MysticBlast3r26 Posted March 27, 2018 Share Posted March 27, 2018 hey will u retexture cs as well? because your mod is retexturing everything HD so...making HD CJ is also a good point..... and if you also re-texture vehicles in SA then it would be a awesome mod! Flame 1 Link to comment Share on other sites More sharing options...
LaDiDa Posted March 27, 2018 Share Posted March 27, 2018 Vehicles are already part of the mod if you go a few pages back you can see some previews Flame 1 Link to comment Share on other sites More sharing options...
Flame Posted March 28, 2018 Author Share Posted March 28, 2018 hey will u retexture cs as well? because your mod is retexturing everything HD so...making HD CJ is also a good point..... and if you also re-texture vehicles in SA then it would be a awesome mod! Thanks for you interesting. I don't plan to retexture CJ, because this will not evident and we already have some mods (including one in the development) with really good and professional new CJ's model. Vehicles retexturing is planned and a lot of vehicles already retextured, yes. But this also is not evident. Most effective changing of textures - it's retexturing of game world. Link to comment Share on other sites More sharing options...
Flame Posted March 28, 2018 Author Share Posted March 28, 2018 It's finally time for new report and new images from the modification. Hope you will like them. Back to LAn: Los Santos City Hall (and some thoughts) Hello to all who are waiting for the new reports about the modification. Don't worry friends, mod is not canceled. However, the speed of the development of such mod is pretty low, like a turtle. No, turtle is even faster. It's been a hell of a lot of time since I started doing this mod and I am not a teenager anymore, and the hobbies are different (but dreams are the same). But mod must be finished, I think, yes? So let development going as going, but it definitely will come to the logical end.Some time ago GTA: San Andreas was an outstanding and popular game, and even in 2011, when HRT 1.4 was announced (too much time for such mod, yes) — and the mod that could become a new version of my first SA global mod ever, but became a totally new thing — it was very popular and a lot of people played it. But time is running and yesterday's teenage players are older now, and the games are different. Even new GTA games. The series is get in step with newest trends (I mean GTA V) and old 2000s San Andreas will hardly be interesting for new players. And this mod will be never downloaded hundreds times like previous mods. But if it's still interesting for you — follow the mod. If the mod is not interesting anymore — it's also normal and I can understand you. And now will try to finish started.Today's report will be pretty interesting I hope. I already wrote that I am backing from time to time to previous made things (a very bad habit). In parallel with started third section of Los Santos (LAs) were massively improved previous two (LAn and LAn2). Nearest reports will be connected with these improvements. Also we will touch again vehicles.There is an official building on the LAn section — Los Santos City Hall. One of many symbols of Los Angeles. When I played L.A. Noire I was pretty amazed: the city in this game was made with such historical certainty, it's really great. So I decided to improve this building in some similar ways.On the facade there is a sign like in real life. Also inside there is a commemorative plaque with information that this building is a monument. The layout of windows were changed a little. And, of course, original game mapping issues were fixed. Comparison images: Renders: Two in higher resolution: See you with the next reports. Read full news on hrt-mod.com:Back to LAn: Los Santos City Hall (and some thoughts)See the images also on Mod DB Reameb, .M.S, -Anti- and 24 others 27 Link to comment Share on other sites More sharing options...
.M.S Posted March 28, 2018 Share Posted March 28, 2018 It's looking very nice! Flame 1 Link to comment Share on other sites More sharing options...
TJGM Posted March 28, 2018 Share Posted March 28, 2018 Wow, fantastic to see you're still working on this, that really is some dedication. But like you said, you have an awfully bad habit of going back to re-do previously done work and it can really decrease the chances of you actually finishing the entire map. Hopefully one day this'll get a release, because the work you've put in so far is excellent. Derrick Keno, Flame, .M.S and 1 other 4 Link to comment Share on other sites More sharing options...
spartaque12 Posted March 28, 2018 Share Posted March 28, 2018 nice Flame , have u updated the percentage of map areas done ? wondering whats now Flame 1 Link to comment Share on other sites More sharing options...
XenomorphЪ Posted March 28, 2018 Share Posted March 28, 2018 Perfect! Flame 1 Link to comment Share on other sites More sharing options...
Flame Posted March 29, 2018 Author Share Posted March 29, 2018 (edited) Thanks all, mates. nice Flame , have u updated the percentage of map areas done ? wondering whats nowI'll update it soon, but the percentage will not be higher than now, because I'm staying on place with these improvements of already made things. Edited March 31, 2018 by Flame whogivesafuc and 4Arty 2 Link to comment Share on other sites More sharing options...
.M.S Posted March 29, 2018 Share Posted March 29, 2018 (edited) Flame, I know it's your choice but, here's my opinion, I think you should stop refining places that already looks good, as doing that consumes a lot of time, while you could be messing with places that are still at 0%, you're still tinkering with areas that are already remarkably good (in my opinion), well, I think you should focus on other places that have not been scrambled than places that have been refined more than once. Edited March 29, 2018 by MS. spartaque12, Flucado, Jinx. and 4 others 7 Link to comment Share on other sites More sharing options...
t0grul Posted March 30, 2018 Share Posted March 30, 2018 (edited) Sadly GTA SA is played less compared to the period before GTA V. To be honest, i haven't played it in months. Real life problems and being in mid 20s, we are not teens anymore. Flame, I know it's your choice but, here's my opinion, I think you should stop refining places that already looks good, as doing that consumes a lot of time, while you could be messing with places that are still at 0%, you're still tinkering with areas that are already remarkably good (in my opinion), well, I think you should focus on other places that have not been scrambled than places that have been refined more than once. Details never ends. You go deeper and deeper. Even Rockstar rushes unimportant places, where the player won't zoom into the smallest details. Fixing major mapping bugs would be enough. But I respect your decision on the mod since you are the only one who work on the mod and for one person, the outcome is great. Edited March 30, 2018 by Toghrul Rahimli Flame, .M.S and damiann69 3 Link to comment Share on other sites More sharing options...
__SAAB__9-3__ Posted April 5, 2018 Share Posted April 5, 2018 Flame and Kiyone_Alien_Cop 2 Link to comment Share on other sites More sharing options...
Uzzi47 Posted April 8, 2018 Share Posted April 8, 2018 Good job, Flame. Waiting for it. Flame 1 Link to comment Share on other sites More sharing options...
Reameb Posted April 9, 2018 Share Posted April 9, 2018 Wow amazing work, congrats! Flame 1 Link to comment Share on other sites More sharing options...
Flame Posted April 11, 2018 Author Share Posted April 11, 2018 (edited) Thanks for your supporting and understanding, I totally agree with critics of my non-optimized methods. Just wondering, are there any ways to add normal mapping on the models without editing of the models? Because I did not understand how to do this. I mean: just add the normal map texture into txd file, with the same name as main texture but with prefix, and normal map will be in the game. Like with Japanese guy's old normal map ASI plugin. Because, while I do the mod, I can try and to generate normals in the same time, but who knows is this have sense. Edited April 11, 2018 by Flame Vills SkyTerror and Kyrie 2 Link to comment Share on other sites More sharing options...
Kyrie Posted April 11, 2018 Share Posted April 11, 2018 Thanks for your supporting and understanding, I totally agree with critics of my non-optimized methods. Just wondering, are there any ways to add normal mapping on the models without editing of the models? Because I did not understand how to do this. I mean: just add the normal map texture into txd file, with the same name as main texture but with prefix, and normal map will be in the game. Like with Japanese guy's old normal map ASI plugin. Because, while I do the mod, I can try and to generate normals in the same time, but who knows is this have sense. Hi, Its possible use this Plugin by DKK2Pac http://gtaforums.com/topic/760083-normal-map-plugin-tools/ but from what i heard, its not support NVC but, you can give it a try and the tutorials also included. Wohhoo, love you <3 Flame and Uzzi47 2 Link to comment Share on other sites More sharing options...
Flame Posted April 12, 2018 Author Share Posted April 12, 2018 (edited) Hey. I never couldn't understand how to work with this plugin, really. Maybe I'm not very clever, maybe. But I've watched and it seems to more or less clear to me. But it seems that it really doesn't support night vertex colors. As I see in plugin's thread, it will be updated. Also plugin requires editing of each .dff file in which we want to add normal map textures. A little annoying thing if you have hundreds of these buildings. Very bad that there is no a way like: just add normal map texture into txd. But in Ryosuke's plugin there is exactly this way! Just add normal map and it will work. But only for peds. Strange that anyone did not improved it and adapted for map objects. Edited April 12, 2018 by Flame Kyrie 1 Link to comment Share on other sites More sharing options...
LaDiDa Posted April 12, 2018 Share Posted April 12, 2018 I wouldn't recommend any of the 2 though, they both seem to crash the game in some occasions. Flame 1 Link to comment Share on other sites More sharing options...
Flame Posted April 13, 2018 Author Share Posted April 13, 2018 Oh, it's really better not to use some things if they can cause crashes. Kyrie 1 Link to comment Share on other sites More sharing options...
TWIST_OF_HATE Posted July 12, 2018 Share Posted July 12, 2018 The amount of work on this project is insane ! Comparable to Rim's Xbox Mod, but SA map is much bigger than III ... Flame 1 Link to comment Share on other sites More sharing options...
jorgp2 Posted October 19, 2018 Share Posted October 19, 2018 I would like to help, but I probably would not be able to do much. Anyways, thanks for the work Flame 1 Link to comment Share on other sites More sharing options...
SmauXx Posted October 28, 2018 Share Posted October 28, 2018 I think the project is dead now.. More time this mod takes, more people lose interest in SA. Link to comment Share on other sites More sharing options...
kenlupo Posted October 29, 2018 Share Posted October 29, 2018 Thank you very much Flame! Flame 1 Link to comment Share on other sites More sharing options...
AngelD7 Posted November 30, 2018 Share Posted November 30, 2018 flame you still doing this mod? Link to comment Share on other sites More sharing options...
Flame Posted December 7, 2018 Author Share Posted December 7, 2018 (edited) On 11/30/2018 at 3:26 AM, AngelD7 said: flame you still doing this mod? Currently no, unfortuntaly. I had a good jump in development in September, but later the interest melted again and I took up the other things. Anyway, the mod is not abandoned. Hope before New Year I'll post something interesting. Edited December 7, 2018 by Flame Flucado and DEALUX 2 Link to comment Share on other sites More sharing options...
AngelD7 Posted December 7, 2018 Share Posted December 7, 2018 14 hours ago, Flame said: Currently no, unfortuntaly. I had a good jump in development in September, but later the interest melted again and I took up the other things. Anyway, the mod is not abandoned. Hope before New Year I'll post something interesting. flames if only I had some money to make a donation I would, but if I'm honest I live a very tough economic situation, but if I had some extra money I would donate you because I think your mod is the only one that has been worth it during all these years Flame and Flucado 2 Link to comment Share on other sites More sharing options...
BobFromReboot Posted December 23, 2018 Share Posted December 23, 2018 Have you seen this technique of upscaling textures with neural networks? https://www.resetera.com/threads/ai-neural-networks-being-used-to-generate-hq-textures-for-older-games-you-can-do-it-yourself.88272/page-12 I think it could work well with the textures in GTA SA. coderex and Flame 2 Link to comment Share on other sites More sharing options...
Flame Posted December 23, 2018 Author Share Posted December 23, 2018 (edited) Hello, BobFromReboot! Thanks for the suggestion. Yes, I heard about this technique, in particular, about ESRGAN. I think that this a really good way to improve some textures (and a good way for a lot of other different tasks). But the feature of the mod is remade textures, not upscaled. But I must test this feature. Edited December 23, 2018 by Flame BobFromReboot 1 Link to comment Share on other sites More sharing options...
Flame Posted December 25, 2018 Author Share Posted December 25, 2018 Spoiler Reameb, LaDiDa, Kyrie and 4 others 7 Link to comment Share on other sites More sharing options...
Flame Posted December 31, 2018 Author Share Posted December 31, 2018 (edited) Edited December 31, 2018 by Flame AliceTG, BobFromReboot, DEALUX and 9 others 12 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now