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Flame

HRT 1.4

Recommended Posts

Flame

I am respectful to everyone who wrote posts above. But I consider inappropriate to put on the avatar symbol that was on uniform of people, who killed Russian, Ukrainian, Polish, European people, Jews. Iron Cross was established in Germany in 1813; then was used as the order under the Nazi regime. And let's not talking about such things in mod's thread. Thanks.

Edited by Flame

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MrMateczko

Great work as always!

One of the textures in the last screenshot is darker than the rest of them, wrong prelight?

Can't wait for those interesting news you mentioned on your site :)

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Flame

Thanks, MrMateczko! Yes, it looks like wrong prelight of original model. I noticed this thanks to you. Later I'll fix it. :) But now is time for other things.

Edited by Flame

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_RJSingh_

@Flame i'm a big fan of this,can you tell me which models you fix/imporve? so that my fixes won't overlap yours one.

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david 07

You can use Normal Mapping textures in GTA SA? If so, you want to use?

Edited by david 07

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Flame

@Flame i'm a big fan of this,can you tell me which models you fix/imporve? so that my fixes won't overlap yours one.

Yes, later I can send files list in PM, but if you want fix some models manually and include to your mod - do this boldly. I think, too early speak about compatibility with HRT and because of this I do not want corrupt some your plans. A lot of fixed models in HRT have new textures (new materials), in the same time your mod is good and for original game (without new TXDs).

 

You can use Normal Mapping textures in GTA SA? If so, you want to use?

I've always wanted this. A method that allows using of normal maps now is (this is my opinion) difficult and I did not understand it. :) If in future will be some other ways for using of normal mapping in GTA SA, I am ready to think about this again. Anyway, just crisp textures are look good even without normal maps. (But and here we have problems with internal limits of the game, sometimes I must optimize textures to avoid game crashes).

Edited by Flame

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_RJSingh_

 

@Flame i'm a big fan of this,can you tell me which models you fix/imporve? so that my fixes won't overlap yours one.

Yes, later I can send files list in PM, but if you want fix some models manually and include to your mod - do this boldly. I think, too early speak about compatibility with HRT and because of this I do not want corrupt some your plans. A lot of fixed models in HRT have new textures (new materials), in the same time your mod is good and for original game (without new TXDs).

Yeah,send me the list of models which you fixed to avoid me to working hard on those because i not only fix these models(like aftburner did) but also improve them which take much time,so that's why send me that list so after the launch of HRT 1.4, i'll do them then.

and also can you fix some stretch texture bugs on models:

 

 

Stretch and buggy textures :

 

 

2hy9duf.png

 

 

m81cno.png

 

rciype.png

 

261zqeh.png

 

qy61jc.png

 

1gora1.png

 

dc53m9.png

 

bfn90n.png

 

2q3ac6v.png

 

2qlsho6.png

 

24dk4dg.png

 

24mt211.png

 

2hdmolh.png

 

ioovv9.png

 

2gucb9i.png

 

10shboh.png

 

 

Edited by RJSanModder

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Concavax

Another one.

gta_sa+2015-04-04+23-50-58-146.png

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Flame

RJSanModder, I will try to fix these places later, if you not fix them before me. Now I have enough work. :)

I've fixed this prelight of this building (without screenshots).

Edited by Flame

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_RJSingh_

RJSanModder, I will try to fix these places later, if you not fix them before me. Now I have enough work. :)

 

I've fixed this prelight of this building (without screenshots).

i haven't somehow fix any of these models yet and also there are many of these type of bugs i reported on this thread:

http://gtaforums.com/topic/739169-wipsa-gta-san-andreas-map-fixes/?p=1066853151

but no one yet fixed them.

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Flame


SFe section: work is finished. Back in Los Santos

I am pleased to report that work with SFe section, the penultimate section, on which divided San Fierro city, is finished.

Development of the mod is moved to another level. Released new video.

Details on HRT 1.4 site



Was opened page with development progress map.

Edited by Flame

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MrMateczko

That's a very good decision! Since 2011 a LOT has changed in GTA modding, and just making new textures isn't enough.

Maybe you'll spot more models that needs to be corrected in LS!

Oh, and the map is also a nice feature.

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Claude_Lib

Damn, it really needs mipmaps.

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Flame

MIP-maps already added even on 2011 textures. There is another situation: now I can make all these textures better. And because of this I want redone them. But why I repeat things about I already said in the news... :)

 

MrMateczko, textures will be made on the another level of quality, models will be corrected too. :)It turns out that old screenshots (for example, from this gallery) are fully outdated, because ALL the textures will be better.

Edited by Flame

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Miller786

Looks nice, good luck and keep up the good work

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The_GTA

MIP-maps already added even on 2011 textures. There is another situation: now I can make all these textures better. And because of this I want redone them. But why I repeat things about I already said in the news... :)

 

Nice work, Flame! I want to note ya that even if you generate mipmaps using some community tools they may not be enabled for rendering (hint: filtering modes).

 

When HRT has reached a final stage I offer to debug the texture files for you, so they will be optimal quality for everybody. :)

 

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Flame

The_GTA, do you mean that mip-mapping filtration must be enabled in game options? Sorry if I did not understand. :)

Edited by Flame

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The_GTA

The_GTA, do you mean that mip-mapping filtration must be enabled in game options? Sorry if I did not understand. :)

Textures have a filterMode variable stored inside of them that decides what pixels to use from which mipmap levels.

 

You can look it up at: http://www.gtamodding.com/wiki/Texture_Native_Struct

 

Old tools ignore that variable. ;)

 

EDIT: to clarify, G-TXD likes to set the filtering mode to FILTER_NEAREST, while it should be FILTER_MIP_LINEAR instead.

Edited by The_GTA

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Flame

I am satisfied with current result with G-TXD. Maybe this is not best variant, but for me - all is normal. I do not like some modern textures tools (for me they are uncomfortable). Maybe later I'll think about this.

Edited by Flame

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MrMateczko

The_GTA can simply improve the textures you will make. That way everyone will be satisfied.
It doesn't have to be only you who can make this mod even better, remember how damiann69 did the Railroad sign for you in SF?

The only thing that probably makes the new tools uncomfortable is that they are commandline based, but don't worry, one good look at the readme and it's easy.

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Flame

I want concentrate on the work now, I can do the mod faster using my favourite old good tools. :) I am very grateful when someone offers help me. If we can improve mip-maps with these tools - I will look at this later, or maybe I'll ask The_GTA help me with this.

Edited by Flame

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Flame

I know about YOEL's work, these are very good things. I think, I can use some vegetation textures from its mod. By the way, for palms and some bushes and flowers I already have my analogues. About map fixes hard to say now, because I fix models in my mod and have fixed a lot of objects; a lot of models are fixed by YOEL_44 and by RJSanModder in his mod; we must think how to combine all these. (About PS2 things also is needed to think, maybe be better if HRT 1.4 will follow PC-version).

 

About new textures tools; when MrMateczko and The_GTA asked me, I did not very well understood about what tools they talked, but later I opened thread with TxdGen by The_GTA and I think that this is very good and useful tool. I want resort to this, but later.

Edited by Flame

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Silent

TXD Workshop produces broken TXDs. And you don't want to produce broken TXDs, right?

 

 

And I bet G-TXD ones aren't too good too. Lacking precious DXT5, too.

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Flame

These tools are not prevent me make good mod. And lets close this theme about tools. Do not point out at my "mistakes" all the time.

Edited by Flame

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_RJSingh_

I know about YOEL's work, these are very good things. I think, I can use some vegetation textures from its mod. By the way, for palms and some bushes and flowers I already have my analogues. About map fixes hard to say now, because I fix models in my mod and have fixed a lot of objects; a lot of models are fixed by YOEL_44 and by RJSanModder in his mod; we must think how to combine all these. (About PS2 things also is needed to think, maybe be better if HRT 1.4 will follow PC-version).

 

About new textures tools; when MrMateczko and The_GTA asked me, I did not very well understood about what tools they talked, but later I opened thread with TxdGen by The_GTA and I think that this is very good and useful tool. I want resort to this, but later.

YOEL fix textures not models.so you can easily include them in Hrt 1.4 and with HQ.

Edited by RJSanModder

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Flame

Development progress map is updated


As I said before, sometimes I will just update percentage on the development progress map that was opened recently (and not always this action will be with screenshots or images, sometimes I can write just quick note, like this one). Well, to check new status of the mod, open map page.

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Flame

 

New slideshow video is released. Best screenshots: 2011-2014



Was released new slideshow video with the best screenshots for all time (from 2011 to 2014) with different places and cities.

Details on HRT 1.4 site

 

 

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MrMateczko

I always liked the music you choose for the videos :)

Also, I don't know if this is a bug, but I always hated the black spot under the roof of the Johnson's house:

FCkkJdr.png

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