see many posts where someone posts about a big project and has 0 progress done and won't, just looks for helpers which do all the work. This here was a positive surprise. Some textures need work, but there's no one born professional, every modder was in that stage.

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Firesky
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#5

Posted 16 July 2014 - 09:33 PM Edited by Firesky, 17 July 2014 - 11:51 AM.

Thank you for your constructive opinion Marty, yes i know what you mean, i will be working on the textures I've modified, making them more realistic, then, I will move forward.
I've finally implemented mipmaps on my existing textures.

With mipmaps added: http://postimg.org/i...sq6vttlab/full/
Old, no mipmaps: http://postimg.org/i...km1keonsj/full/

It's looking much much better, no more grainy textures.

Edit:

Pershing Square Brick floor - Size has been fixed & Texture being repeated effect reduced significantly. (Still needs adjusts)

Old Texture: - http://postimg.org/i...58uuny5pv/full/
New Texture: - http://postimg.org/i...68sxde3zl/full/

 

Edit 2:

 

Will be implementing a changelog on my main post.

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dxivilea
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#6

Posted 18 July 2014 - 09:16 AM

Get some better quality road textures man...


Firesky
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#7

Posted 18 July 2014 - 12:58 PM

That has already been done, topic has been updated with the most recent edits/fixes on the previews textures, I'm now moving forward with another files, but always keep the feedback coming please, it will help me alot improving it.


Marty McFly
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#8

Posted 18 July 2014 - 06:22 PM Edited by Marty McFly, 18 July 2014 - 07:24 PM.

Thank you for your constructive opinion Marty, yes i know what you mean, i will be working on the textures I've modified, making them more realistic, then, I will move forward.
I've finally implemented mipmaps on my existing textures.

With mipmaps added: http://postimg.org/i...sq6vttlab/full/
Old, no mipmaps: http://postimg.org/i...km1keonsj/full/

It's looking much much better, no more grainy textures.

 

 

That what I talk about, great work! Though I still see a bit of tiling. You can pass me your texture if you want, I can have a look. It's sometimes hard to find out sublte tiling in the image editor but I have my tricks.

Oh and try to use a texture for pavements with visible tilings such as bricks. The 3d models of pavement etc tend to stretch or compress the textures at certain areas so they'll always look weird. I had to fight that problem when I created the grove retex and ended up with a concrete-like texture where the pattern is not so visible.

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SilverRST
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#9

Posted 18 July 2014 - 11:04 PM Edited by Silent, 20 July 2014 - 10:30 AM.

What is it with these kids todays "making realistic" mods?? Did they come very late to the party??
The spiderman meme also applies to this topic. Dat brick stone texture. Is that from some middle ages fantasy PS2 game??
Those colors, those weird No Parking textures, so much colors. Is it carnival in SA? Or circus?
This sh*t is not realistic.
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Firesky
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#10

Posted 19 July 2014 - 07:54 AM Edited by Silent, 20 July 2014 - 10:30 AM.

What is it with these kids todays "making realistic" mods?? Did they come very late to the party??
The spiderman meme also applies to this topic. Dat brick stone texture. Is that from some middle ages fantasy PS2 game??
Those colors, those weird No Parking textures, so much colors. Is it carnival in SA? Or circus?
This sh*t is not realistic.


You mentioned colors two times, I don't see where you getting.
What no parking textures? And which bricks?
You're not telling me actually what I should change but yes trying to offend me.
And thank you for calling my work as "sh*t", perhaps your is better?

Fantomax
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#11

Posted 19 July 2014 - 09:13 AM Edited by Silent, 20 July 2014 - 10:31 AM.

well, what Mr. Silver said is true enough but still... i agree with Marty no one born a 'pro' this mod sure's need another piece of work. But it's a great start

Marty McFly
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#12

Posted 19 July 2014 - 12:15 PM Edited by Marty McFly, 19 July 2014 - 12:26 PM.

That is a texture? I thought it was ENB with noise amount 999999999.

 

Hm, actually it wasn't so useless...Firesky, look at the following, as you can see, the 3d models sometimes tile up the textures very weirdly, if you use a texture with visible patterns, that happens:

 

gta_sa2014-07-1914-108xqvo.png

 

 

Dat texture tho

 

gta_sa2014-07-1914-110zrnt.png

 

 

 

 

EDIT: actually, I could paint a nice dirt-ish texture out of it, maybe you can use it?

 

wat2btk4w.png

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Ezekiel
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#13

Posted 19 July 2014 - 12:38 PM

daaamn...this is next rival to srt and rosa


Firesky
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#14

Posted 19 July 2014 - 01:21 PM

I'm taking time to fix some textures i have.
The sidewalks will be completely changed and the roads improved, will also changing the garages from the picture to something more "normal".
Will also be adding crosswalks and chaging the gray bricks from pershing square and cityhall.

@Marty McFly

I will most likely try that dirt texture and see how it looks.

KawakSallas
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#15

Posted 19 July 2014 - 01:31 PM

No disrespect, but it's a videogame. It have models and textures for a videogame, which fits the atmosphere that was supposed to be delivered by this videogame. The max that you can do about textures, are already being done by flame.

 

Turning a 10 year old game like SA into real life hd california thing equals destroying it.

 

If you want to see HD textures, go outside and take a look at your street. I tell you what, it gets boring after sometime... that's why videogames exists.

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SilverRST
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#16

Posted 19 July 2014 - 01:39 PM Edited by Silent, 20 July 2014 - 10:32 AM.

well, what Mr. Silver said is true enough but still... i agree with Marty no one born a 'pro' this mod sure's need another piece of work. But it's a great start

 
Nah, aure Marty explained it but it is the definitions of HD and photo realistic. You can never have photo realistic textures because it will be an endless job
and you'll have to find the right textures for the right atmosphere and you also have to think about the day and night time and even the most
simple object planters. The first problems are the street and building textures. They just must fit the game atmosphere otherwise it is completely destroyed.
Flame does the right job, his textures are not photo realistic, they are HD to fit the game's atmosphere.

Marty McFly
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#17

Posted 19 July 2014 - 07:02 PM

@Marty McFly
I will most likely try that dirt texture and see how it looks.

Hmm I'm not sure if you can use it straightaway, didn't do any tiling so you may have visible seams. But sure, give it a shot!  If you need something, I'm keeping my eye on this thread.


Fantomax
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#18

Posted 19 July 2014 - 11:02 PM Edited by Silent, 20 July 2014 - 10:34 AM.

I saw the street pic yerterday. The street is okay for me but the pavement is UGH......... But keep up your work. I'm all ears (or eyes :p )

Firesky
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#19

Posted 20 July 2014 - 12:55 PM Edited by Firesky, 20 July 2014 - 03:17 PM.

Okay, been recently changing textures due to feedback and new ideas.
Keep the feedback coming
 
 
Screenshots:
 
http://postimg.org/i...iyy454ll5/full/ - Highway. (Possibly changing this one)
- http://postimg.org/i...3rr2kfuh5/full/ - Crosswalks.
http://postimg.org/i...66463d73x/full/ - New improved road.
http://postimg.org/i...m8lhb9afd/full/ - New sidewalk.
http://postimg.org/i...h1aa8xt4j/full/ - Modified the graffiti garages to a more normal ones.
http://postimg.org/i...dr8fmxfm1/full/ - Pershing square floor texture, also applies to Cityhall.
http://postimg.org/i...4srb9kbgp/full/ - Middle of the road (Ammunation road).

Edit:
- Crosswalks Screenshot added.

Edit2:
- Updated improved roads screenshot due to FlameAS suggestion.

FlameAS
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#20

Posted 20 July 2014 - 01:24 PM Edited by FlameAS, 20 July 2014 - 01:24 PM.

Okay, been recently changing textures due to feedback and new ideas.
Keep the feedback coming
 

Great work, keep it up! :^:

One small suggestion: The space between the two yellow lines of the roads is too large, please fix this. :p

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Firesky
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#21

Posted 20 July 2014 - 01:33 PM Edited by Firesky, 20 July 2014 - 01:58 PM.

Great work, keep it up! :^:
One small suggestion: The space between the two yellow lines of the roads is too large, please fix this. :p


Thank you :)
I agree with you, the spacing between the two lines is too large, will fix that.

Jinx.
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#22

Posted 20 July 2014 - 02:41 PM

Nice that admin removed offtopic posts. Thanks admin!
BTW Nice job on textures

Savidge
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#23

Posted 22 July 2014 - 12:41 AM

http://postimg.org/i...dr8fmxfm1/full/ - Pershing square floor texture, also applies to Cityhall.

Nice! Flame1251 needs to take note of these textures. ;)


Reyks
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#24

Posted 22 July 2014 - 12:49 AM

Personally i prefer a more cartoonish/default look in SA, but i have to admit, this mod has great potential, keep it up.


Firesky
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#25

Posted 23 July 2014 - 05:15 PM

Will have new screenshots of a new area of Los Santos posted here by tomorrow.


Firesky
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#26

Posted 24 July 2014 - 06:35 PM Edited by Firesky, 24 July 2014 - 07:31 PM.

civic06_lan.txd has been modified, there's still one shop texture not modified, but I'm working on it.
Opinions are appreciated  :) .
 
http://postimg.org/i...hngg0bupd/full/
http://postimg.org/i...ozqy2zj8x/full/
http://postimg.org/i...444nrqn1t/full/
http://postimg.org/i...6vnxiclkh/full/
http://postimg.org/i...5bi9tb6d9/full/
http://postimg.org/i...uhehto84x/full/
http://postimg.org/i...cev2db7zl/full/
http://postimg.org/i...qzc5852y9/full/
http://postimg.org/i...nv1hbcm5t/full/
http://postimg.org/i...eyqp7evjl/full/




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