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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


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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.

Some ... indeed, those with alpha may not work though, at least to me it didin't work that much. confused.gif now you don't need to listen to me, but - you know, informations, speculations.

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Definitely won't rush my work on mipmaps now. icon14.gif Thanks for the informations, BLITZ. smile.gif

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YourCreatedHell

BSOR is sh*t tounge.gif

Edited by YourCreatedHell
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YourCreatedHell

BSOR DLC Packages: California palms vol #1

 

user posted image

 

A new set of trees that meet real-world counterparts, which grow on the coast of California (San Andreas).

 

Possible to install this add-on on top of Behind Space Of Realities 2013: Classic versioned or set on the original game. Also present amplitude resolution textures.

 

Download

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BSOR DLC Packages: California palms vol #1

 

http://yourcreatedhell.vol-gta.com/picture...ia_palms_v1.jpg

 

A new set of trees that meet real-world counterparts, which grow on the coast of California (San Andreas).

 

Possible to install this add-on on top of Behind Space Of Realities 2013: Classic versioned or set on the original game. Also present amplitude resolution textures.

 

Download

its released already?? mercie_blink.gifmercie_blink.gif what a flashy updates, great cookie.gifcookie.gificon14.gif

Edited by adoel488
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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.

 

YCH, can you fix this please, so that I can work on fixing the mipmap issue. Thanks.

 

@EDIT

I've tried to do everything that BLITZ said, but to no avail. The textures still come out white for me .. This .txd simply doesn't want to be mipmapped ! suicidal.gif

 

I even tried to re-create the .txd; by re-importing all the textures/alphas into a new .txd, but both TXD Workshop and G-TXD kept on crashing on me.

 

Does anyone else want to take a stab @ getting the mipmaps to work for gta_deserttrees?

Edited by methodunderg
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Don't mind the double-post ..

 

I have done some digging, and found out the following :

 

gta_deserttree.txd wasn't the problem like I initially thought. icon14.gif But G-TXD has corrupted this .txd, but I haven't found any problems with it though sarcasm.gif

 

The problem lies in gta_procdesert.txd

 

The models that users have been reporting going white, are sand_josh1, and sand_josh2.

The correct textures are in the right .txd. But once G-TXD tries to apply mipmaps to these models, it must 'corrupt' the textures, because of the filename.

It needs to be alphanumeric, not have weird symbols in them.

 

These are the textures inside gta_procdesert.txd that need to be renamed.

joshua_treå_leaf_01

joshua_treå_boak_01 and joshua_treå_boak_01a

 

As Blitz said previously, the YCH needs to rename the textures himself, and then have the .dff point to the right textures again. Only he can do this, as he has locked the .dff's before he distributed BSOR.

 

I think this will solve the white tree bug that people have been reporting in the desert. icon14.gif

 

Also, while I was trying to find the name of this model (I used MEd, and opened up vegepart.ide and procobj.ide and opened every tree/bush/palm etc) I came across three other white plants that no one had picked up on yet. These also relate to the gta_procdesert.txd.

 

sand_plant01.dff

sand_plant04.dff

sand_plant05.dff

 

These are white because the following textures are missing from gta_procdesert.txd : aloe_leaf_01 and aloe_leaf_02

I did find these textures in gta_deserttree.txd though; so I exported them out of gta_deserttree and put them in gta_procdesert. Problem solved with that one.

 

@EDIT

 

Here is a temporary fix for BSOR Classic MipMap Edition : http://www.mediafire.com/?caxcl1bf44avufr

 

This fixes all 5 problems i described above. Just for the sake of it, here is what I did ..

 

• Opened up gta_deserttree.txd with TXD Workshop. Extracted 'aloe_leaf_01' and 'aloe_leaf_02'

• Opened up gta_procdesert.txd and imported 'aloe_leaf_01' and 'aloe_leaf_02'

• I then exported and deleted the problem textures 'joshua_treå_boak_01' and 'joshua_treå_leaf_01'. Saved the .txd

• I then opened up gta_procdesert in G-TXD, and applied Level 9 MipMaps to all the textures. Saved the .txd.

• Then opened up gta_procdesert in TXD Workshop, and re-imported the problem textures : 'joshua_treå_boak_01' and 'joshua_treå_leaf_01'. Saved. Uploaded ^

 

So basically, everything has mipmaps, except for those two problem trees that a few people reported. I can only fix these once YCH fixes the filename problem.

 

@YCH

I would suggest going through all the .txds, and make sure there isn't this problem elsewhere as well, to save problems in the future. I know that gta_deserttrees has 'joshua_treå_leaf_02'. G-TXD also corrupts this .txd, but I haven't had any 'white tree problems' with it.

 

Let me know when you have fixed sand_josh1.dff and sand_josh2.dff; PM it to me and then I can release an 'Official' patch for MipMap Edition. icon14.gif

Edited by methodunderg
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im using bsor classic with 256 textures dlc. beside the white desert trees cause by gta_procdesert.txd i also have these plants in LA hills white

user posted image

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It just needs to be remapped/retextured with different name through 3DMax again, as the objects of both sand_josh are set to work only with names of the following [å] russian literature. The texture isn't the problem here, but as long as your objects can't identify the correct name that was being set to or for that texture, you get white objects because there is no actual texture applied into the sand_josh. It doesn't exist.

 

I don't have 3DMax installed anymore, however I don't know what settings he did made when he exported the objects, settings retaled to nightvertexcolors and such. I could have fix this myself, but this is not my mod or my work.

Edited by -BLITZ-
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The original .txd works fine, and so does my 'fix', because in my 'fix' there has been no mipmaps applied to those textures that sand_josh uses.

 

The white bug only happens in the MipMap Edition, because the first time that the mipmaps were generated, those textures were still inside the .txd, and G-TXD corrupted those textures because of the filename.

 

But yes, the problem would be resolved if YCH renames the textures in the .txd, and then uses 3DMax to point those .dff's to the newly renamed texture.

 

But whilst I was trying to solve this bug, I found out the other white texture bugs that are even in the original classic version, because the textures are in the wrong .txd.

They are included in my 'fix' but have been mipmapped as well. I haven't done a 'fix' for the normal classic version, but YCH can if he wants too.

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G-TXD doesn't have multiple language support. Workshop does have few letters with specific native symbols. Mipmap or not, just saving the file through G-TXD it will still crash.

 

 

About the wrong textures, that's something that maybe YCH missplaced while working on the project. It happens if you are tired.

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Yeah, thats why I thought I would explain in detail on how i got my 'fix' to work .. icon14.gif I learnt a few things, so thought I would share icon14.gif

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Myself, I'm waiting for all of this to end, to try this mod out.

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You haven't tried it yet?

 

The Classic + MipMap + MyFix is awesome (except 2 trees in the desert don't have mipmaps) .. still worth the try icon14.gif

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Uh ?

 

I have to register to donwload something ?!

BSOR DLC Packages: Prototypes HQ palms vol #1

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You never commented on my fix? Or the fix that I need you to do.. ?

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YourCreatedHell

methodunderg, I can not test all that is in vogue in the MIP-map version. While I was a little other things. I have an idea to help beta testers.

 

I will put a new MED objects in the sea (outside the map), and add back the vegetation on all IDE files.

 

Of course, corrections are needed, but people will suddenly find gaps for defects. While the Relax of the work on the fix.

 

/rus/

я не могу протестировать все что есть в моде на MIP-map версии. Пока я занимаюсь немного другими делами.

 

У меня есть идея, которая поможет бета тестерам. Я поставлю через MED новые объекты в море (за пределами карты) и добавлю туда всю растительность со всех IDE файлов.

 

Конечно, исправления нужны, но люди будут вдруг находить недоработки за недоработкой. Пока отдохните от работ с фиксами.

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No, I can fix the MipMap version.

But I need you to fix the original Classic version, so I can fix the MipMap version properly.

 

sand_josh1 and sand_josh2 need the names of their textures fixed.

 

 

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You mean BSOR Classicc

with BSOR Classic 'Mipmapped' Version is bugged?

No, Classic is bugged though, as its missing textures for the sand_plant; the textures are in the wrong .txd nervous.gif

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@YouCreatedHell - Found a bug with BSOR. (not the mipmap edition, but original) Can someone confirm?

 

user posted image

 

@ptg_style - Location please? So I can look into it.

Edited by JF-Mir2
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@ptg_style - Location please? So I can look into it.

He did say LA (LS) Hills; and his picture does have the radar in the corner..

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