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Dingleman

GTA III Natural HD Textures

Recommended Posts

Dingleman
Posted (edited)

FOCTkuw.png 

 

So I decided to take the higher quality mobile HUD weapon icons and overlay it with the shading used in the PC/PS2 icons. How would people feel if I made these in PC yellow?

Also, note the rounded top left corner like the PS2. I'd give it a hard edge for the PC version respectively.

 

EDIT: Widescreen menus. I'm thinking of upping these to 4096x4096.
gt7hl3i.png 

 

And the main splash screen...

 

QFDW5AT.png 

Edited by Dingleman

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lol28

Texture in Belleville park is messed up.

fjeRUzW.jpg

Also i found this texture in compark.txd and it doesn't feels right. 🤔

KdCuiAF.png

Here is original of texture for comparison.

QDoEKDU.png

 

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Dingleman

Thanks @lol28 for pointing that out. I've added it to the list of things to fix.

There's definitely been other progress too! As shown, I've been experimenting with different AI up-scaling techniques, however there is nothing I'm set on showing at this point. To give you an idea, I've been training an up-scaling model that is actually based on GTA5 and GTA4 textures. Once I'm happy with where it's at, I hope to upscale a good portion of the remaining GTA3 textures with it. :)

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UnderIntact

Thanks for this man. I always wanted to know what the Elvis newspaper was supposed to look like.

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Mr. Explosive

Amazing work! One of my favorite GTA III mod... :D

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Dingleman

Thanks again for the feedback gents! 

As there are over a dozen new TXD's done, I plan to release an update after fixing the game exit crash. After exchanging a couple of messages with Silent I believe it's most likely due to a missing texture, and will be sifting through TXD's to find the culprit.

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DimZet
On 6/4/2019 at 3:35 AM, Dingleman said:

Thanks again for the feedback gents! 

As there are over a dozen new TXD's done, I plan to release an update after fixing the game exit crash. After exchanging a couple of messages with Silent I believe it's most likely due to a missing texture, and will be sifting through TXD's to find the culprit.

I told you about it. Problem in particle.txd flame5

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Dingleman
Posted (edited)

New Release!

Download NHDT v2.1 (589 MB)

 

Changelog:

 

- All menus and load screens are now scaled for widescreen.

- AI Upscaled PC load screens.

- AI Upscaled PS2 load screens (activate with SkyGfx mod).

- AI Upscaled splash screens.
- Redone PC and PS2 weapon HUD colors. Hybrid of mobile and up-scaled 2001 originals for shading.

- Crash on exit fixed.

Edited by Dingleman

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DimZet

roadtunnel.txd "tunnelconcreteside," Road_blank256HV,
8balls.txd "Grass_dirtpave_64HV,"
comsub_c.txd "filmposter1_64," "ZIP_128," "Doorwood_64HV,"
White textures.
 

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AshGamer007
On 6/11/2019 at 2:24 PM, DimZet said:

roadtunnel.txd "tunnelconcreteside," Road_blank256HV,
8balls.txd "Grass_dirtpave_64HV,"
comsub_c.txd "filmposter1_64," "ZIP_128," "Doorwood_64HV,"
White textures.
 

It can be fixed by saving the txd using magic.txd(worked for me)

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swift502

https://imgur.com/wPeZ0AP

This mod is great. I'm porting Liberty City to BeamNG. These textures make everything look better when it's right next to the HD BeamNG car models.

Will let you know when it's finished and will definitely credit you for the textures.

Thanks for all your awesome work. 😉

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Dingleman
On 6/24/2019 at 2:46 AM, swift502 said:

https://imgur.com/wPeZ0AP

This mod is great. I'm porting Liberty City to BeamNG. These textures make everything look better when it's right next to the HD BeamNG car models.

Will let you know when it's finished and will definitely credit you for the textures.

Thanks for all your awesome work. 😉

This is fantastic! I really wish BeamNG had planned VR support. It would be like a dream come true!

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swift502
On 7/2/2019 at 7:48 AM, Dingleman said:

This is fantastic! I really wish BeamNG had planned VR support. It would be like a dream come true!

Yeah! I'm not sure how they're doing with VR... :)

 

I submitted the mod. It should be available for download in a couple of days, after it gets verified.

 

 

Man I can't upload images here for some reason.. anyways. I credited you in the game with your name, and also on the forums (the forum posts should be public in a few days as well). https://imgur.com/a/eJyTVWr

Currently I'm linking here on gtaforums. Let me know if I should point somewhere else, change dingleman to something else, or add more links to your profile page / projects whatever you want...

 

Btw Zarig is a guy who wrote a DFF importer in Python, he was a huge help as well.

 

But mainly, your textures look incredible. And I think it's funny because many people might not even notice the textures are different. In BeamNG these just feel right.

So thank you so much for doing this. And thank you for letting me use your textures. :)

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AshGamer007

@swift502 nice mod.Sad my PC can't run Beam.NG I should definitely tried your mod.Maybe you should open a topic in others mod section and upload links,videos,screenshot there. 

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swift502
Posted (edited)
4 hours ago, PiashGamer007 said:

@swift502 nice mod.Sad my PC can't run Beam.NG I should definitely tried your mod.Maybe you should open a topic in others mod section and upload links,videos,screenshot there. 

Done!

 

You can find a download link in the thread.

 

I mostly just wanted to let Dingleman know I used his stuff.

I don't imagine a BeamNG mod will get a lot of traction here...

Edited by swift502

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67DarkCloud
Posted (edited)

How do i go about making this work with widescreen mod without it squishing the main menu and txt? rXLTP40.png

Edited by 67DarkCloud

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AshGamer007
Posted (edited)
12 hours ago, 67DarkCloud said:

How do i go about making this work with widescreen mod without it squishing the main menu and txt? 

Use Magic.TXD and resize the menu texture to your monitor resolution

Edited by PiashGamer007

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67DarkCloud
4 hours ago, PiashGamer007 said:

Use Magic.TXD and resize the menu texture to your monitor resolution

What about the subtitle mission text and stuff? Also, is there a way to use this and silent patch? it need original particle file or else this mod crashes the game and silent patch needs the new one.

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Dingleman
19 hours ago, 67DarkCloud said:

How do i go about making this work with widescreen mod without it squishing the main menu and txt? rXLTP40.png

Try changing this line in GTA3.WidescreenFix.cfg.

 

FrontendAspectRatio = 16:9

 

As for the particle SilentPatch thing, I haven't personally had any issues like that but I'll need to check if I can recreate it when I'm at my computer next. 👍 👍 

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KittenHammer

I tried to install this mod but after install GTA3 won't load in after the main screen. It just stops loading and an error pops up "unhandled exception at adress: 005ac910." I also could not find txd.txd to delete it. I have Ginput and SilentPatchDDraw installed as well. 

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TheShadowX18

don't override the particle.txd because i think this mod uses it's own i think that causes issues

 

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yaroslaviy

I would like to know if someone else has had such thing that after installing this mod, there are new missing textures(see spoiler), and places in which there were missing textures (like fence of the stadium in staunton) remain untouched. Does the developer of this texture mod plan to fix this? I would, but I don't know names of those missing textures to  be able to take them from original pc .img files and put into .img of this mod. I did so with textures for 8ball's garage in shoreside and some other places but I took them from dimzet's texture patch.

Spoiler

screen434.jpg

screen435.jpg

 

Edited by yaroslaviy

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Dingleman

I decided to polish over a few missed spots today.

 

EkYnvZW.png

 

KBjIrer.png

 

1o9C5R1.png

 

HXe2Pu1.png

 

BSVb7rP.png

 

wFt7Imu.png

 

JMezKT8.png

 

ORrmT5k.png

 

28a3o0I.png

 

SzGWg7q.png

 

styvFh3.png

 

Dbmkumh.png

 

5qz6LtB.png

 

EDIT:

Updated shadow textures.

1bCGPkn.png

 

GzqIOm7.png

Edited by Dingleman

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