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Flame

HRT 1.4

Recommended Posts

HPro

Hey , could you tell me how to add mipmap to a PNG texture? i'm pissed off of my grainy look texture.

 

i've got Photoshop CC & Nvidia 3DDS plugin. so how?

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Gramps

Stop spamming multiple threads with your questions that have already been answered.

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nkjellman

Can't wait to combine this and SA::Render.

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Mateos
Can't wait to combine this and SA::Render.

Thanks for the hint, the shadow mapping part is really interesting smile.gif

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Flame

 

SFe, part 8

Roads and pavements

 

I have little remade rails texture again - now they are looks more realistic and face inwardly.

 

user posted image user posted image

 

user posted image

 

*

 

user posted image user posted image

 

user posted image

 

See these images on Mod DB

 

Also I decided to post in Twitter each week (for a start) one exclusive image. Follow HRT 1.4 twitter, if you want. icon14.gif

 

 

Thanks for comments, as always. smile.gif

 

HPro, I will write you PM about this.

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MrMateczko

You can see on the 3rd photo that the rail texture isn't seamless.

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Flame
You can see on the 3rd photo that the rail texture isn't seamless.

Why? Seamless, I think.

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MrMateczko

user posted image

You can see that the dark spots are repeated constantly. The texture is great, but not the seamless of it.

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TJGM
user posted image

You can see that the dark spots are repeated constantly. The texture is great, but not the seamless of it.

That's how textures work. They just repeat on each section they're applied. He'd have to apply a different TXD on each section of the rail which would take forever and isn't the point of this mod.

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MrMateczko

My point is to not have the dark spots to be visible. At least not on the roads. I know he would have to edit the DFF's which would take FOREVER! This is just my opinion, he doesn't have to agree with me. I'll still download the mod, (and donate if possible) no matter how the roads look.

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nkjellman
user posted image

You can see that the dark spots are repeated constantly. The texture is great, but not the seamless of it.

That is just one of those small things I don't notice till someone points it out.

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MrMateczko

Yea, I think I was too harsh about this situation. But still, he doesn't have to listen to me, and simply continue his work. I think I should remember one thing he always says which is: Screenshots DO NOT represent the final quality!

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nkjellman
Yea, I think I was too harsh about this situation. But still, he doesn't have to listen to me, and simply continue his work. I think I should remember one thing he always says which is: Screenshots DO NOT represent the final quality!

True. Let's hope that it isn't like when Rockstar shows a screen/trailer, where its in higher quality than the actual game.

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Flame

 

SFe, part 9

Roads and pavements

 

Last set of screenshots with roads and pavements.

 

user posted image user posted image user posted image

 

user posted image

 

user posted image

 

See these images on Mod DB

 

 

 

My point is to not have the dark spots to be visible. At least not on the roads. I know he would have to edit the DFF's which would take FOREVER! This is just my opinion, he doesn't have to agree with me. I'll still download the mod, (and donate if possible) no matter how the roads look.

Yes, but I do not know whether to call it not-seamless. Anyway, I fixed this texture:

 

 

user posted image

 

By the way, only three people have made donate. biggrin.gif

 

 

Yea, I think I was too harsh about this situation. But still, he doesn't have to listen to me, and simply continue his work. I think I should remember one thing he always says which is: Screenshots DO NOT represent the final quality!

True. Let's hope that it isn't like when Rockstar shows a screen/trailer, where its in higher quality than the actual game.

In final version all will be only better. icon14.gif

Edited by Flame1251

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Mateos

Could you make the pavement more dirty, like the original one? smile.gif

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Flame

 

SFe, part 10

 

Here are some new screenshots, guys. icon14.gif

 

 

Could you make the pavement more dirty, like the original one? smile.gif

Pavement texture more dirty now; hope, now it looks better.

 

user posted image

 

Different buildings.

 

user posted image user posted image

 

user posted image user posted image

 

One of door textures.

 

user posted image

 

See these images on Mod DB

 

...

 

Hmm, I encountered a strange bug: two pavement textures have overlaid and, unfortunately, they blinking, I cannot fix this. At first I thought that this mixed materials (texture blending) from original game, but in original game I do not see this.

 

user posted image

 

(Few people know that the game actually have the opportunity to create a mixed materials (texture blending), when one texture moves to another texture (sand to the grass, example), and this transition - not yet another texture (transition texture), this made by engine, like in GTA IV or some other more new games. Unfortunately, this method does not work correctly in GTA SA and developers know about it, because they used transition textures for blending.)

 

 

Edited by Flame1251

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Mateos

Thank you for updating the pavement texture smile.gif Can't really help you for the graphic glitch confused.gif

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MrMateczko

Well, looks like you would have to edit the DFF file corresponding to these particular pavement textures.

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brutalis11

Hi. Just wanted to say that this looks pretty f*cking awesome so far & I'll be waiting for this to be released. SF is where I'm usually at, so I'm glad that this is what's currently being worked on. Followed on Twitter. Keep up the good work!

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Flame

 

Vehicles: Alpha

 

Second report for the day! Yet another vehicle in HRT 1.4 with new textures - Alpha, and one of those cars whose changes, alas, is not evident.

 

user posted image user posted image

 

See these images on Mod DB

 

 

Hi. Just wanted to say that this looks pretty f*cking awesome so far & I'll be waiting for this to be released. SF is where I'm usually at, so I'm glad that this is what's currently being worked on. Followed on Twitter. Keep up the good work!

Thanks for good words and following. icon14.gif

 

Thank you for updating the pavement texture smile.gif Can't really help you for the graphic glitch confused.gif

Do not worry. Glad that you like texture.

 

Well, looks like you would have to edit the DFF file corresponding to these particular pavement textures.

Maybe, I will try later, but strange bug (and its origins is unclear because I am edited only txd-files).

Edited by Flame1251

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BLlTZ
Well, looks like you would have to edit the DFF file corresponding to these particular pavement textures.

Maybe, I will try later, but strange bug (and its origins is unclear because I am edited only txd-files).

Have you thought that it could come from the changes you made through the textures as the pavement and land could have used the same texture ? If you haven't went through .IDE/.IPL this is the cause. Have you checked below the square pavement with Med Editor, to see what's there ?

 

However, sometimes, different changes of textures can cause disorder through IDE/IPL (surprise) like how to me happend ten of times when I was making Lod Mod. You have to take the correct and exact coordinates of what is below and pavement from .IPL and copy over the old quare pavement texture's DFF coordinates. In that way, you merge both, loosing the nasty flickering texture.

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Musi

@Blitz So... the .lod has to be at a lower height than the actual HQ .dff of the map?

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BLlTZ

Here is not a LOD Mod .TXD/.DFF/DATA issue. I don't know what you understood, I just only gave Lod Mod as example to this similar situation. Here are two normal textures who collide between their IPL coordinates. Or maybe not ... who knows. It just needs verification.

 

Also, the coordinates from Med Editor to the original DATA - IPL files don't correspond correctly. The precise coordination who can be changed and work with are those from IPL, otherwise by using Med Editor, who still gonna have those flickering issue, the reason I said about copying and paste through IPL files.

 

Just let Flame to answer to this.

Edited by -BLITZ-

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Flame

 

SFe, part 12

Buildings

 

About texture bug. -BLITZ-, thanks for your answer (by the way, it is very good that we do not dousing with mud each other, as is typical for the author of another mod). I opened this part of location in MEd and what I see...

 

user posted image

 

user posted image

 

Two different objects (road and building) includes the same pavement part.

 

And pavement from the first model, and pavement from the second model, has a same texture, but pavement texture from the first model is located in one TXD-file, and second located is in another TXD-file. I used different pavement textures, because of these textures have been overlaid. Now I use same texture in these two different TXD-files and texture is not more overlaid.

 

user posted image

 

...

 

user posted image

 

user posted image

 

user posted image

 

See these images on Mod DB

 

Also I posted exclusive screenshot to HRT 1.4 twitter. Follow me. icon14.gif

 

Edited by Flame1251

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MrMateczko

Any update on how much the mod weights in total GB? Including ALL the work that you've done.

Nice that the bug is fixed. Will you use the engine based texture blending on some occasions?

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Mateos

Nice to see the technical side of the problem, some new knowledge about SA smile.gif

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BLlTZ

Yep. There are places around the game where some objects have extra parts attached to the main object even when that extra part is actually near it as a clone. I have no idea why, but there have to be reasons of R*, I think.

 

Oh, and there are like three or four LOD objects maybe in the entire game who are visible through normal map and possible connected with the normal textures and not .LOD textures. Strange but it's true, so watch yourself out there.

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Ezekiel

( in Clean SA )

I Moded ONE Txd file with textures of 1024 and 4048 resolution...

In the game,object textures you moded turns in LOD...

 

 

-becouse txd.file who contain 3+more objects maped in that txd file -is over maximum..

 

 

_WRONG_BlaBlaBla is

 

They say install Stream Memory...Some say you reached gta3.img file...some say use memory2024.cs script... icon13.gif

 

NMW...

 

You persistent guy...Nice work there

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MrMateczko

1024x4048 is WAY too much for SA. 2048x2048 is the reasonable maximum for SA, though for the best results, Flame is usually using 1024x1024, which is very good quality.

 

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