Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. Red Dead Redemption 2

      1. Gameplay
      2. Missions
      3. Help & Support
    2. Red Dead Online

      1. Gameplay
      2. Find Lobbies & Outlaws
      3. Help & Support
    1. Crews & Posses

      1. Recruitment
    2. Events

    1. GTA Online

      1. Diamond Casino & Resort
      2. DLC
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Grand Theft Auto Series

    3. GTA 6

    4. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    5. GTA IV

      1. Episodes from Liberty City
      2. Multiplayer
      3. Guides & Strategies
      4. Help & Support
      5. GTA Mods
    6. GTA Chinatown Wars

    7. GTA Vice City Stories

    8. GTA Liberty City Stories

    9. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    10. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    11. GTA III

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    12. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    13. Wiki

      1. Merchandising
    1. GTA Modding

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    3. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Red Dead Redemption

    2. Rockstar Games

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Programming
      5. Movies & TV
      6. Music
      7. Sports
      8. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. News

    2. Forum Support

    3. Site Suggestions

Flame

HRT 1.4

Recommended Posts

Springfield

I'm wondering that if MMGE 3 is showing those awesome texture of original San Andreas, then what will happen if we mix HRT 1.4 textures + ENB MMGE 3, it will really look hell xD

Share this post


Link to post
Share on other sites
The_GTA

 

LAn2, №22: Different buildings

There are some new screenshots from HRT 1.4 modification. Like the previous one, this report is connected with different buildings and areas on the LAn2 section. You can see and already familiar from the previous reports places, and the new ones. Pay attention also on the little details minor objects also have new textures.

 

 

0_21f35c_a46b511_M.jpg

 

I for some reason really like this road texture. It makes really good use of a detail texture over the original GTA:SA one! Overall, once again, amazing work on the close details of textures. Watching your screenshots is really impressive, as always, so nothing new said!

Share this post


Link to post
Share on other sites
The Duke Of Nukes

Great job Flame! As a person with the latest version of the RenderWare engine I could definitely say that all the GTA games don't make good use of the game engine. There are so many effects supported by the RenderWare engine that were left out and not used by almost every GTA game, effects like real-time reflections, real-time lighting, real-time shadows, normal mapping and tons more effects. I am thinking of one day creating a mod with all those effects plus high-resolution textures, remastered models, fixes, ect, and maybe including your textures (if you give me permission. I will give you credit), and maybe giving it to Rockstar Games to make it official and port it to mobile (though I doubt it will happen, but worth giving it a try. I also think it's worth mentioning that ROCKSTAR STOLE COMMUNITY TEXTURES TO USE ON THEIR FREAKING GTA LCS MOBILE PORT!!! So they shouldn't have a problem with accepting the improvements). Keep up the good work!

Share this post


Link to post
Share on other sites
Flame

The Duke Of Nukes, thank you for your good words about the mod and support!

 

If this is not a secret, where is RenderWare engine from? Because in the Web we can find only some leaked 3.x version, the latest versions of this engine are property of Criterion Games and I hope that they still work on it. Yes, this engine can show wonderful graphics, no worse than Rage by Rockstar, in my opinion. And why do you think that they have stolen textures for LCS port? I saw that textures and think that they have a very good quality, some of them even can be used in HRT in modified view.

Edited by Flame

Share this post


Link to post
Share on other sites
BobFromReboot

Hi Flame, just a bit of an idea for when you are done Los Santos. Maybe make a video recording of the intro sequence when you start a new game? It would be cool preview video.

 

Even cooler if you used 2dfx, improved default vehicles, and an enb of your choice.

Share this post


Link to post
Share on other sites
Flame

Hi Flame, just a bit of an idea for when you are done Los Santos. Maybe make a video recording of the intro sequence when you start a new game? It would be cool preview video.

 

Even cooler if you used 2dfx, improved default vehicles, and an enb of your choice.

Do you mean intro, that saved as video file? Because I thought about re-recording of this intro video, but this can be difficult, so in other case I can or left original one, or try to improve with some filters. Most of the players skip this intro. But for me it's, of course, interesting to record it anew. But I can't promise this. Such things will be considered on the latest stages.

 

Also, because this is popular theme now, I can say that I've already (earlier) remade a half of all the loadcreens in HD by myself. I did prepare compassion images, because now I concentrated on the work with location, but in one day I'll show them. :)

Edited by Flame

Share this post


Link to post
Share on other sites
BobFromReboot

Yeah the in engine scene where Carl is at the Airport then get's "picked up" by CRASH from his taxi (stupid mexican! sorry), up until the point he is dumped in the alley with the BMX.

Share this post


Link to post
Share on other sites
Flame

Yeah the in engine scene where Carl is at the Airport then get's "picked up" by CRASH from his taxi (stupid mexican! sorry), up until the point he is dumped in the alley with the BMX.

 

Oh, you meant the engine cut-scene. And I revealed a secret idea...

 

Yes, it will be good to captured the video. By the way, in the first cut-scene you can see airport. This airport is a special interior, such interiors were created special for cut-scenes, and they will be remade in the mod too.

Share this post


Link to post
Share on other sites
BobFromReboot

Ahh sorry if I caused you to spoil any future plans! I just have one more question.. How have you been dealing with the streaming memory glitch when playing/testing your textures? Do you need to lower your draw distance or something?

Share this post


Link to post
Share on other sites
The Duke Of Nukes

The Duke Of Nukes, thank you for your good words about the mod and support!

 

If this is not a secret, where from your RenderWare engine? Because in the Web we can find only some leaked 3.x version, the latest versions of this engine are property of Criterion Games and I hope that they still work on it. Yes, this engine can show wonderful graphics, no worse than Rage by Rockstar, in my opinion. And why do you think that they have stole textures for LCS port? I sow that textures and think that they have a very good quality, some of them even can be used in HRT in modified view.

Hi Flame! The RenderWare version I have is 3.7, the latest version, I know this because before the RenderWare website went down, the latest developer's guide on that website corresponds to version 3.7. I believe all 3.X versions are backwards compatible. There was rumored 4.X versions coming up but they were NOT backwards compatible with 3.X versions and were not released to the public or even finished as far as I know, due to the competition being "better". I believe that version 3.7 was only used in the GTA SA cutscenes, but nowhere else in the GTA games as far as I know, I don't know why. As of where I got this engine, I've got my ways ;) but I am not going to just give this to everyone, I would only give this to well known members who can be trusted with this kind of stuff (although I trust you Flame). I am also not going to post a link in a forum post or anything, aren't there rules against that sort of thing? I don't know why the GTA LCS mobile version stole the textures though, they mostly used stock images instead of remastering them (probably because Rockstar was too lazy to remaster them and make their own), they also stole the community textures thinking nobody would notice, but I don't know why. Most of their mobile ports are crap though, they hand the job to a smaller studio to remaster them for mobile, not that I have a problem against a smaller studio, but something must've gone wrong somewhere to make mobile ports that are more buggy and more glitchy than even the PC ports! Anyway, great job! Also, can you code?

Share this post


Link to post
Share on other sites
Flame

The Duke Of Nukes, thanks for clarifying. Now RenderWare was deleted from licensing; before any company could license this engine, but after EA bought Criterion, it became closed engine only for EA's needs, and in latest EA games they don't use it.

 

We don't know numbers of more never, than 3.7, versions. After this leaked variant Criterion does not stopped work with the engine, because their own Burnout Paradise (2008) was powered by RenderWare, their NFS games (Need for Speed: Most Wanted, 2012) too, also latest variants were used by EA's studios (for example, Harry Potter and the Order of the Phoenix, and this is not joke, game has open world and graphics like in GTA IV).

 

Unfortunately, I do not know the codding. Because it can be really helpful. Once I tried to write CLEO scripts, but not difficult ones.

Edited by Flame

Share this post


Link to post
Share on other sites
Flame

Ahh sorry if I caused you to spoil any future plans! I just have one more question.. How have you been dealing with the streaming memory glitch when playing/testing your textures? Do you need to lower your draw distance or something?

Previously in my test game was installed memory512 script. It gives 512 Mb for the textures and models that are loaded into RAM. (Am I not mistaken in its principles of work?). If game crashed or did not worked correctly, I have optimized some high textures. Also the same limits are much extended in fastman92 limit adjuster and in Open Limit Adjuster. Now I use the latest one (Open Limit Adjuster) and it seems that there are fewer problems now.

 

Edited by Flame

Share this post


Link to post
Share on other sites
BobFromReboot

 

Ahh sorry if I caused you to spoil any future plans! I just have one more question.. How have you been dealing with the streaming memory glitch when playing/testing your textures? Do you need to lower your draw distance or something?

Previously in my test game was installed memory512 script. It gives 512 Mb for the textures and models that are loaded into RAM. (Am I not mistaken in its principles of work?). If game crashed or did not worked correctly, I have optimized some high textures. Also the same limits are much extended in fastman92 limit adjuster and in Open Limit Adjuster. Now I use the latest one (Open Limit Adjuster) and it seems that there are fewer problems now.

 

 

 

Hmm interesting. I've been trying to find a memory amount that doesn't cause problems. I don't even really use HD textures, just 2dfx (with open limit adjuster), and now insanity vegetation. Even before adding insanity I was having problems. Currently I'm at 384mb (using mixsets), and the zoomed in pedestrian screen artifacts can start showing in as little as one minute.

 

Do you use modloader with hrt, or directly put the textures in the imgs? I'm curious if you see a big difference with the mod and without as far as visual issues go. This is the thing that currently bums me out the most about SA modding, if you start making the game look "too good" it just starts having all sorts of problems.

Edited by BobFromReboot

Share this post


Link to post
Share on other sites
Flame

BobFromReboot, do you mean this glitch -

?

 

About the mod's files, earlier I thought about different IMG archives that could be used in native way, but now I think that Mod Loader is the best variant. For my tests I just put new files into modloader\hrt folder.

 

But most likely in the final mod will be complete gta3.img file FOR Mod Loader (Mod Loader - or maybe the game - not always can load a lot of HD textures fast if txd files are added to the folder separately).

Edited by Flame

Share this post


Link to post
Share on other sites
The Duke Of Nukes

The Duke Of Nukes, thanks for clarifying. Now RenderWare was deleted from licensing; before any company could license this engine, but after EA bought Criterion, it became closed engine only for EA's needs, and in latest EA games they don't use it.

 

We don't know numbers of more never, than 3.7, versions. After this leaked variant Criterion does not stopped work with the engine, because their own Burnout Paradise (2008) was powered by RenderWare, their NFS games (Need for Speed: Most Wanted, 2012) too, also latest variants were used by EA's studios (for example, Harry Potter and the Order of the Phoenix, and this is not joke, game has open world and graphics like in GTA IV).

 

Unfortunately, I do not know the codding. Because it can be really helpful. Once I tried to write CLEO scripts, but not difficult ones.

I see... They probably used version 3.7 because that engine has lots of potential if used properly and yes, it is backwards compatible... Wait... You remade the GTA SA loading and splash screens? That's awesome! I never thought anyone would bother doing that! You are doing a great job! Keep up the good work!

Share this post


Link to post
Share on other sites
BobFromReboot

BobFromReboot, do you mean this glitch -

?

 

That's the one. I am completely unable to find a nice balance between map objects loading in time, nice draw distance, and not having that happen. I just seem unable to do so. I remember reading that Fastmans limit adjuster partially fixes the issue... but it's not compatible with mod loader I hear which completely kills it's usefulness for me.

Share this post


Link to post
Share on other sites
Flame

That's the one. I am completely unable to find a nice balance between map objects loading in time, nice draw distance, and not having that happen. I just seem unable to do so. I remember reading that Fastmans limit adjuster partially fixes the issue... but it's not compatible with mod loader I hear which completely kills it's usefulness for me.

Yes, it seems that in fastman's plugin this glitch was fixed. Very bad if it's not compatible with ML. Also for me (I do not want to offend anyone) it is very upset that plugin has that donate window.

 

 

Wait... You remade the GTA SA loading and splash screens? That's awesome! I never thought anyone would bother doing that! You are doing a great job! Keep up the good work!

Exactly! Thanks! Edited by Flame

Share this post


Link to post
Share on other sites
Jestic

PBR

 

PBR you say? Mind sharing somethng about that, how it works in San Andreas? Which texture workflow are you using?

Share this post


Link to post
Share on other sites
The Hero

There were games that used RW 4. It's written in c++ and is incompatible with 3, just like 2 was incompatible with 3. RW 3.7 is the last version of RW 3, yes, but the differences to 3.6 aren't that many I think. Also I wonder what makes you think 3.7 was used anywhere for gta. I don't know about Burnout paradise but Burnout revenge does only use a small part of RW, all the rendering is done with a custom engine.

Also stop pretending RW3 is super hard to get your hands on, there are 3.0.2, 3.3, 3.4, 3.5, 3.6 and 3.7 floating around...not the whole SDK for all of them but libs and headers at least.

Share this post


Link to post
Share on other sites
The Duke Of Nukes

There were games that used RW 4. It's written in c++ and is incompatible with 3, just like 2 was incompatible with 3. RW 3.7 is the last version of RW 3, yes, but the differences to 3.6 aren't that many I think. Also I wonder what makes you think 3.7 was used anywhere for gta. I don't know about Burnout paradise but Burnout revenge does only use a small part of RW, all the rendering is done with a custom engine.

Also stop pretending RW3 is super hard to get your hands on, there are 3.0.2, 3.3, 3.4, 3.5, 3.6 and 3.7 floating around...not the whole SDK for all of them but libs and headers at least.

Hi there The Hero! I know there exists (or existed) a version 4.X (I probably typed sentence from earlier confusingly, sorry), but I believe that version 3.7 was the last publicly released version, because EA bought RenderWare afterwards and kept version 4 to themselves. I'm actually not sure if any other company has used version 4 though, but probably have and I just don't know about it, or RenderWare 4 was actually publicly released and I'm just being an idiot :). As for why I think version 3.7 was ever used on GTA, see here:

http://www.gtamodding.com/wiki/RenderWare_binary_stream_file

Share this post


Link to post
Share on other sites
The Hero

Yes, 3.7 was the last release, although I think the version we have (3.7.0.2) is not the latest. The old RW website mentioned things like PSP-support that the 3.7.0.2 manual does not. I think the plan was to use RW 4 in more products and maybe even license it, but the design didn't work on the PS3 and xbox360 too well, or so I've heard.

That version list on that wiki page is just plain wrong...dunno where it comes from.

Edited by The Hero

Share this post


Link to post
Share on other sites
The Duke Of Nukes

Yes, 3.7 was the last release, although I think the version we have (3.7.0.2) is not the latest. The old RW website mentioned things like PSP-support that the 3.7.0.2 manual does not. I think the plan was to use RW 4 in more products and maybe even license it, but the design didn't work on the PS3 and xbox360 too well, or so I've heard.

That version list on that wiki page is just plain wrong...dunno where it comes from.

Wait, there's a version 3.7.0.2? Then who knows how many other versions there are of 3.7! I only have just plain 3.7 (the full SDK though). According to this, there's a version 3.7.15.63, either that or it's just "future proofed".

https://github.com/quiret/magic-txd/blob/master/data/versionsets.dat

What's the difference between the 3.7.X.X versions anyway? Also, do you use RenderWare?

Share this post


Link to post
Share on other sites
The Hero

The 3.7 SDK that everyone has is 3.7.0.2. Dunno where you'd get 3.7.0.0 from...I also don't know where The_GTA got that version from...it's like the maximum possible 3.7 version. I use RenderWare in GTA and am writing a reimplementation of it (https://github.com/aap/librw).

Edited by The Hero

Share this post


Link to post
Share on other sites
The Duke Of Nukes

The 3.7 SDK that everyone has is 3.7.0.2. Dunno where you'd get 3.7.0.0 from...I also don't know where The_GTA got that version from...it's like the maximum possible 3.7 version. I use RenderWare in GTA and am writing a reimplementation of it (https://github.com/aap/librw).

That's awesome! I don't really know what 3.7.X.X version I have, but the readme just says 3.7, is there any way I can know what version I have? Also, I MUST get the latest version of RenderWare 3.7, I want to get into modding but so far I have only done really small stuff myself like adding the petrol pumps back to GTA III (until I realized that someone else already did that). Even if I don't need it I would like to have it (but I don't believe that's happening anytime soon, unfortunately).

Share this post


Link to post
Share on other sites
The Hero

rwversion.h

 

 

#define rwLIBRARYCURRENTRWVERSION       3#define rwLIBRARYCURRENTMAJORREVISION   7#define rwLIBRARYCURRENTMINORREVISION   0#define rwLIBRARYCURRENTBINARYREVISION  2

Share this post


Link to post
Share on other sites
The Duke Of Nukes

rwversion.h

 

 

#define rwLIBRARYCURRENTRWVERSION       3#define rwLIBRARYCURRENTMAJORREVISION   7#define rwLIBRARYCURRENTMINORREVISION   0#define rwLIBRARYCURRENTBINARYREVISION  2

Thanks! Apparently I have version 3.7.0.2. I was going to attempt to reimplement RenderWare to the GTA games but it looks like you're doing great! Man I wish The_GTA told us where he got that latest version!

Share this post


Link to post
Share on other sites
The_GTA

The 3.7 SDK that everyone has is 3.7.0.2. Dunno where you'd get 3.7.0.0 from...I also don't know where The_GTA got that version from...it's like the maximum possible 3.7 version. I use RenderWare in GTA and am writing a reimplementation of it (https://github.com/aap/librw).

There is no 3.7.15.63, sorry to disappoint you. In my implementation of RenderWare I do not have a "maximum publicly released RW version". Hence we set the maximum of the 3.7 branch, according to the numerical format.

 

Where does this number come from? The fourth number has a maximum of 6 bits, the third a maximum of 4 bits.

2 * 2 * 2 * 2 * 2 * 2 - 1 = 63

2 * 2 * 2 * 2 - 1 = 15

 

I could make use of "future" RW versions to implement my own things. I am intrigued you looked it up tho, seems like you really are cravingly interested in RenderWare!

 

---------------------------------------

 

Sorry to steer this off-topic further. When I heard GTA:SA HD loading screens I was really happy :)

Edited by The_GTA

Share this post


Link to post
Share on other sites
The Duke Of Nukes

 

The 3.7 SDK that everyone has is 3.7.0.2. Dunno where you'd get 3.7.0.0 from...I also don't know where The_GTA got that version from...it's like the maximum possible 3.7 version. I use RenderWare in GTA and am writing a reimplementation of it (https://github.com/aap/librw).

There is no 3.7.15.63, sorry to disappoint you. In my implementation of RenderWare I do not have a "maximum publicly released RW version". Hence we set the maximum of the 3.7 branch, according to the numerical format.

 

Where does this number come from? The fourth number has a maximum of 6 bits, the third a maximum of 4 bits.

2 * 2 * 2 * 2 * 2 * 2 - 1 = 63

2 * 2 * 2 * 2 - 1 = 15

 

I could make use of "future" RW versions to implement my own things. I am intrigued you looked it up tho, seems like you really are cravingly interested in RenderWare!

 

---------------------------------------

 

Sorry to steer this off-topic further. When I heard GTA:SA HD loading screens I was really happy :)

Sorry, before getting back on-topic, yes, I CRAVE for RenderWare, I dream of implementing the latest version of RenderWare into the GTA games so I can include all the fixes (like the fixes included in SilentPatch and other stuff with their permission) built INTO the game by the engine and completely remaster them using HD models, HD textures (like the ones Flame is doing) and probably adding effects like cel-shading or other effects to make the game look like it's "styled" as opposed to making it look "photorealistic". I'd like it to become a group effort with me doing stuff but I need to learn how to code first :).

Share this post


Link to post
Share on other sites
darkdrifter

Better wait for aap to finish librw, so we can have a even better engine to work with ;)

 

@aap: Any hope to see Direct3D 11/12, more recent graphical features or better hardware usage implemented in librw (like multi-threading, better streaming, higher engine limits) ?

 

 

To stay a bit on the thread, nice work Flame, as usual :)

Edited by darkdrifter

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • 3 Users Currently Viewing
    0 members, 0 Anonymous, 3 Guests

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.