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Flame

HRT 1.4

Recommended Posts

:twitch:

 

SFse, part 34

Airport

 

Lets get back to the airport that I'm already shown for you. Now it is completely finished.

 

Windows and doors at the building of guard post now have transparency, as should be. Plane at the entrance to the territory now has reflection.

 

 

Крутооооооооооооооооооооооооо!1!1!один

 

Very good smile.gif

Edited by :twitch:

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Flame

:twitch:, круто что тебе нравится мод, но, пожалуйста, не матерись в этой теме. Ненавижу мат. Считаю, что в русском языке можно выразить любые чувства без него.) Буду благодарен, если ты поправишь пост.) Поправил, спасибо.

 

nkjellman, it is good, but now we do not know how will really looks (and works!) SA::Render. I also understand that making of compatibility with other mod only slow down the development of HRT.

Edited by Flame1251

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Gramps

Just do your mod, and give permission for other people to post 'fixes' for the mod to make it compatible with other mods if they so wish.

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nkjellman

 

Just do your mod, and give permission for other people to post 'fixes' for the mod to make it compatible with other mods if they so wish.

I agree. If I had permission, when I release the graphics update, I would have two versions of the particle.txd and effectsPC.txd. One that is to be used with this mod and the other to be used with the default SD SA. Both would be the same textures, just would include additional textures in the txd so the other mods work properly.

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Flame

 

SFse, part 35

Foster Valley and the end of work on section

 

I present new screenshots with Foster Valley that based on Silicon Valley. Note on beautiful movable reflections on the windows of buildings.

 

user posted image user posted image user posted image

 

user posted image

 

 

***

 

«SFse» section is complete

 

Work has taken four months... More than 600 new textures weighing more than 1 Gb (and, in game format — more then 410 Mb). This is really big part of the city with many interesting objects. As always, except new textures I've improved some models; beautiful reflections are added on some models, made new texture mapping; also fixed some bugs of original location.

 

user posted image

 

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:twitch:

There is no mipmaps on the brick road confused.gif

 

You plan to fix it, right?

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damiann69

Yeah, you have done a lot of good work in San Fierro, remained areas seems to be easier smile.gif

Edited by damiann69

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Flame

 

There is no mipmaps on the brick road  confused.gif

No, pavement texture has it. Do you judge by video? Somehow (due to encoding on YouTube maybe or due the video format) may give the impression that textures do not have mip-maps.

 

 

Yeah, you have done a lot of good work in San Fierro, remained areas seems to be easier smile.gif

Always think so, and the work is a lot. We'll see. smile.gif

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MrMateczko

Now THAT is awesome...also why do people think they are not any mipmaps. There are mipmaps! If Flame uploaded the video to Vimeo, you would see the true quality of this mod. Now that SFse is completed, will you do SFe or SFw? In either way, their .IPL files are WAY smaller. In fact the SFse .IPL file is the second biggest in SA, right next to vegasE!

Edited by MrMateczko

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aStiffSausage

Still, this looks awesome! Can't wait for the release! tounge.gif

 

Can you make a small list of what has is finished (Most textures done, but need some small additional polishing, areas that are work in progress, and areas that haven't been started on yet?

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nkjellman

Looks good. Not sure how much of San Fierro is left, but LV should be a little easier. It is the smallest of the three cities. The country side has a lot of the same textures used too.

 

But could someone explain to me how mip maps work? I'm wondering if someone could show me two pics of something in San Andreas with the same texture. One with out mip maps, one with mip maps. My guess is its smaller textures overlaid on a bigger texture, but I'm not exactly 100%.

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Stryfaar

Mipmaps are needed to 'filter' the textures. To remove the 'grain' and improve performance by a bit.

 

user posted image

 

Very nice work Flame! Can't wait to see more!

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HPro

How to active mipmap?

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HPro

Mipmap is not compatible with SA:MP

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Flame
Mipmap is not compatible with SA:MP

Is this reliable information?

 

Thanks all for good words.

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Fantomax

i better use the n9ot mipmmapped through i see that it is more detailed

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Stryfaar

More detailed? No. It depends on your Anisotropic filtering settings. From the comparison photos, you can see that it is set to very low, or in performance mode. It would look way better if you set it to 'Quality' in your control panel. smile.gif And who would want to play with grainy textures? tounge2.gif

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:twitch:
More detailed? No. It depends on your Anisotropic filtering settings. From the comparison photos, you can see that it is set to very low, or in performance mode. It would look way better if you set it to 'Quality' in your control panel. smile.gif And who would want to play with grainy textures? tounge2.gif

That grainy textures are everywhere in gta3 era games confused.gif

 

Mipmapping was implimented in SA, but it does not work on all textures. I tried to create some through G-TXD, the noise is still there - won't work

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Fantomax

oh? so the detailed one depends on anisotropic filter?

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:twitch:
oh? so the detailed one depends on anisotropic filter?

I don't know what you call "detailed", but anistrophic filter is useful addition to mipmapping technology.

 

Mipmapping is a method which decreases specified texture's resolution as you move away from it. So if you're standing opposite to 512x512 texture on such distance that it decreases size twicely because of perspective, you can just use 256x256 texture's copy instead of.

 

First of, if the 512x texture decreases it's size too much because of perspective, it will look oversharped, with some visual glitches, lost details e.t.c

 

and second, smaller textures require less PC resources.

 

And anistrophic filtering increases textures and especcialy texture's mipmaps quality.

 

I hope my english is understandable

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Stryfaar

Not really. GTA3 and Vice City had mipmaps too.

 

 

Mipmap Level Texture Resolution
Level 12 2048x2048
Level 11 1024x1024
Level 10 512x512
Level 9 256x256
Level 8 128x128
Level 7 64x64
Level 6 32x32

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:twitch:
Not really. GTA3 and Vice City had mipmaps too.

 

 

Mipmap Level Texture Resolution
Level 12 2048x2048
Level 11 1024x1024
Level 10 512x512
Level 9 256x256
Level 8 128x128
Level 7 64x64
Level 6 32x32

I thought that VC's and gta3's textures are just low resolution.

 

So they are glitchy too, it's just not so noticable

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Flame

 

Not really. GTA3 and Vice City had mipmaps too.

We can generate mip-maps for them in TXD-file, but games do not use mip-maps, just display original textures.

 

What about my question: are mip-maps work in SA-MP?

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Flame

Why didn't anyone answer my question?

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laoboy31

hi

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BLlTZ

What about my question: are mip-maps work in SA-MP?

What's the difference ?! as long as the game process the texture you set up, it doesn't count if is mipmaped or not, smudged or half of the image erased. I never seen a game to know of, that separates the video settings from multiplayer and singleplayer.

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Flame

What about my question: are mip-maps work in SA-MP?

What's the difference ?! as long as the game process the texture you set up, it doesn't count if is mipmaped or not, smudged or half of the image erased. I never seen a game to know of, that separates the video settings from multiplayer and singleplayer.

Thank you. Yes, I think so too. But I began to have doubts after HPro's message.

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-DP-

What about my question: are mip-maps work in SA-MP?

What's the difference ?! as long as the game process the texture you set up, it doesn't count if is mipmaped or not, smudged or half of the image erased. I never seen a game to know of, that separates the video settings from multiplayer and singleplayer.

Thank you. Yes, I think so too. But I began to have doubts after HPro's message.

No need to have doubts about it.

Don't listen to HPro, since he signed up he mostly caused trouble/spam/confusion confused.gif

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HPro

What about my question: are mip-maps work in SA-MP?

What's the difference ?! as long as the game process the texture you set up, it doesn't count if is mipmaped or not, smudged or half of the image erased. I never seen a game to know of, that separates the video settings from multiplayer and singleplayer.

Thank you. Yes, I think so too. But I began to have doubts after HPro's message.

No need to have doubts about it.

Don't listen to HPro, since he signed up he mostly caused trouble/spam/confusion confused.gif

How can we take you seriously when your nickname is Dumbass?

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