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TheYoshiPunch

Grand Theft Auto IV and Episode Form Liberty City: Characters Fixes

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TheYoshiPunch
10 hours ago, PetiiGame said:

Btw man, i found some differences beetween Brucie's IV and TBoGT head. Can you fix it?
(I send the pictures by a MediaFire link -> [ http://www.mediafire.com/file/c547wx207acv7mx/Differences_of_Brucie%27s_IV_and_TBoGT_head.zip/file ] 'cause I don't know how to send pictures here. I'm stupid, I know.)
(And still sorry for my bad english :/)

I planned ages ago, But the Cutscene keep getting Brucie's head glitching and flicking out when his in without his jacket and his wedding suit when I replace his head, this idea was scrap. There nothing I can do.

Edited by TheYoshiPunch

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PetiiGame

Hello man, I have an idea for the ,,OPTIONAL" folder.
My idea is: Change in GTA IV "cs_bulgarinhench" model to Timur in mission Russian Revolution.
I replaced the model with Timur's model, but his hands are a little wierd.
Here is some pictures:
(Original)
https://imgur.com/aCtWoxP
(Original)
https://imgur.com/aCtWoxP
(Original)
https://imgur.com/3v4Y72n
(Timur)
https://imgur.com/sKjBCxm
(Timur)
https://imgur.com/RhYKOQ7
(Timur)
https://imgur.com/5ar5Y5Q

And here is a video:
https://www.youtube.com/watch?v=cY6Hkyr-w_g&feature=youtu.be


What you think about this?
Can you make it? (I mean fix his hands and all, and add for the ,,OPTIONAL" folder)

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iiCriminnaaL 49

I don't think replacing him with Timur makes any sense in my opinion. After all, he's Bulgarin's henchman. He has no direct connection to Dimitri.

 

It's still up to the OP, though.

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TheYoshiPunch

Hey Everyone, here a minor update I called the "Brucie Kibbutz Update" for V3.2.2

 

http://www.mediafire.com/file/9ynyusb1s4zrcpg/GTAIV_Trilogy_Characters_Fixes_V3.2.2.zip/file

 

-Brucie TBOGT Head now replace with Original GTAIV Head and move his earphones to fit for his head. since his TBOGT Head glitch out in GTAIV

- Fixed "No.3" 2nd Cutscene of Brucie wearing his earphone.

- Fixed Brucie's in-game hands for GTAIV and TBOGT.

 

 

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Gummy 

If I have EFLC as DLC's then there's no need for me to install the EFLC/pc and EFLC/common files, right? Just the individual DLC/TBOGT and DLC/TLAD files?

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iiCriminnaaL 49

As @B Dawg suggested me to do with my mod (The Hardcore Lost MC), I have the same suggestion for your mod, which will add an improvement to your mod's textures:

 

Changing the MipMap Levels from 1 to Max for ingame textures (only ingame textures, not cutscene ones). Because the lower the MipMap Level is for the ingame textures, the more "jaggie" they look.

 

You can notice that in textures that were converted from cutscene files to ingame, as they have 1 MipMap Level by default.

Edited by iiCriminnaaL 49

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TheYoshiPunch

Ah Sh*t, here we go again.

UPDATE V4

- All Mission In-Game Characters, Characters Headwear and Glasses,  Main Character and a few Cutscenes Characters are now convert to MipMap 1

- A few error textures for the cutscene, ingame characters fixed (some i messed and didn't check.)

 

https://www.mediafire.com/file/cipedsvmeoccw5o/GTAIV_Trilogy_Characters_Fixes_V4.zip/file

Edited by TheYoshiPunch

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iiCriminnaaL 49
5 minutes ago, TheYoshiPunch said:

- All Mission In-Game Characters, Pedprops, Main Character and a few Cutscene Characters are now convert to MipMap 1

 

You got it the opposite way actually 😅. The ingame textures (componentpeds.img and pedprops.img files) should have max MipMap levels (the highest MipMap possible for each texture) 😆. Only cutscene ones should have MipMap level 1.

 

But good progress nonetheless bro 😉.

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TheYoshiPunch

UPDATE Again V4

- A few more added and fixed on more In-game textures.

 

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TheYoshiPunch

Another UPDATE Again V4

- I hope Johnny is fixed again.

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iiCriminnaaL 49
On 11/5/2019 at 6:03 PM, iiCriminnaaL 49 said:

As @B Dawg suggested me to do with my mod (The Hardcore Lost MC), I have the same suggestion for your mod, which will add an improvement to your mod's textures:

 

Changing the MipMap Levels from 1 to Max for ingame textures (only ingame textures, not cutscene ones). Because the lower the MipMap Level is for the ingame textures, the more "jaggie" they look.

 

You can notice that in textures that were converted from cutscene files to ingame, as they have 1 MipMap Level by default.

Here's an explanation of why all ingame textures (peds, pedprops, player clothes, vehicles, etc) should have Max MipMap Level (some can be done to 8, some to 6, etc, it depends on the texture's size) instead of Level 1, just like how they're set by default:

  

On 11/5/2019 at 1:00 AM, B Dawg said:

This should probably be my last post in regards to improvements to the mod.

Add mip-maps to all the new textures, even player ones (OpenIV, open .wtds, Properties, Mip-Map levels, at least 4 should do, won't downgrade image quality*), because:

- Anyone with weaker rigs might potentially have performance issues because highest quality textures are always loaded regardless of distance;

- Said highest quality textures look bad at a distance and/or when moving. they sort of have this aliasing effect to them, this is noticeable on Johnny's jacket Lost MC Logo and details when riding a bike, here's a technical screenshot on the subject and link No Mip Maps vs Mip Maps:

mipmap1.png?w=584

Only (negligible) downside is the download size of the mod and files is going to grow a bit.

Edit: won't downgrade image quality on A8R8G8B8 textures *

 

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TheYoshiPunch

UPDATE Again

- I hope Johnny's head didn't glitch out again it took me ages to test it if it doesn't work again. I might as well give up and (this is real reason why Johnny died in GTAV) because he refused to play it right. 

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VENEZUELA Z
2 hours ago, TheYoshiPunch said:

UPDATE Again

- I hope Johnny's head didn't glitch out again it took me ages to test it if it doesn't work again. I might as well give up and (this is real reason why Johnny died in GTAV) because he refused to play it right. 

the johnny head glitch normally happen if you play the missions in a row, however, if you restart the game, johnny's head don't glitch

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TheYoshiPunch

Re - UPDATE 4 Again

 

- Fixed Some Cutscenes and Ingames character polygon when you export in Blender or 3DS Max made less details when some of bodyparts remain.

- Lenny and Joni MipMap revert to 1.

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iiCriminnaaL 49
12 hours ago, TheYoshiPunch said:

- Lenny and Joni MipMap revert to 1.

I recommend you to increase the MipMap to the highest amount possible for ingame textures (both peds and pedprops). Like 8 for some textures, 7 for some other ones, etc, depending on how much the texture's size allows.

 

That makes textures look far better when it comes to rendering, especially when they're moving. Because MipMap 1 makes them look worse, too jaggie.

 

Cutscene ones should stay 1, though. Only ingame ones should have Max MipMap levels, and not 1.

 

Just a suggestion 😉.

Edited by iiCriminnaaL 49

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iiCriminnaaL 49
On 11/29/2019 at 5:02 PM, iiCriminnaaL 49 said:

I recommend you to increase the MipMap to the highest amount possible for ingame textures (both peds and pedprops). Like 8 for some textures, 7 for some other ones, etc, depending on how much the texture's size allows.

 

That makes textures look far better when it comes to rendering, especially when they're moving. Because MipMap 1 makes them look worse, too jaggie.

 

Cutscene ones should stay 1, though. Only ingame ones should have Max MipMap levels, and not 1.

 

Just a suggestion 😉.

Note:

 

I wasn't talking only about generic peds by the way. I'm referring to main characters as well. Yes, every single texture in componentpeds.img and pedprops.img should have Maximum Mip Map Level, and not 1. Even main characters (Roman, Jacob, Dimitri, etc).

 

They should have 1 Mip Map Level only in cutsprops.img, and not componentpeds.img.

 

Sorry for bringing this point up a lot recently. It's just that I really like your mod and overall work, so I want it to look the best way it can @TheYoshiPunch😉

 

Edited by iiCriminnaaL 49

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TheYoshiPunch

Re-UPDATE 4.5.1

-Revert Custscene Ashley's Original Hands on GTAIV since I can't figure out have to fixed Ashley TLAD Hands.

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TheYoshiPunch

Re-UPDATE 4.5.1 Again

-Fixed Dave Grossman Head In-Game Model.

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TheYoshiPunch

Re-UPDATE 4.5.1 Again

- Bledar Ingame Model Lower Body textures is now match like the cutscene.

- Kate Cutscene Model Lower Body is now high textures. (cause i forgot)

- Some Leftover Characters Textures in TBOGT

Edited by TheYoshiPunch

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Tom_AKA_Tommy

Any more characters you have to do? Just curious 😛

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