Jump to content

[EFLC|REL] PC Quality Texture Update


Recommended Posts

vehicles.ide file in common/data is the IV one, not TBoGT. I thought you should know. Nice work by the way.

Ahhh sh*t. I must of accidentally copied the one from IV instead of TBOGT. I will reupload. Thank you for letting me know. I would hate to have people coming in here complaining that their game is crashing or that they can't spawn/find TBOGT vehicles.

 

The new version is now up. It has the proper vehicles.ide. If you have downloaded V0.2 before January 28th, 2015, 3:53 PM Central US Time, I strongly recommend that you redownload.

Edited by nkjellman

 

vehicles.ide file in common/data is the IV one, not TBoGT. I thought you should know. Nice work by the way.

Ahhh sh*t. I must of accidentally copied the one from IV instead of TBOGT. I will reupload. Thank you for letting me know. I would hate to have people coming in here complaining that their game is crashing or that they can't spawn/find TBOGT vehicles.

 

The new version is now up. It has the proper vehicles.ide. If you have downloaded V0.2 before January 28th, 2015, 3:53 PM Central US Time, I strongly recommend that you redownload.

 

No problem. I also hate those people that only complain... Well I have yet to test it in-game, but nice work. Will inform you about the result. Thank you for the mod.

 

 

vehicles.ide file in common/data is the IV one, not TBoGT. I thought you should know. Nice work by the way.

Ahhh sh*t. I must of accidentally copied the one from IV instead of TBOGT. I will reupload. Thank you for letting me know. I would hate to have people coming in here complaining that their game is crashing or that they can't spawn/find TBOGT vehicles.

 

The new version is now up. It has the proper vehicles.ide. If you have downloaded V0.2 before January 28th, 2015, 3:53 PM Central US Time, I strongly recommend that you redownload.

 

No problem. I also hate those people that only complain... Well I have yet to test it in-game, but nice work. Will inform you about the result. Thank you for the mod.

You're welcome. I hope you enjoy it. :)

  • 1 month later...
  • 2 weeks later...

Hey I could help if there are any more files to improve on. I have photoshop so ya. idk bored

Any help is appreciated. Basically, all that is left to retexture is the following.

 

-The TBOGT Billboards in Star Junction (Times Square)

-The lights on the Rotterdam Tower (Empire State Building) (Right now it has the IV lights)

-All the e2_int files that were not included in the current version.

 

 

I really really wish there was a way for me to get access to the textures on the PS4 or Xbox One version of GTA V. I bet the vehicle interior textures could be improved massively as they are practically the same. But I'm willing to bet that the textures are different as they have moving gauges so they wouldn't look right on IV's models so if this could be done, there would be required Photoshop work. I definitely wouldn't want to convert the vehicles over to IV as that would cause a major taxi bug and cause problems in MP.

Edited by nkjellman
  • 1 month later...
Igor Bogdanoff

Umm how is it with this mod? You said you could use some textures from GTA 5 when it comes out on PC. I'm asking if you didn't forget :D.

Umm how is it with this mod? You said you could use some textures from GTA 5 when it comes out on PC. I'm asking if you didn't forget :D.

As I expected, the vehicle interior textures are formatted differently. It might be possible to do badges. But I don't have any interest in GTA IV right now.

  • Like 1

Now can anybody explain how to use this mod for DLC version Episodes? Its really sad that most of modders ignores this (despite some GFWL crap) superior version that has all game content under single hood of GTA IV base game that takes only 6 gb of extra space comparint to stand alone 16 gb. I wonder if anyone will ever create asi that would allow to move DLC content from GFWL folder to GTAIV folder and load it directly... maybe after that modders will start supporting this single merged build of game.

  • Like 2

Now can anybody explain how to use this mod for DLC version Episodes? Its really sad that most of modders ignores this (despite some GFWL crap) superior version that has all game content under single hood of GTA IV base game that takes only 6 gb of extra space comparint to stand alone 16 gb. I wonder if anyone will ever create asi that would allow to move DLC content from GFWL folder to GTAIV folder and load it directly... maybe after that modders will start supporting this single merged build of game.

I had actually forgotten about the DLC version. Yeah, to be honest it'd be far better for everyone to just support a single version of GTA IV that had all content. Probably could be possible to mount them all together (if not already, I remember Blaster_NL taking about that a good time ago).

Edited by Mega
  • Like 1
  • 3 weeks later...

Now can anybody explain how to use this mod for DLC version Episodes? Its really sad that most of modders ignores this (despite some GFWL crap) superior version that has all game content under single hood of GTA IV base game that takes only 6 gb of extra space comparint to stand alone 16 gb. I wonder if anyone will ever create asi that would allow to move DLC content from GFWL folder to GTAIV folder and load it directly... maybe after that modders will start supporting this single merged build of game.

If you go into GFWL Marketplace, I believe that you can access the DLC file locations. From in there, you will be able to locate and replace the equivalent files. It is what I did. I don't remember the exact location, but you should find it. Just make sure that you're in the TBOGT folder and not the TLAD one. Also, sorry about the long response time.
  • 8 months later...

Thank you very much for fixing the textures.

 

Normally this should be the work of Rockstar... they should set-up a final patch for the great GTA IV + EFLC...

I'm glad you like it. I'm hoping that this mod will come in handy when modders bring Liberty City to GTA V or future GTA's.

  • 7 months later...

-Resize and sharpen TBOGT exclusive textures for Interiors: WIP

I hope some of possible resized textures aren't included in the mod right now? Because it's quite better to have only brought over textures for me..

Edited by Tomasino
  • 1 year later...
Igor Bogdanoff

i dont wanna be that guy who bumps old topics, but any chance you are coming back to this? :D

Especially with 10th anniversary.

i dont wanna be that guy who bumps old topics, but any chance you are coming back to this? :DEspecially with 10th anniversary.

We will have to see what Rockstar does with a possible 10th Anniversary Edition. I may not have to.

 

I am hoping that if they do it, they use better quality textures in TBOGT.

 

However if the 10th Anniversary Edition is not for PC, and they use PC textures on all three games, I will try to find a way to get them ripped and working for the TBOGT textures that I couldn't find.

  • 5 months later...
  • 1 year later...
  • 4 weeks later...
  • 1 year later...
  • 1 year later...

Since AI upscaling exists, and I am working on LC for GTA V, I think that I will revisit this mod and get those TBOGT interiors matching the GTA IV quality.

 

I probably won't be doing all the textures as AI upscaling is not perfect, but it does a good job with a lot of stuff.

  • Like 2

Apologies for the double post, but I've updated the link. Now the props for TBOGT have textures matching the quality of the rest. This includes doors and other various props around the interiors.


Also regarding the TBOGT interiors, I have realized that the textures in them do not need to be resized. Both TLAD and TBOGT's interiors were resized on PC (Though not as many are 512 as GTA IV, but they match GTA V's non +hi textures). Only TLAD's interiors that were in the TBOGT got downgraded (and by quite a lot).

 

 

Edit:

If you recently downloaded 0.3, you may need to redownload it. I realized a bunch of textures I worked on had their alpha channels removed. I've fixed this issue.

Edited by nkjellman
Hotfix
  • Like 3
  • 1 month later...
TempUser_

While replaying TBOGT after TLAD, it feels like game also suffers more from texture pop-ins. Not all, but sometimes gets quite noticeable. 

Maybe there are also "sweet spot" settings, to make game more stable regarding this?

 

https://webmshare.com/Qb56r 

Sample, when you move camera near the arcade, windows textures switch from very lowres no normal.

spacer.png

 

Edited by TempUser_
  • 3 weeks later...

Thank you for still working on this mod!

I have a request, if it's not too much to ask:
Could you, instead of or additionally to, releasing the complete .imgs where changes are made, also release one big .img where ALL changed files are in? This way it would be easily usable with IV Tweaker Modloader by Zolika or the update.img modloading method.
 

Cheers :)

  • 1 month later...
  • 5 weeks later...
On 5/27/2023 at 2:10 AM, MiesThies said:

Thank you for still working on this mod!

I have a request, if it's not too much to ask:
Could you, instead of or additionally to, releasing the complete .imgs where changes are made, also release one big .img where ALL changed files are in? This way it would be easily usable with IV Tweaker Modloader by Zolika or the update.img modloading method.
 

Cheers :)

 

I list this mod among essential vanilla fixes and I'm now trying to deconflict it with other mods using the FusionFix update folder method. Since this mod is entirely .img files except for vehicles.ide, this "touchless" installation method should work while leaving the original game files and other mods intact: create a directory path GTAIV/update/EFLC PC Quality Texture Update v0.3/TLAD/ and then put all of the mod's .img files loose in there (removed from the pc folder and subfolders). The non-.img file vehicles.ide goes in GTAIV/update/TBoGT/common/data/.

 

To resolve conflicts, have different mods' folder names within the update folder alphanumerically ordered. Because the modloader will read all the assets of all .img files in it in priority order, it's possible for two mods to contain vehicle assets, for example, but in case of conflict the assets in a higher-named folder will load. So a mod like this that fixes both vehicles and maps can stand between the original game files and any newer mods that might update some but not all of the same things.

Plus if you are ordering it and using something like Various Fixes, this should be given less priority because I've included files in Various Fixes that are better quality than the ones used here, not in a bad way but I've noticed that the Xref files for both TLAD and TBOGT in this contain a lot of upscaled textures when I was able to find and edit higher resolution ones from IV to them instead. I can only speak for Xref's though as I've not looked at anything else.

54 minutes ago, Ash_735 said:

Plus if you are ordering it and using something like Various Fixes, this should be given less priority because I've included files in Various Fixes that are better quality than the ones used here, not in a bad way but I've noticed that the Xref files for both TLAD and TBOGT in this contain a lot of upscaled textures when I was able to find and edit higher resolution ones from IV to them instead. I can only speak for Xref's though as I've not looked at anything else.

I assumed that might be the case. But I'm glad you're online: I seem to have found a limit in the modloader. This mod has 33 .img files and in the comment you replied to my theory was they could all go loose in a custom update/modname folder... but it seems the game will only load any 12 of them at once. Any 12. With 13 it gets caught in a "starting new game" loop. I picked a random combination of 12 of the 33 and it worked, added a 13th and it stopped working, removed one of the 12 that had worked, and then it worked with the new combination of 12. So I guess these will have to be repacked into fewer .img files after all, unless there can be arbitrary subfolders within the arbitrary mod folders.

10 minutes ago, Magic_Al said:

I assumed that might be the case. But I'm glad you're online: I seem to have found a limit in the modloader. This mod has 33 .img files and in the comment you replied to my theory was they could all go loose in a custom update/modname folder... but it seems the game will only load any 12 of them at once. Any 12. With 13 it gets caught in a "starting new game" loop. I picked a random combination of 12 of the 33 and it worked, added a 13th and it stopped working, removed one of the 12 that had worked, and then it worked with the new combination of 12. So I guess these will have to be repacked into fewer .img files after all, unless there can be arbitrary subfolders within the arbitrary mod folders.

OK, ok, that's something I would've ran into with the mod I'm currently doing, the guys know about this now and we'll see if a fix can be done quickly. Very specific though nice testing.

  • 6 months later...

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 0 User Currently Viewing
    0 members, 0 Anonymous, 0 Guests

×
×
  • Create New...

Important Information

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