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Grand Theft Auto: San Andreas - Remaster

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Daitojo97
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#31

Posted 05 December 2016 - 06:28 AM

What program are you using for modeling 3ds/maya/zmod ?

And as for the rest of the resources I'd say replace anything that looks either to bland or too crappy and as for the rest if it's like fine just leave it and flick on a new texture. :)


joshuagreen98
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#32

Posted 05 December 2016 - 06:30 AM

What program are you using for modeling 3ds/maya/zmod ?
And as for the rest of the resources I'd say replace anything that looks either to bland or too crappy and as for the rest if it's like fine just leave it and flick on a new texture. :)


Yeah I'm going to get rid of the pavement texture today its just too strange, I use Maya for modelling and I import into 3DS max to export to .dff, and GIMP 2.8 for texturing :D
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#33

Posted 05 December 2016 - 06:33 AM Edited by Daitojo97, 05 December 2016 - 06:33 AM.

You got all the professional tools but what's up with GIMP 2.8 don't you have Photoshop it's the most easiest texture program there is. :)

Either way whatever works as long as it's perfected to perfection. :^:

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#34

Posted 05 December 2016 - 06:41 AM

You got all the professional tools but what's up with GIMP 2.8 don't you have Photoshop it's the most easiest texture program there is. :)
Either way whatever works as long as it's perfected to perfection. :^:

I'd prefer Photoshop but I can't get my hands on it hahaha
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#35

Posted 05 December 2016 - 06:44 AM

Just a matter of looking for the right ISO file or Torrent whatever it is that you prefer. :)

But anyway looking forward to see more getting done it's definitely looking interesting and with this new shade of visuals I might be able to play SA seeing as the vanilla is kind of an eyesore it is just too bland like it looks too empty.

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Speccy
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#36

Posted 05 December 2016 - 07:54 AM

 

You got all the professional tools but what's up with GIMP 2.8 don't you have Photoshop it's the most easiest texture program there is. :)
Either way whatever works as long as it's perfected to perfection. :^:

I'd prefer Photoshop but I can't get my hands on it hahaha

 

hehehehehe :p

 

I'm glad to see someone taking their work seriously for a change. We can keep denying the fact that the modding section is plagued by distasteful immature jokes, pointless comments, sarcasm, and negativity. But I have all my trust in the true game developers. It takes a lot of courage to commit to a project of such magnitude, to remain collected and stand up to anyone that challenges your vision and capabilities.

 

I can tell people are really interested in what you have to offer as the popularity of this topic seems to be skyrocketing already!

 

I don't actually mean anything I just said but at least I'm not riding the spamwagon over at Silentland, right? if this gets boring, I will head over there. Don't dissapoint me!

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Vills SkyTerror
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#37

Posted 05 December 2016 - 08:45 AM

If you really want to remaster something in SA and have game development knowledge, then you should focus on gameplay element rather than looks. Means SA on better physics, like real time vehicle damage, non jelly ragdolls, intractable environment, etc etc you get the idea (should feel modern rather than look modern).

 

For the looks, even a fresher can change or replace textures or even models. And it all depends every individuals choice, some like to keep 90s environment and some don't.

So keeping textures untouched will be good idea.

 

Don't want to be rude or demotivating; just some ideas. Retextured SA with new ENB just sounds like a modpack many around the internet already.

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joshuagreen98
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#38

Posted 05 December 2016 - 08:58 AM

 

 

You got all the professional tools but what's up with GIMP 2.8 don't you have Photoshop it's the most easiest texture program there is. :)
Either way whatever works as long as it's perfected to perfection. :^:

I'd prefer Photoshop but I can't get my hands on it hahaha

 

hehehehehe :p

 

I'm glad to see someone taking their work seriously for a change. We can keep denying the fact that the modding section is plagued by distasteful immature jokes, pointless comments, sarcasm, and negativity. But I have all my trust in the true game developers. It takes a lot of courage to commit to a project of such magnitude, to remain collected and stand up to anyone that challenges your vision and capabilities.

 

I can tell people are really interested in what you have to offer as the popularity of this topic seems to be skyrocketing already!

 

I don't actually mean anything I just said but at least I'm not riding the spamwagon over at Silentland, right? if this gets boring, I will head over there. Don't dissapoint me!

 

hehe, thanks mate ;)


If you really want to remaster something in SA and have game development knowledge, then you should focus on gameplay element rather than looks. Means SA on better physics, like real time vehicle damage, non jelly ragdolls, intractable environment, etc etc you get the idea (should feel modern rather than look modern).

 

For the looks, even a fresher can change or replace textures or even models. And it all depends every individuals choice, some like to keep 90s environment and some don't.

So keeping textures untouched will be good idea.

 

Don't want to be rude or demotivating; just some ideas. Retextured SA with new ENB just sounds like a modpack many around the internet already.

I agree it would be nice to have better physics and stuff but without the engines source code I can't do an awful lot I'm afraid, and I'm more qualified and spent more time in 3D modelling so that's the projects main focus :).

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#39

Posted 05 December 2016 - 02:17 PM

Yet again, I don't wanna be negative, but I think I got the idea you're trying to achieve and I must tell you that if you're making this all by yourself, it's gonna take really long to remaster every model in the game. Just so the post doesn't get so negative, wishes of a lotta luck making this and I hope you get a product out there that everyone will like and wish for. :^:
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#40

Posted 05 December 2016 - 02:19 PM Edited by Gravarty, 05 December 2016 - 02:20 PM.

Remastering GTA SA completely? cool.. but then please don't use textures from other games like IV/V, instead try to remaster the original textures to keep the game as original as possible, like rmws. did with GTA III.

And no ENB  :)

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joshuagreen98
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#41

Posted 05 December 2016 - 02:30 PM

Yet again, I don't wanna be negative, but I think I got the idea you're trying to achieve and I must tell you that if you're making this all by yourself, it's gonna take really long to remaster every model in the game. Just so the post doesn't get so negative, wishes of a lotta luck making this and I hope you get a product out there that everyone will like and wish for. :^:


Thanks :D

Remastering GTA SA completely? cool.. but then please don't use textures from other games like IV/V, instead try to remaster the original textures to keep the game as original as possible, like rmws. did with GTA III.
And no ENB  :)

Hehe, don't worry I won't go pinching models from other titles I'll keep things 90s and San Andreas style!
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#42

Posted 05 December 2016 - 08:52 PM Edited by Jestic, 05 December 2016 - 08:53 PM.

What made you start with the roads and foliage? That's the one thing we already have multiple dozens of mods ('remasters') for.

It'd be more interesting to see your take on improving the buildings and terrain.

 

I'm also quite pessimistic about the "I am willing to remake the entire game so long as everyone wants this to happen!"

Have you looked into how much work that is? Is it a realistic goal? To what extent will you improve the models? As thus far I only see different trees. Have you thought about detaling the roads?

 

Speaking of roads; what is the obsession with these darker tinted grey roads, instead of using the original lighter tint? Not just you, but that seems to be the trend among "HD" road textures, it doesn't fit nearly as well. The asphalt also looks really fresh, this is the 'ghetto' part of LS, why would it look that way? Look at the roads in V-LS for reference.

 

And let's not start about the pavement texture. what's appealing about these bricks you replaced it to? Why not remake the original?

 

I'm 50\50 on the trees. The oak trees are alright. The palm trees aren't a great fit, doesn't look the ones you typically encounter in LA. Again, use V for reference here. Or this one.

 

How well are your modelling skills? It would be much more productive to help a mod like HRT, which already ahs a good portion of the textures replaced but is still lacking in the 'improved models' department. 

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#43

Posted 05 December 2016 - 08:52 PM Edited by Jestic, 07 December 2016 - 02:54 AM.

 

 

 

 

 

 

You got all the professional tools but what's up with GIMP 2.8 don't you have Photoshop it's the most easiest texture program there is. :)
Either way whatever works as long as it's perfected to perfection. :^:

I'd prefer Photoshop but I can't get my hands on it hahaha
 

hehehehehe :p
 
I'm glad to see someone taking their work seriously for a change. We can keep denying the fact that the modding section is plagued by distasteful immature jokes, pointless comments, sarcasm, and negativity. But I have all my trust in the true game developers. It takes a lot of courage to commit to a project of such magnitude, to remain collected and stand up to anyone that challenges your vision and capabilities.
 
I can tell people are really interested in what you have to offer as the popularity of this topic seems to be skyrocketing already!
 
I don't actually mean anything I just said but at least I'm not riding the spamwagon over at Silentland, right? if this gets boring, I will head over there. Don't dissapoint me!
 

hehe, thanks mate ;)

 

If you really want to remaster something in SA and have game development knowledge, then you should focus on gameplay element rather than looks. Means SA on better physics, like real time vehicle damage, non jelly ragdolls, intractable environment, etc etc you get the idea (should feel modern rather than look modern).
 
For the looks, even a fresher can change or replace textures or even models. And it all depends every individuals choice, some like to keep 90s environment and some don't.
So keeping textures untouched will be good idea.
 
Don't want to be rude or demotivating; just some ideas. Retextured SA with new ENB just sounds like a modpack many around the internet already.

I agree it would be nice to have better physics and stuff but without the engines source code I can't do an awful lot I'm afraid, and I'm more qualified and spent more time in 3D modelling so that's the projects main focus :).
 

You can hack the engine like silent did when he added bik video support and asi support to gta sa there is always a way,for phisics you can either hack the engine or use asi scripts,using enb is not bad but if you didnt make anything is not good for example the only feature i use of the settings is the antialiasing the rest are just HLSL shaders that can be made to ad features like specular lighting,normal map,DOF shaders you could make the DOF present on Gta V if you want,HBAO and tons of new features if you can code.
A game developer can always use reverse enginering to find a way.

 

 

What made you start with the roads and foliage? That's the one thing we already have multiple dozens of mods ('remasters') for.
It'd be more interesting to see your take on improving the buildings and terrain.
 
I'm also quite pessimistic about the "I am willing to remake the entire game so long as everyone wants this to happen!"
Have you looked into how much work that is? Is it a realistic goal? To what extent will you improve the models? As thus far I only see different trees. Have you thought about detaling the roads?
 
Speaking of roads; what is the obsession with these darker tinted grey roads, instead of using the original lighter tint? Not just you, but that seems to be the trend among "HD" road textures, it doesn't fit nearly as well. The asphalt also looks really fresh, this is the 'ghetto' part of LS, why would it look that way? Look at the roads in V-LS for reference.
 
And let's not start about the pavement texture. what's appealing about these bricks you replaced it to? Why not remake the original?
 
I'm 50\50 on the trees. The oak trees are alright. The palm trees aren't a great fit, doesn't look the ones you typically encounter in LA. Again, use V for reference here. Or this one.
 
How well are your modelling skills? It would be much more productive to help a mod like HRT, which already ahs a good portion of the textures replaced but is still lacking in the 'improved models' department. 

The vegetation he is using is made by insanity of insanity vegetation rmod (replaces all the vegetation for those kind of stuff)
The pavement textures are grabbed from Akihabara GTA sa mod.
Those dark roads are similars to the ones found on srt edited to be darker.


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#44

Posted 05 December 2016 - 10:12 PM Edited by Davve95, 06 December 2016 - 04:52 PM.

Sounds pretty great. Keep it up! ;).

I don't know why everyone don't like ENB. But well, there's alot of ugly ones too.

But this one was looking pretty great. So don't get what's wrong with ENB's. Plus, MMGE are the best graphics I have seen in SA (I guess)

for a HD look. What are the other alternatives if not ENB? SkyGFX? But it does not looks such HD, I know more ones but they don't look HD either.

MMGE and other ENB's are the closest I come with the HD look.

Edit: I think I might know now ^^

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#45

Posted 06 December 2016 - 03:21 PM Edited by joshuagreen98, 06 December 2016 - 03:51 PM.

Alright guys, I've read everything, and while I accept criticism and peoples opinions here, we need to know I'm not taking peoples mods and making another mod pack, there is a massive black hole in the GTA:SA modding region which is HD models and UV mapping fixes and even spec maps etc. so I've decided to redo the whole lot, incorporating others mods as it's pointless doing something that's already done (as Jestic has said), as well as making my own things (mainly the models).

 

I have decided to go through with making the mod, but if you don't like the idea, then the best thing you can do is just ignore the project. It works both ways and will keep the community cleaner that way.

 

Anyway, Ill still reply to comments, but only if they are about the subject.

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#46

Posted 06 December 2016 - 03:23 PM

Keep on doing what your doing Joshua I'm sure you'll create something outstanding and cool !

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#47

Posted 06 December 2016 - 03:24 PM

One thing I want in sa is deferred lighting
Well if you do this than I think that Sa Render source code will help U.
Link https://sourceforge....r/files/Source/
And best of luck with your project.
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#48

Posted 06 December 2016 - 03:30 PM

Keep on doing what your doing Joshua I'm sure you'll create something outstanding and cool !

thanks ;)

 

One thing I want in sa is deferred lighting
Well if you do this than I think that Sa Render source code will help U.
Link https://sourceforge....r/files/Source/
And best of luck with your project.

Looks good, ill have to look into deferred lighting some more as I am unfamiliar with most of it, thanks for the link and I'll look into it!


Guys this is pathetic 
If you want to make a GTA SA Remaster the first think you need is a completely new engine 

I am not saying RAGE Engine( the one is used in IV and V although this might be the best way to do it)
Maybe a brand new RenderWare Engine or something close to the original one but more new 
Second you need to know how to import every single feature to it (swimmin,spray over a gang tag,missions ...)
And last but not least a completely overhaul over all the textures/models/timecycle/collision ... present in game 
Additionally you can return all the cut features that SA had during development but were removed due to hardware limitations or other technical reasons (cut skateboard, characters and so on )
Just my opinion 

The Renderware engine by default is pretty outdated and unable to handle large scale mods, the rage engine would be god (ive seen the GTA IV: SA video) but with a few of silents mods (the 2GB stream mod) the game seems to run far better. Due to the engines age there is an extent to how good the game can look, so I see where you are coming from. 

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#49

Posted 06 December 2016 - 03:50 PM

What made you start with the roads and foliage? That's the one thing we already have multiple dozens of mods ('remasters') for.

It'd be more interesting to see your take on improving the buildings and terrain.

 

I'm also quite pessimistic about the "I am willing to remake the entire game so long as everyone wants this to happen!"

Have you looked into how much work that is? Is it a realistic goal? To what extent will you improve the models? As thus far I only see different trees. Have you thought about detaling the roads?

 

Speaking of roads; what is the obsession with these darker tinted grey roads, instead of using the original lighter tint? Not just you, but that seems to be the trend among "HD" road textures, it doesn't fit nearly as well. The asphalt also looks really fresh, this is the 'ghetto' part of LS, why would it look that way? Look at the roads in V-LS for reference.

 

And let's not start about the pavement texture. what's appealing about these bricks you replaced it to? Why not remake the original?

 

I'm 50\50 on the trees. The oak trees are alright. The palm trees aren't a great fit, doesn't look the ones you typically encounter in LA. Again, use V for reference here. Or this one.

 

How well are your modelling skills? It would be much more productive to help a mod like HRT, which already ahs a good portion of the textures replaced but is still lacking in the 'improved models' department. 

well I started with roads and foliage since they are the main focuses in game, for some of the elements I used other modders mods. But the whole remaster will be me remaking the whole (or most) of the buildings again, with proper mapping and high res texturing.

It is a lot of work I agree, but I have a lot of time and there isn't a deadline. The extent of improving the models is really limited by the types of maps that can be applied to the texture (limited to color, alpha, reflection and specular mapping, and I now have a normal map plugin for SA).

As for the darker tint, it gives it that "fresh" look on the road, which I agree damages the lore especially when it comes to the ghetto, but I am going to replace the darker tint, for the showcase I didn't put an awful lot of effort into the roads and pavements. I also hate the pavements and I am already changing them to vanilla again, then I'll make a HD version of the vanilla.

The palm trees do look better on your side, so I might redo them.

looking at the HRT mod, That is EXACTLY what I am good at - modelling. thanks for the pointing to that, and that actually might be more productive and will save on time!

cheers :D


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#50

Posted 07 December 2016 - 01:52 AM Edited by Jestic, 07 December 2016 - 02:55 AM.

@joshuagreen98
mate you need to learn serious stuff before even trying to do something,gta sa what it need is someone that can finish the job thats all not someone that will throw away everything once he get bored just because nobody wanted to help him (as i said your idea your project you have to finish it yourself)
Renderware is not so outdate you can make some really good stuff if you know what to do,for example gta vice city and san andreas used version 1.4 of renderware which was obsolete because when san andreas was in the half of development got released version 2.0 of renderware which is more advanced,if you can port everything to renderware 3.7 you can do ome great stuff.
Rules for a 3d model to be HD it has to be over 5k poligons
Textures has to be 512x512  because over then that size cause slowdowns (this has been proved by the retarded that post those 8000 in size texture which dont load)
Deferred lighting can be achieved with HLSL on enb
Normal Mapping can be achieved with HLSL on enb
Specular Lighting can be achieved with HLSL on enb
HDR lighting can be achieved with HLSL on enb
You said you are good at modeling but mate modeling is the hardest part because it takes me 3 hour to rig a model (the called best modelers rig one on a full day and im talking about models found online) retexturing is easy this is why i have asked what have you done besides nothing of what is seen on video what did you made?

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#51

Posted 07 December 2016 - 02:28 AM

Enb is not good we need something better. Well Sa render is good but their are many bugs so just improving it is the best option..
I hate in sa is the lamppost corona,so I think if you also make the Corona deferred the whole gta lovers will appreciate (I will appreciate I don't care if someone not appreciate.) Going to another engine is not good idea but hacking the game is a good idea.
But thinking about this is really useless at this time so I think you need to improve the game models.
But make them mid poly not high poly.

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#52

Posted 07 December 2016 - 08:26 AM

Renderware is not so outdate you can make some really good stuff if you know what to do,for example gta vice city and san andreas used version 1.4 of renderware which was obsolete because when san andreas was in the half of development got released version 2.0 of renderware which is more advanced


Wrong, see http://www.gtamoddin...erWare#Versions

if you can port everything to renderware 3.7 you can do ome great stuff.


Wrong. 3.7 isn't such a huge improvement over 3.6 as used by SA.

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#53

Posted 07 December 2016 - 07:53 PM

I would like to see remade map models and all pedestrians/story characters. Cars, Weapons, hud icons are already done.
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#54

Posted 08 December 2016 - 12:35 AM

aap do you really expect this person to ever be correct?

silent keep quiet,could it  be that you are still bitter for what happened in the past because you just couldnt contradict me when i said that the only fix for vice city stories pc mod and sand andreas was adding the exe to dep exemptions (LOL still mad after a year because he was wrong LOL)

 

About porting everything to 3.7 is the best because gta sa was made on 1.4 (anyone can edit the wiki to be correct)

A pic of a game made on renderware 3.7

fsets0603.jpg

Besides adding more features you can use shaders on HLSL laguage without the need for enb,and you can enable the use of asi plugins (disabled on renderware 1.4) and the game is not using the whole power of renderware 3.7


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#55

Posted 08 December 2016 - 12:57 AM Edited by Silent, 08 December 2016 - 12:58 AM.

Your statement about "DEP exceptiona" was denied by at least 2 other people not counting me, yet you still think you're the one who is right.

Also, RW 1.4, really? You really have no clue what you're talking about - The Hero corrected you once but you seem to persist, so I'd suggest leaving, reading a bit on RW history (release history will be enough), checking SA EXE (version number is in there) and going back.


And yes, this post of yours is yet another proof of the fact you are pretty much never right on any subject. The only correct statement I see here is

Besides adding more features you can use shaders on HLSL laguage without the need for enb

but you can do it with SA RW 3.6 too. And VC RW 3.4 too. And III RW 3.3 too!
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#56

Posted 08 December 2016 - 02:54 AM Edited by Tabris666, 08 December 2016 - 03:02 AM.

Your statement about "DEP exceptiona" was denied by at least 2 other people not counting me, yet you still think you're the one who is right.

Also, RW 1.4, really? You really have no clue what you're talking about - The Hero corrected you once but you seem to persist, so I'd suggest leaving, reading a bit on RW history (release history will be enough), checking SA EXE (version number is in there) and going back.


And yes, this post of yours is yet another proof of the fact you are pretty much never right on any subject. The only correct statement I see here is

Besides adding more features you can use shaders on HLSL laguage without the need for enb

but you can do it with SA RW 3.6 too. And VC RW 3.4 too. And III RW 3.3 too!

 

Mate i have a distribution license permits of gta and with those come the source and the sdk which unfortunatelly is 1.4,next time think before talking because you will never know who is the person you are talking to .

Now some pics to show what can be achieved if you know what you are doing.

This is from GTA V

magnaman.jpg

 

And gta sa ported to renderware 3.7 with improvements over default gtasa

gta_ex_kokonoe_rin_by_firstchoosen-daqzv

the only thing i cant fix is the timing of the dance minigame but i dont care enough about that

Renderware SDK v 1.4 poligon limit 5k at once (similar to gta sa and vice city)

Renderware SDK v 3.7 poligon limit 80k at once (if gta sa is on this one then it shouldnt crash after 5k poligons at once)

Renderware SDK v 1.4 max tiles 6000x6000 (gta sa have less then this size)

Renderware SDK v3.7max tiles 12000x12000 (this is gta IV in size)


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#57

Posted 08 December 2016 - 07:08 AM

You clearly have no idea what you're talking about. SA *does* use 3.6 and the differences between 3.6 and 3.7 are, as I already said, minute. If you want to claim SA is using RW 1.4 (from when would that be btw? 1994 or so?) you have to show some proof. You just won't find any.
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#58

Posted 08 December 2016 - 09:11 AM

I start to think we are being successfully trolled by some idiot.

"I have a distribution license" - lol okay, even if this is true you're still talking sh*t.
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#59

Posted 08 December 2016 - 07:14 PM

the only thing i cant fix is the timing of the dance minigame but i dont care enough about that
Renderware SDK v 1.4 poligon limit 5k at once (similar to gta sa and vice city)
Renderware SDK v 3.7 poligon limit 80k at once (if gta sa is on this one then it shouldnt crash after 5k poligons at once)
Renderware SDK v 1.4 max tiles 6000x6000 (gta sa have less then this size)
Renderware SDK v3.7max tiles 12000x12000 (this is gta IV in size)

Allow me to be the next person to say that you're talking crazy and that you should:
1TdHj1y.gif
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joshuagreen98
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#60

Posted 09 December 2016 - 05:27 PM

 

Hi Guys :D

 

(TL:DR, I will make a remaster with my skills if you want! just vote "YES!")

 

I am a games developer and I am sharing my creation with you guys today! I am a qualified games developer and I am reworking the whole of Grand Theft Auto's models, textures, shaders and more! So far I've got the game to a decent standard, but I haven't reworked all of the models and textures and animations and so on so forth.

 

I am willing to remake the entire game so long as everyone wants this to happen!

 

Roughly I get between 40-70FPS (generally 60FPS) with my R9 380 graphics card (equivalent to a GTX 960), pretty much the same with GTA 5 on max settings, This can be doubled or tripled by disabling the ENB (obviously) but I wouldn't recommend playing it if you have integrated graphics / a really old graphics card.

 

If you want to see the game so far, here is a showcase video:

 

 

If you want to see the 4 stages of development I've done so far, then here is the 4 videos (in order):

1. 

2. https://www.youtube.com/watch?v=wFLtplrcKy8

3. https://www.youtube.com/watch?v=XIDJyoXBlEg

4. https://www.youtube.com/watch?v=-knIsrz3iX0

 

Let me know what you guys think!

Which Engine are you using?

 

The default GTA SA engine, so renderware, I did look at using the RAGE engine as someone had ported GTA SA to GTA IV, but the missions were not there, various additions were needed (like the gym and spray tags, clothing etc.). I know renderware can get laggy with ENBs and "limit pushing" mods, but I've got a number of scripts that help performance and should make the game able to run smoothly :D





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