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Mugetsuga's Workshop


Mugetsuga

Recommended Posts

What to say?

PS2 Feels:

I'll wait for the update of LCLF to continue working on it.

GTA III vehicles:

Since the Train, I had 22 vehicles left and I still have 22 vehicles left, I don't have time to work on the rest for now.

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What? LCLF is updated by Tomasak.

I think you missed this post.

Someone should pack up everything that's been provided in this topic into one big zip. Maybe I'll do it.

Don't worry, I am planning to update the AIO pack soon.

 

PS2 Feels for Vice City needed VCLF to work correctly, it will be the same for GTA III, you'll need LCLF. This is why I'll wait for the update of LCLF before continue the work on PS2 Feels.

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A little off-topic: III & VC both have Leftovers Fixes, but what about Leftovers Fixes for SA? Someone should do this in the future...

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What? LCLF is updated by Tomasak.

I think you missed this post.

Someone should pack up everything that's been provided in this topic into one big zip. Maybe I'll do it.

Don't worry, I am planning to update the AIO pack soon.

 

PS2 Feels for Vice City needed VCLF to work correctly, it will be the same for GTA III, you'll need LCLF. This is why I'll wait for the update of LCLF before continue the work on PS2 Feels.

Nice. Will work without LCLF too? I'm don't use it, just like with VC PS2 Feels without VCLF.

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What? LCLF is updated by Tomasak.

I think you missed this post.

Someone should pack up everything that's been provided in this topic into one big zip. Maybe I'll do it.

Don't worry, I am planning to update the AIO pack soon.

Ok. I thought you was going to update it and then compile it all. Like your previous LCLF fixes.

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What? LCLF is updated by Tomasak.

I think you missed this post.

Someone should pack up everything that's been provided in this topic into one big zip. Maybe I'll do it.

Don't worry, I am planning to update the AIO pack soon.

Ok. I thought you was going to update it and then compile it all. Like your previous LCLF fixes.

 

*VCLF :p

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A little off-topic: III & VC both have Leftovers Fixes, but what about Leftovers Fixes for SA? Someone should do this in the future...

There are already GTA San Andreas Map Fixes and PS2 map + map fixes. Even if this topic happens, it won't be me that will create it.

 

Nice. Will work without LCLF too? I'm don't use it, just like with VC PS2 Feels without VCLF.

For now, without LCLF there are untextured things. Maybe I'll try to do something about this after the actual plan.

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  • 4 weeks later...

Nice ;) What about A beta Police Car ;)?

I don't know but maybe the same model with default one, so chamging its color in carcols.dat should be ok?

(F*ck you up, the terrorists, the 9-11!)

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Nice ;) What about A beta Police Car ;)?

I don't know but maybe the same model with default one, so chamging its color in carcols.dat should be ok?

(F*ck you up, the terrorists, the 9-11!)

 

no because a paintjob on pre 9/11 police was different it was look like liberty city stories police one

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  • 2 weeks later...

What's up buddy, happy new year (a little bit late eh? :p). How's GTA III PS2 feel pack progress goes? I'm very interested. You always makes high quality mod and even optional and I like that!

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Hey Mugetsuga you're very good in texturing terms... So I want to ask you, an uncompressed TXD it is supposed to be a high quality file, right? Now, if I have a two txd files, one for San Andreas created with TXD Workshop back in 2009 and another one from GTA3 PC archive, both in DXT1 and DXT3 respectively... Now, converting them from DXT1/DXT3 to 32bit will have some difference (excluding the filesize of course)? What do you recommend? Any advise will be much appreciated. I don't have so much knowledge about textures.

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What's up buddy, happy new year (a little bit late eh? :p). How's GTA III PS2 feel pack progress goes? I'm very interested. You always makes high quality mod and even optional and I like that!

Never too late, happy new year to you too :).

I took the screenshots yesterday, I need the time to do the post that I'll have later in the day, see you later in LCLF topic ;).

 

Hey Mugetsuga you're very good in texturing terms... So I want to ask you, an uncompressed TXD it is supposed to be a high quality file, right? Now, if I have a two txd files, one for San Andreas created with TXD Workshop back in 2009 and another one from GTA3 PC archive, both in DXT1 and DXT3 respectively... Now, converting them from DXT1/DXT3 to 32bit will have some difference (excluding the filesize of course)? What do you recommend? Any advise will be much appreciated. I don't have so much knowledge about textures.

Hi Inadequate.

Yes, it is. Textures in an uncompressed TXD are how they should be with no alteration, PS2 TXDs are the best example.

Converting a TXD from DXT1/DXT3 to 32 bits won't change anything sadly.

Do you still have the textures from these TXDs before compressing them? If not, you'll have to redo them.

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@Mugetsuga I was able to use MagicTXD on wincp for now, after a little time get used of it I know that:

-DXT1: for tex. with no alpha.

-DXT2/3: for tex. with sharper alpha.

-DXT4/5: for tex. with smoother alpha.

and i got a question: In which case textures (except DXT1) should be compressed in dxt2/3 and which in dxt4/5, and in which case i should not compress? Is there any general standard on editing textures?

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I never really bothered with all the DXT options, I rarely compress textures since most of the time I'm using PS2 textures. But the rare times I'm using it, I use the "Mass convert" option and it compress everything in DXT5. If you want a more technical answer, better ask in the concerned topic.

 

When you should not compress? In my opinion, if you're using PS2 textures, you should not compress them. PC textures are already compressed so I see no reason to not compress them.

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  • 2 months later...
  • 1 month later...

You seem to have the same problem as Nexment, look at the posts from the first page.

Basically, you're replacing the original files instead of using Mod Loader, this is why it looks like that.

I'll update it in the next days to work without Mod Loader.

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Very sure that is the same issue as ACE HUD has:

- Texture glitch renders weapon icons suddenly missing or replaced with other textures. The cause is texture loading problem from main.scm.

 

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Very sure that is the same issue as ACE HUD has:

- Texture glitch renders weapon icons suddenly missing or replaced with other textures. The cause is texture loading problem from main.scm.

Not necessarily, it could be simply corrupt texture or install mistakes.

 

The bug mentioned in Ace HUD specifically occur if main.scm tries to load more than one txd file. It's unlikely happen with default main.scm, unless a cleo script tries to load txd file as well.

Edited by MKKJ
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Why this even happens when not using Mod Loader though?

It's not that it doesn't happens with Mod Loader, it's just that Mod Loader ignores them.

I've done some tests and it's the result, Mod Loader ignores a good number of TXDs in models folder.

Actually, pcbtns.txd in models folder and all the TXDs starting by LD in txd folder are ignored by Mod Loader.

I'll do a little update this weekend.

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