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HRT 1.4


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New screenshots

on Monday.

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hope the screenies will be nice. Umm blush.gif could you tell me the progress in percent?

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Can't wait!

Is it also really hot in Ukraine? We have 35 degrees Celsius in Poland!

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SFe, part 1

Start of work on section

 

Work on the next section of San Fierro city, that technically named «SFe», in progress. As another sections on witch divided San Fierro, this section is very large.

 

user posted image

 

 

...

 

 

user posted image user posted image

 

user posted image user posted image

 

user posted image user posted image

 

user posted image user posted image

 

 

user posted image user posted image

 

See these screenshots on Mod DB.

 

Let me remind that Los Santos already finished, also finished some interiors and some vehicles; need to finish San Fierro, Las Venturas, desert and countryside...

 

 

could you tell me the progress in percent?

It is difficult to calculate; I think that I made ​​more than a half of all work - that's for sure, read also my old post about development progress.

 

 

Is it also really hot in Ukraine? We have 35 degrees Celsius in Poland!

It was very hot, in the sun more than forty; but last week the temperature has dropped, almost like early autumn - but at last days is hot again, today 24 Celsius (not on the sun).

Edited by Flame1251
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Do you will replace the textures of the vegetation flame ?

I'm not sure, but I think, yes. Some vegetation textures already made.

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This looks very impressive! Will HRT 1.4 include altering the game's data files from the data folder?

 

Personally, I prefer texture mods that does not require altering the game's data files (since I mostly play San Andreas on multiplayer).

 

Anyways, excellent work icon14.gif

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Oh my god, can't wait for it, dude, keep up the good work inlove.gif

 

But indeed, what a pity if it make impossible the use of multiplayer mods like SA-MP...

Edited by nandayo
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Marty McFly

Why isn't samp supported?? ide file modifications or what?

Edited by Marty McFly
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This looks very impressive! Will HRT 1.4 include altering the game's data files from the data folder?

 

Personally, I prefer texture mods that does not require altering the game's data files (since I mostly play San Andreas on multiplayer).

 

Anyways, excellent work  icon14.gif

Thanks.

 

At now only two files in data folder have been modified (one ide-file and one .ipl), for window in Doherty Garage with fake interior. I try not to touch any files from data folder and manipulate only with .txd, .dff and .col; if there are any problems - is solvable. I aspire to stability of mod, because this I try include as few as possible third-party mods.

 

nandayo, thanks. smile.gif

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The roads and their curves are not completely seamless in these screenshots. I hope it'll be fixed?

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The roads and their curves are not completely seamless in these screenshots. I hope it'll be fixed?

Yes, on screens now you can see some roughness, but I will be fix them, section will be look beautiful.

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SFe, part 3

 

user posted image

 

user posted image

 

user posted image

 

user posted image

 

user posted image

 

See these images on Mod DB

 

Except seamless from road textures, will be improved texture of tram rails.

 

There is one thing that makes me doubt. This are a MIP-maps for roads. At long distance them creates a kind of flickering... Interesting how to fix it.

Edited by Flame1251
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.. Flickering of roads at long distance? Mind showing us a video, or photo of this?

 

Latest screens look great by the way! Really loving the work done. inlove.gif

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.. Flickering of roads at long distance? Mind showing us a video, or photo of this?

 

Latest screens look great by the way! Really loving the work done. inlove.gif

Thanks as always for your support.

 

user posted image

 

Flickering you can only if you above the roads and on far distance. Occurs only when the texture changes to one of MIP-map textures.

 

 

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aStiffSausage

I find such "bug" as a really small problem, or to be honest, not even as a problem. Having mip-maps will help especially up close to textures, which always flickers and looks bad with other global retextures. Keep it up! smile.gif

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What size is the texture, and what level did you give it?

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Before gramps beats me up to it .. tounge.gifMaybe this'll help.

 

 

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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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

Seems you already posted that few paged ago tounge.gif

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i just tested 1.3 and i loved it, and i want to help you guys with something.

 

i noticed that some of the dynamic objects still has the original textures. You can get HD versions of all the dynamic object textures from Manhunt, since both games are using the same dynamic objects thanks to R*'s laziness.

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i just tested 1.3 and i loved it, and i want to help you guys with something.

 

i noticed that some of the dynamic objects still has the original textures. You can get HD versions of all the dynamic object textures from Manhunt, since both games are using the same dynamic objects thanks to R*'s laziness.

What's considered a dynamic object in San Andreas? Because I can't think of any right now.. confused.gif

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Chilean Dawg
i just tested 1.3 and i loved it, and i want to help you guys with something.

 

i noticed that some of the dynamic objects still has the original textures. You can get HD versions of all the dynamic object textures from Manhunt, since both games are using the same dynamic objects thanks to R*'s laziness.

What's considered a dynamic object in San Andreas? Because I can't think of any right now.. confused.gif

Fire hydrants? Lamp posts? Things like that I believe.

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All the objects that are not in any Map Editor, but appears in game, such as cranes.

Or, more precisely, all the objects defined in dynamic.ide and dynamic2.ide

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SFe, part 4

 

 

user posted image user posted image

 

user posted image user posted image

 

user posted image

 

See these images on Mod DB

 

 

Before gramps beats me up to it .. tounge.gifMaybe this'll help.

Yes, this will be help, good work. smile.gif Later I will try to generate MIP-maps with 11 level for roads.

 

But is has a sense generate MIP-maps with levels from this table for already "mipmapped" textures?

 

 

What size is the texture, and what level did you give it?

1024х1024, 9.

 

 

i just tested 1.3 and i loved it, and i want to help you guys with something.

i noticed that some of the dynamic objects still has the original textures. You can get HD versions of all the dynamic object textures from Manhunt, since both games are using the same dynamic objects thanks to R*'s laziness.

I plan to replace textures of dynamic objects. I do not have Manhunt game (and I do not want download or buy it, I just do not like game, I hate violence like in this game), but I have a lot of textures from GTA IV (I not often use them for location, but some of them may be useful for dynamic objects).

 

 

All the objects that are not in any Map Editor, but appears in game, such as cranes.

By the way, one Russian user said me texture of that crane. smile.gif

Edited by Flame1251
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