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[WIP|SCR|VC|SA] Project "Behind Space of Realities"


YourCreatedHell
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Project "Behind Space of Realities"  

189 members have voted

  1. 1. Whether it is best addition to replace the vegetation?

    • This is best vegetation!
      118
    • Awesome mod!
      48
    • A good mod
      15
    • Interesting mod but I've seen better
      6
    • loathsome, other mod is better!
      2
  2. 2. Which version of "Behind Space of Realities" is better?

    • American dream
      99
    • Classic
      47
    • To be seen Again
      28
    • Cursed Memories
      15


Recommended Posts

 

user posted image

 

What is BSOR - Mipmapped Edition?

 

It's a modification of YourCreatedHell's vegetation mod (and DLCS) which adds mipmaps. Mipmaps remove the 'grainy' look of the vegetation on default, and makes the vegetation mod look better. It filters textures. Mipmapped Edition also adds mipmaps on grass.

 

In short, it makes your game look 'smoother'. And better. smile.gif Hope you like it. Enjoy. v2 fixes most bugs.

Downloads

 

BSOR 2013 - Classic Version 'Mipmapped' v2

BSOR DLC #1 - Textures (256, 512) 'Mipmapped' v2

BSOR DLC #3 - COD MW2 Oak tree 'Mipmapped' v2

BSOR DLC #4 - Californian Palms 'Mipmapped'

BSOR DLC #5 - Modify Palms vol. #1 'Mipmapped'

BSOR DLC #6 - Modify Palms vol. #2 'Mipmapped'

 

 

user posted image user posted image user posted image

 

Special thanks to:

  • YourCreatedHell - gave permission to add mipmaps and to release. And most of all, there won't be BSOR without him. icon14.gif
  • methodunderg - for giving me lessons on adding mipmaps. Thanks gramps. icon14.gif And for fixing some bugs here and there from Mipmapped Edition v1.
Edited by JF-Mir2
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You guys are too fast! I can't keep with installing all these stuff!

Not to mention mipmaps increase FPS!

EDIT: The prototype HQ Palm looks WAY better with those mipmapped textures. Thanks!

Edited by MrMateczko
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What are the difference between

 

BSOR Classic 'Mipmapped' Version

and

BSOR DLC #1 - 256/512 Textures (Mipmapped)

 

Look like DLC is more compressed than Classic.

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- Classic has higher resolution?

- Unsure if he included the .dffs or not.

 

@EDIT

 

Where is DLC #2?

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Yeah, classic has 1024*1024 resolution. DLC #1 has limited the texture resolutions to 256 and 512. Didn't include the .dffs and DLC #2 doesn't have a .txd file in the original package, so didn't include it in the mipmap release.

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I'm angry, i got sh*tty blank texture...how to fix that? i play sa:mp and done all needed to be done.

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I'm angry, i got sh*tty blank texture...how to fix that? i play sa:mp and done all needed to be done.

is it the breakable cactus plant?if so, just replace gta_procdesert with the file that has same name from original bsor classic edition (or 256&512 dlc, if you downloaded it)

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You got the white bug from the mipmap edition?

yep..i got that from mipmap edition..

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If you find more bugs, kindly report it to me. I'll try to fix 'em. My apologies for this.

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If you find more bugs, kindly report it to me. I'll try to fix 'em. My apologies for this.

its okay mate, you did a good job actually beside, i had a little doubt that it is your fault since some texture seems have weird name that my pc can't read it confused.gif

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@JF-Mir2 what its caused? can you explain me & how to fix this? i won't download 17mb anymore, makes pain my connection sad.gif

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Probably cause of the mipmaps, as I generated 'em using G-TXD, which is a bit buggy. Only solution I can think of is removing mipmaps from that certain .txd. confused.gif

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YourCreatedHell

A sketch for a new DLC: California palms

 

user posted image

 

This DLC will be in 2 versions:

normal

And HQ

 

HQ package will detail similar to PO 2010.

 

I think that's why we need to be petty then packages ... I am preparing second coming BSOR. The mod will be called Behind Space Of Realities 2013: American Dream, which removes from the classic version of the African vegetation!

 

JF-Mir2, please correct defects. People are not happy... Do not hurry with the new version.

 

Of course, many versions of the well, but I will hate for what I'm going to make fixes to download again...

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Ah, right. There's one bug that I found though, but not noticeable. adoel488 has got the same problem. The breakable desert plants appears .. well, invisible. Won't include mipmaps on this. methodunderg's gonna be the one to the fixing for now, I don't have time. Going to be busy next week, so I might not have time for this.

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I will look into it tomorrow night, bit busy tonight for bug-fixing. icon14.gif

 

Please report any others that you think are related to MME

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Usually the G-TXD tool brakes the texture of those who have the alpha channel activated. Something like this happened to me for SRt3. In order to fix that, well you have to use TXD workshop and go to properties of the texture and check "Alpha is used" ON. If the problem continue to occur, you have to uncheck "Compress file", import both texture/alpha, Compress again, and then set "Alpha is used" to ON.

 

Kind of buggy.

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YourCreatedHell

 

wowww  is it another dlc?

 

Yes, California palms. Only Phoenix and Braheas palms

 

JF-Mir2, awesome

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wowww   is it another dlc?

 

Yes, California palms. Only Phoenix and Braheas palms

 

JF-Mir2, awesome

that'll become great addition, more real California feeling. Keep up the good work icon14.gificon14.gif

 

JF-mir2: not too saturated, nor too dull. Good icon14.gif

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The tools cannot read words or letters that are out from the english list.

 

In gta_deserttrees.txd - the joshua_trea_leaf_02 is written as joshua_tre?_leaf_02 if I open it with G-TXD and at TXD Workshop is "a" but with a cap "&" above it.

 

The .DFF has to be rewritten with the textures in 3DMax otherwise both tools will crash. You cannot create mimaps or turning ON the alpha channel, both won't work.

 

-------------------------

Mipmaps don't work below 512x512. 256x256/128x128 will make those textures to look funny. 512x256/256x512 may do work normal. Or at least for 256x256/128x128 has to be in the middle level like 4/5 instead of 9 or 10.

Edited by -BLITZ-
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Oh, I get it now. Will re-do those mipmaps soon. Btw, mipmaps work on some textures below 256*256 too.

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Does the mod vegetation replaces entire PO2010 installed on my SA copy? Is there any need in editing ide's, etc?

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Does the mod vegetation replaces entire PO2010 installed on my SA copy? Is there any need in editing ide's, etc?

yes, this mod will required to edit or simply overwrite .ide file file included (procobj.ide and vegepart.ide). About install over PO2010, yes it replace almost (if not all) vegetation but i personally prefer to install this mod on clean gta sa since PO2010 not only replace vegetation but also other files (e.g: cs_landbit_43.dff, some collision files, etc.)

Edited by adoel488
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