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HRT 1.4


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LAn, №7:

Channels


These channels, retextured for HRT 1.4, as other objects of the city, were modelled from analogues in real life. There were the parts of Los Angeles river, the biggest river of the city, that was «packed» in concrete in 1930s because of floods that constantly occurred. Powers of the city did not find nothing better as partially concreted the river. Channels also will be on another sections of Los Santos and we will see them.

0_19ab96_a67d7b67_M.jpg 0_19ab99_d6493a93_M.jpg

0_19ab9b_af54daaa_M.jpg 0_19ab9e_2fcbf8a6_M.jpg

0_19ab9f_36699b89_M.jpg

You can see these screenshots also on Mod DB

Read news about this on hrt-mod.com:
LAn: Channels

Edited by Flame
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LAn, №7: Channels

 

These channels, retextured for HRT 1.4, as other objects of the city, were modelled from analogues in real life. There were the parts of Los Angeles river, the biggest river of the city, that was «packed» in concrete in 1930s because of floods that constantly occurred. Powers of the city did not find nothing better as partially concreted the river. Channels also will be on another sections of Los Santos and we will see them.

 

0_19ab96_a67d7b67_M.jpg 0_19ab99_d6493a93_M.jpg

 

0_19ab9b_af54daaa_M.jpg 0_19ab9e_2fcbf8a6_M.jpg

 

0_19ab9f_36699b89_M.jpg

 

You can see these screenshots also on Mod DB

 

Read news about this on hrt-mod.com:

LAn: Channels

 

 

Awsome!

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LAn, №8:
Pershing Square


This is Pershing Square, beautiful park that in real-life Los Angeles has a large territory, but in GTA: San Andreas this place really looks like a little square; near the park are located City Hall and Los Angeles (or, in case with our game, Los Santos) Police Headquarters.

0_19b037_3d1fea0a_M.jpg 0_19b038_68a3245d_M.jpg

You can see these screenshots also on Mod DB


As you remember, earlier I also improved model of statue on this area.

 

This time I fixed also one very important thing: when player walking on the grass, game plays concrete steps sound (not sound of walking on the grass). This nuance was fixed and there is correct sound now. You will see (and hear) this in video that I'll post later.

Read news about this on hrt-mod.com:
LAn: Pershing Square

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LAn, №8:

Pershing Square

0_19b038_68a3245d_M.jpg

Read news about this on hrt-mod.com:

LAn: Pershing Square

 

I see that a lot of work went into especially this texture. You added a kind of "wheat-effect" to it. Looks really good! Edited by The_GTA
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Yes, The_GTA, and thanks for your comment. Also I must add that grass texture made in very high resolution and more tightly mapped on the model than earlier (for more crisp displaying). I didn't made screenshots with pavement in this park and so on, but later you will see these in video.

 

Also in my plans to retexture all these props, of course (like benches and other minor objects).

Edited by Flame
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Bmxismylife123x

Will there be a LS only version one that replaces textures and everything in Los Santos alone? I'm sure the gta3.img size will be big and unfortunately MTA doesn't support .asi stream fixes and all that.

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Bmxismylife123x, I have no plans to release versions with separate cities. Most likely, in HRT will use few IMG archives (I always prefer native features of the game), I hope that this can solve compatibility questions (but... some ASI or CLEO scripts are requirement, like memory512 or analogues - without them textures can not displaying). In the same time - I must confess that compatibility with online mods is not my main goal, I create this mod mainly for single-player game (and storyline walkthrough).

Edited by Flame
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I'm sure the gta3.img size will be big and unfortunately MTA doesn't support .asi stream fixes and all that.

Do not worry about it. Things will be sorted out in due time :-)

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vitalik2187836

Отличный мод, до сих пор использую версию 1.3 ее на своей копии саньки. Но мне кажется, к сожалению, даже если ты закончишь этот мод, то он не будет пользоваться популярностью, так как пятёрка полностью выигрывает саньку по всем параметрам (кроме сюжета, сидоджи форева XD) и к моменту релиза уже будет во всю идти моддинг пятёрки. Если бы ты впоследствии адаптировал свой мод под какой нибудь SA in V (а я уверен, что будет такой), то это было бы конечно здорово. Во всяком случае, удачи тебе с разработкой, с удовольствием поиграю с твоим модом. И очень жду финальную версию) ;)

Edited by vitalik2187836
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vitalik2187836,

Спасибо! Безусловно, мод мог бы быть популярнее, если бы вышел до релиза GTA V, но так как это было невозможно, тут ничего не поделаешь. Игры GTA они таковы, что всегда когда есть более новая часть, по-прежнему много народу играет в предыдущие: даже когда будет GTA 6, будет много людей, которые будут поигрывать в Vice City и вспоминать старые времена - конечно, их уже будет далеко не так много, как когда эта игра только-только вышла или когда не было более новой части, но поклонники у старых частей будут всегда. Поэтому мод делается для тех, кто не забросит GTA SA и будет возвращаться к ней, кто захочет пройти заново сюжетную линию с новыми ощущениями. А моды типа SA in V я не очень люблю, потому что такие моды никогда не бывают отлажены и закончены - то миссий в них нет, то еще что-то. Гораздо приятнее модифицировать и пытаться сделать лучше именно ту самую игру. :)

 

Edited by Flame
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MrMateczko

Wow, nice work!

It was a great decision to do LS again!

Hope to see more corrected models!

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Thanks, MrMateczko, you will see them soon. :)

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Still using sh*tty outdated texture packers though? :(

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MrMateczko

I have talked to Flame about IMG's, Mod Loader, new TXD problems etc.

He mainly don't tank about such things, as he's busy with the textures itself. He uses G-TXD for now, he claims it's absolutely fine for him.

I hope he keeps all the textures in their raw form someplace safe, before putting them into TXD's.

This way, after all the textures are done, he can simply ask us to get the best quality, filesize, and stability within the game engine. (proper mipmapping, DXT5)

Also, isn't memory512.cs outdated since Open Limit Adjuster? What about binthesky_by_DK.cs included in SRt3? Is it included in OLA as well? Or the fastman92's one?

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Hello, Silent. Please do not reproach me. :) Yes, I prefer some old tools (and they are not bad), but in my plans is to improve textures later with new The_GTA's tool. What about stability and errors - my txd's do not have any errors, each file is tested manually and errors (if they are) were fixed. MrMateczko's answer is correct. Let's close this topic about tools.

 

But for me the question about memory512 or similar decisions is very interesting. Memory512 (as an old Stream Memory Fix)

. (It appears when game using a lot of heavy materials like textures). Do we have better analogues? Open Limit Adjuster does the same? I'm not very good watching for new projects in modding, so I need tips. Edited by Flame
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But for me the question about memory512 or similar decisions is very interesting. Memory512 (as an old Stream Memory Fix)

. (It appears when game using a lot of heavy materials like textures). Do we have better analogues? Open Limit Adjuster does the same? I'm not very good watching for new projects in modding, so I need tips.

That cursed artifacting glitch has been around for a really long time and still there's no know fix for it unfortunately, you can try using lower streaming memory 256 or 300 as a workaround(with OpenLA or MixSets), although I'm not sure if it will be enough considering the resolution of the new textures.

 

And regarding The_GTA's tool its really the best thing out there atm, managed to mipmap every single texture in the game in less than 10 minutes :p, just keep doing the textures "the old way" and then use The_GTA's tool after everything is finished, no worries :).

  • Like 2

jYzLR2j.png

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Bmxismylife123x

Bmxismylife123x, I have no plans to release versions with separate cities. Most likely, in HRT will use few IMG archives (I always prefer native features of the game), I hope that this can solve compatibility questions (but... some ASI or CLEO scripts are requirement, like memory512 or analogues - without them textures can not displaying). In the same time - I must confess that compatibility with online mods is not my main goal, I create this mod mainly for single-player game (and storyline walkthrough).

That's a damn shame. I'm always looking for ENB and other visual enhancements so my screenshots look much better than vanilla version of the game.

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But for me the question about memory512 or similar decisions is very interesting. Memory512 (as an old Stream Memory Fix)

. (It appears when game using a lot of heavy materials like textures). Do we have better analogues? Open Limit Adjuster does the same? I'm not very good watching for new projects in modding, so I need tips.

 

That cursed artifacting glitch has been around for a really long time and still there's no know fix for it unfortunately, you can try using lower streaming memory 256 or 300 as a workaround(with OpenLA or MixSets), although I'm not sure if it will be enough considering the resolution of the new textures.

I believe I discovered this bug while reversing the GTA:SA rendering callbacks. We concluded that this was due to buggy Intel drivers related to D3DRS_CLIPPING (do not remember whether enabled or disabled).

MTA:BLUE should have a fix for that.

 

Forcing the D3DRS_CLIPPING render state to (I believe) TRUE should fix the problem.

Edited by The_GTA
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MrMateczko

Buggy Intel Drivers? But I run SA with my dedicated NVIDIA drivers, and I defineately had the bug!

And why fix only in MTA, can it be done in .asi?

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Buggy Intel Drivers? But I run SA with my dedicated NVIDIA drivers, and I defineately had the bug!

And why fix only in MTA, can it be done in .asi?

Sure. Just gotta force the render state.
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Buggy Intel Drivers? But I run SA with my dedicated NVIDIA drivers, and I defineately had the bug!

And why fix only in MTA, can it be done in .asi?

Sure. Just gotta force the render state.

Woah hold on! You're saying you've found a possible fix for that cursed bug? Could you possibly share a test .asi?

jYzLR2j.png

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you know How am happy to hear that..even it's a just planning

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Thanks for answers: I hope, in one good day this problem will be fixed. The_GTA, very well that you are researching this problem. Soon I'll post some new images.

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LAn, №9:
LAn: Old building


This is some old building with ancient architecture, maybe theatre or something. I did not find its name or analogue in real-life (but it there is, of course), in game files model named just as newbuildsm01.

 

In HRT 1.4 I very often not only retexure models, but also improve them in 3ds Max. Situation with this model was the same like with Roboi's Food Mart — I was not satisfied, how looks improved textures with an old model; because of this I decided to change the model a little to make texture mapping better and use more materials.

0_19df14_89da941b_M.jpg 0_19df15_685c59f5_M.jpg

0_19df16_279aadab_M.jpg 0_19df17_f3391122_M.jpg 0_19df18_1d7533cb_M.jpg

You can see these screenshots also on Mod DB


Read news about this on hrt-mod.com:
LAn: Old building

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Thanks for "likes". :)

 

How do you think, guys, why on the screenshot colours seems darker than in game?

 

I noticed this only few days ago. I have tried to reinstall videocard driver (with full deleting of previous one), but result the same.

Edited by Flame
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if you compare dat with black background and ingame

I believe It's Timecyc

just edit Map Color

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Ambient color plays a big role in GTA:SA. The map/model editor does not simulate it properly.

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I use original timecyc...

 

Earlier screenshots from the game always have the same brightness, like in game. Now it seems that when I take screenshot, ignores parameters of gamma that was set in the game. So, problem is that the gamma on the screenshot is darker than in game. Strange, in other games situation is normal. Now I must manually fix gamma for normal brightness. :(

Edited by Flame
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