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_Rob_

Grand Theft Auto: Vice City HD

Recommended Posts

Timske

I don't like the containers in the begin, they are to light..

 

But 0:11 is awesome lookin biggrin.gif

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txdeditor

Trailer looks great, way more profesional that older ones. I don't like those III cars though, just doesn't fit VC at all.

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_Rob_

 

Trailer looks great, way more profesional that older ones. I don't like those III cars though, just doesn't fit VC at all.

I only chose the ones that are from VC or had nothing to show they weren't from the 80's, there's a lot more car slots to fill in the SA engine tounge.gif, and thanks for the props people smile.gif

 

oh yeah and

 

WE NEED MISSION CODERS, PLAYER PART RIGGERS AND TEXTURE ARTISTS

atm it's pretty much a one man show as far as progress is going, So alone, no one beside's meeeeee.....

 

Also does anyone know if it's possible to have SA Limit Adjuster and ENB running at the same time, because they both use the same dll (d3d9.dll) and real ref's etc would really help evoke the HD feeling

Edited by bammargera

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microsnakey

WE NEED MISSION CODERS, PLAYER PART RIGGERS AND TEXTURE ARTISTS

atm it's pretty much a one man show as far as progress is going, So alone, no one beside's meeeeee.....

 

I will help you after my AS's last ones on friday

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Luten

 

Also does anyone know if it's possible to have SA Limit Adjuster and ENB running at the same time, because they both use the same dll (d3d9.dll) and real ref's etc would really help evoke the HD feeling

I've solution.

1. Copy file enbseries.ini from ENB folder to main game folder

2. Install SALA

3. d3d9.dll from ENB Series folder copy to X:\Program Files\Rockstar Games\GTA San Andreas\data\maps\extra

4. Edit file saloader.ini - add this new line

data\maps\extra\d3d9.dll

 

It should look like this

 

# SA Loader

# Filename: saloader.ini

# Made By: Sacky

# Insert the DLL names/paths to execute here

data\maps\extra\d3d9.dll

 

It should be work smile.gif

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riquenunes

I never had luck with Sa limits adjuster dll loader, the best way, in my opinion, is to rename enb's dll to 'd3d9.dll.asi' it worked for me.

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_Rob_

Neither of these suggestions worked confused.gif

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riquenunes

Here, this should help you.

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_Rob_

Nope no luck there either, I have Cleo and an ASI loader installed and have tried all the ideas with no luck sad.gif, but on a brighter note take a look at this 11380 poly monster, compared to the original 1432 poly building biggrin.gif

 

user posted image

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spot1996

nice updates looking forward to the next one biggrin.gif

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EncryptedReality

Love the trailer and music!

But i've been thinking ; in order to achieve real Vice HD it isnt enough to remake all windows (extrude) but you need to make textures more HD , as in add some dirt to them and make them sharper to make it really look great!

 

Imo textures in Vice City looked to clean and washed out , and thats what makes it feel low quality in III GTAs. Than come the timecyc , and shadows.

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_Rob_

 

Love the trailer and music!

But i've been thinking ; in order to achieve real Vice HD it isnt enough to remake all windows (extrude) but you need to make textures more HD  , as in add some dirt to them and make them sharper to make it really look great!

 

Imo textures in Vice City looked to clean and washed out , and thats what makes it feel low quality in III GTAs. Than come the timecyc , and shadows.

Yes of course, but that's not my strong point nor my place in this mod, I am modelling I have edited a few textures but txd editor and microsnakey are the TXD whizz's, and microsnakey should be back working on Friday, so I hope he can do the txd's for the corresponding new building's I have done, talking of new textures and my modification of some of them here's random picture with new road textures and onepice's HD cars, whilst being beaten by a cop smile.gif and if I didn't post the buildings because the textures weren't done then I'd be moaned at for not supplying updates

 

user posted image

 

EDIT:plus I'm not just extruding windows, I am cleaning up the meshes doing doors with handles etc and adding more detail

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Rawra

Hello

 

Just some criticism:

 

-The new clothing for Tommy is very unrealistic. If you compare his default clothing to the new suit, his shoulders are very, very broad and unrealistic, and his hips go in a lot, creating a masculine+femanine look to him.

-The building(your newest one) doesn't look realistic. The windows seem extruded far too much and the concrete separating each window is extremely thin and looks as thick as cardboard.

-The face, judging from your render of his new head, looks very tired and almost deformed slightly. The eyes just dont look right in the front view.

-The textures of a lot, nearly all, buildings still look rather low quality, thus bringing little change to the look as texture changes are more vital to making something look more HD rather than extrusions here and there.

-Unneccessary detail in the shirt you made with the creases - which, with this engine, a simple texture is more than sufficient

 

 

That's all. I don't mean to sound demeaning or spiteful but they're just my concerns. Keep going though and have fun.

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_Rob_
Hello

 

Just some criticism:

 

-The new clothing for Tommy is very unrealistic. If you compare his default clothing to the new suit, his shoulders are very, very broad and unrealistic, and his hips go in a lot, creating a masculine+femanine look to him.

-The building(your newest one) doesn't look realistic. The windows seem extruded far too much and the concrete separating each window is extremely thin and looks as thick as cardboard.

-The face, judging from your render of his new head, looks very tired and almost deformed slightly. The eyes just dont look right in the front view.

-The textures of a lot, nearly all, buildings still look rather low quality, thus bringing little change to the look as texture changes are more vital to making something look more HD rather than extrusions here and there.

-Unneccessary detail in the shirt you made with the creases - which, with this engine, a simple texture is more than sufficient

 

 

That's all. I don't mean to sound demeaning or spiteful but they're just my concerns. Keep going though and have fun.

All of these are considered, and as mentioned textures are the default VC one's until VCHD's texture artist/s make them in HD, and the shirt and head are still WIP which is also why no rigging of those have taken place, oh and his suit model making him deformed looking is due to my crappy rigging skills, but I understand what your saying, so thanks smile.gif

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Arvis

Progress on buildings looks cool, makes a difference, keep it up. icon14.gif

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_Rob_

Thanks wink.gif, here's the next building, nbhotel04

 

user posted image

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Narcis_speed6
the front has allot of face bugs, but the rest is good icon14.gif

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unopescio

Looks like a prelighting problem. If you do it by hand, you end up with problems like that.

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_Rob_
Looks like a prelighting problem. If you do it by hand, you end up with problems like that.

Yeah, and what do you mean by hand, you mean there's an easier or better way?

 

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Kratos2000

Will you include the Real Palms mod?

it makes me sick looking at these palms

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_Rob_

 

Will you include the Real Palms mod?

it makes me sick looking at these palms

Yep, says free for distribution, so it's in

Edited by bammargera

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vans123

well, for me, i tried much times editing VC meshes, and when they are stock they are awsome, then even i did the best lightning i could, exporting em always gave me those bugs

even if i did a 20 hours radiosity prelight!so i define that as a epic fail, really think R* used smoothing groups on meshes but maybe the foolish thingy that make us think R* never used smoothing groups is that exporters dont support them

 

I tried welding vertex's, and yeh i solved it with smoothing groups but once exported the bugs are back

 

anything except that looks cool

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_Rob_

Thanks, and yeah the new palms look great

user posted image

 

And the enb series are perfect for the mod now in my opinion

 

user posted image

Barely changes anything, but adds reflection water and for some reason improves my framerate from around 60 to around 100, no idea why but now complaint's here tounge.gif

Edited by bammargera

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vans123

Has overlightning on front part(the mansion)

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_Rob_

Mansion hasn't been touched since porting from VC, when it is made HD then i will re-pre-light meaning it will be fixed

new screens of palms and some of microsnakey's new textures

 

user posted image

user posted image

user posted image

 

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GTAdedan

 

Mansion hasn't been touched since porting from VC, when it is made HD then i will re-pre-light meaning it will be fixed

new screens of palms and some of microsnakey's new textures

 

user posted image

 

Looks like a mirror on wheels hehe, bit too much for my taste. I also don't really like Tommy's clothes tbh. The rest is looking really nice.

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Narcis_speed6

also i see building you modified have a distance problem

 

user posted image

 

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_Rob_
also i see building you modified have a distance problem

 

user posted image

It has no LOD, and if i copy the dff and rename exampleLOD.dff and set it as 2000 LOD distance (which is the distance for a regular LOD dff then the game crashes, however if i set the original file as a 2000 LOD distance building then it works but the COL doesn't, anyone know how to fix this? i was always lead to believe that a LOD model didn't need a COL

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Meat.

user posted image

 

So this is chromed car fest?

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Narcis_speed6
you should keep the original LOD's wink.gif

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