In order for the update to be - download, go through, collect material and send. This is a message to anyone who wants an improved version as soon as possible.
These are direct porting issues. In gxt, instead of string names, hashes are used, which are only partially restored by fans to the original form. In addition, I also tried to use the full match of English strings, but those lines where the guys from GSG made at least one edit to a line of text, be it a space or a comma, did not pass the test. I'll wait for someone during the passage to film all such blunders in order to manually insert them. Manually subtracting this is too long.
And what prevented you from using a real prompt for translation, and not manually mowing it down for it? Not a very good cut turned out because of a bunch of manual jokes instead of a true-old prompt
Black Stallion, Wait, now since this is not a design problem, but a technical question, it means that this is an objective problem - you do not know how to rationally use textures on the model. We need to learn a little. The mod does not have to be realistic, of course, but you are trying. It almost turns out. Apart from the scale, varying from 1 to 2 at the behest of the author’s left heel. And this is part of your monotony. Everything is monotonously bad. Tasteless. Without an understanding of style. Unfinished. It was made of good models and textures that were pulled from where (containing a bunch of atlases that you don’t like so much, what a nightmare, you could cut them into all sorts of 16x16, so that they wouldn’t lag), but it was done poorly. Holes cover everything - but try to do it quietly. Rockstar, for example, textured with anything. And they got doors the size of two characters in height or width. Wait, oh shi-
Black Stallion, but, after all, crooked models with irrationally used textures, stereotypedness and general unrealistic scale in the spirit of “one less than another, stuck to close holes” are really objective shortcomings of level design and modeling.
Black Stallion, The problem is that your level design is lame because you hammer a bolt in proportion. I played your mods and you don’t even have a steady increase in one and a half times - somewhere the scale is normal, and somewhere already twice as large as necessary. Even if you close your eyes to the fact that an increase of one and a half times seriously affects perception. To everything else, a collision curve and a frankly unrealistic curve design of the models "by eye" are added. Dude, this is not done. All that you have of quality is the models worn from games. When it comes to your models in your mods, quality immediately starts to appear. And alright, this can sometimes be lowered to the fact that "well, the author is still studying," but no, for how many years you have been releasing stamped monotonous unprincipled slag. It's time to grow up, man. I haven’t brought a single mod to the release yet, but in my public I love to show everyone how to do it. So if at least these tips were sensible, then no. This is not a level to be proud of. Most have had this since 2012. Besides you.
Black Stallion, The problem is that your level design is lame because you hammer a bolt in proportion. I played your mods and you don’t even have a steady increase in one and a half times - somewhere the scale is normal, and somewhere already twice as large as necessary. Even if you close your eyes to the fact that an increase of one and a half times seriously affects perception. To everything else, a collision curve and a frankly unrealistic curve design of the models "by eye" are added. Dude, this is not done. All that you have of quality is the models worn from games. When it comes to your models in your mods, quality immediately starts to appear. And alright, this can sometimes be lowered to the fact that "well, the author is still studying," but no, for how many years you have been releasing stamped monotonous unprincipled slag. It's time to grow up, man. I haven’t brought a single mod to the release yet, but in my public I love to show everyone how to do it. So if at least these tips were sensible, then no. This is not a level to be proud of. Most have had this since 2012. Besides you.
Black Stallion, The problem is that your level design is lame because you hammer a bolt in proportion. I played your mods and you don’t even have a steady increase in one and a half times - somewhere the scale is normal, and somewhere already twice as large as necessary. Even if you close your eyes to the fact that an increase of one and a half times seriously affects perception. To everything else, a collision curve and a frankly unrealistic curve design of the models "by eye" are added. Dude, this is not done. All that you have of quality is the models worn from games. When it comes to your models in your mods, quality immediately starts to appear. And alright, this can sometimes be lowered to the fact that "well, the author is still studying," but no, for how many years you have been releasing stamped monotonous unprincipled slag. It's time to grow up, man. I haven’t brought a single mod to the release yet, but in my public I love to show everyone how to do it. So if at least these tips were sensible, then no. This is not a level to be proud of. Most have had this since 2012. Besides you.
Black Stallion, Drawcall is a DirectX procedure, not a specific engine. The documentation for Renderware really says about it, but this is due to the fact that the engine comes from the beginning of the zero, when there were old consoles like the second playstation, and no less old video cards that had difficulty digesting large textures. Because of this, textures are often cut into squares of type 64x64. However, now it is pointless to use, since two textures will occupy more than one large one in memory. It does not depend on the engine. Yes, even in later GTAs, for example 4 or 5, texture atlases are used. Such conclusions only once again emphasize your incompetence in the technical issue of modding. You should not try to be smart where you do not understand at all, better listen to knowledgeable people. Do not disgrace before the people.
Black Stallion, An even grid is the key to a smooth incline and even better optimization. There is no need to measure one-to-one scale, but it is not stable one and a half times to increase everything so that the window in Khrushchev is the size of a person. Everything should be approximately similar to the truth, and not stably unrealistically huge. And this is not a rule, but common sense.
Black Stallion, Individual mistakes of developers are not a reason to build canons out of them. So you can repeat the curved sweep and the curved grid, however, you do not need to make mods based on the worst that the developers did when creating the models. The scale should be original, the grid should be smooth, and the texture should be high-quality.
Black Stallion, If in the original GTA there are some dimensions that are slightly higher than the real ones, it is only due to the mistakes of the developers when a piece of the photo was thrown at the planes to texture part of the facade. The rest is all normal size, although measured by eye. Yes, even broken cars on the map, lying as objects, not only do they sometimes crookedly, not complying with the laws of physics, but also one and a half times more than normal.
Models in the style of maestro Sasha Malkov (crooked textures, unreasonable use of polygons, absolutely unrealistic proportions), crooked scripts with animations, brown atmosphere of the whole game, clumsy mapping, a folder with a mod cluttered with excess garbage with backups and obscure readme-like stuff - everything is in style the author. Nothing has changed.
GoGaCoLa, As I wrote in the description, this method also breaks, for example, the mission of the dildo dodo, where you scatter leaflets from the plane, where they will also be transparent.
The author, I sincerely wish you to moderate the FSW and stop yelling that this is the BEST Russifier of the entire Internet. I went into your group and studied screenshots. Believe me, translating “tear up the tarmac” as “tearing up the road surface” (literally), it’s like it was spent in the same. Translation is an adaptation of the text, not a literal translation word for word. I will not say that 1s or sanltd is better, but! The translation is so-so because it is a literal substring.
Shagg_E, if you look at what other people are filling in, I sat on it for half an hour and even pulled texture from GTA V, which, compared to most other people, is a titanic work.
Shagg_E, I don’t know what I’ll post next. fashion sawed by inspiration. maybe something interesting, maybe not. And the globalka is slowly being sawn.
Lord ... This is not even sa style, the model is so masterpiece that it might seem that this is a cut out weapon made by the rockstar itself! Dude, you definitely don't work at rockstar? Only they are so cool at making sa style
Ahem. It’s immediately obvious that our dear Kek Srallion Monsieur Black Stallion cannot in original and interesting fashion. It would be better to saw your waistlands further and not bother with the creative. His implementation is not bad, I agree. But this mod is a great example of the fact that he still can not do everything. It can be seen that the author was desperately pushing, trying to squeeze out a beak under the dondi, because indie pixels are so fashionable! Unfortunately, he did not succeed in succumbing to fashion. For the second version of the mod, I am not happy. My verdict is minus.
Black Stallion, You are clearly not familiar with how the graphics worked then. Color restrictions are violated - at least it was impossible to use so many colors at a time, they were divided into palettes. As for turning off automatic anti-aliasing, you would ask someone who knows (I’m not even talking about the KING DOING YOURSELF even to think that everyone knows how and knows) to make a simple .asi script for san andreas. And considering everything that you did in fashion, even GTA 3 as a basis would be enough for you, and there smoothing is turned off by simply disabling texture compression.
The textures are noticeable, either taken from somewhere, or painted with their own curved pens. They do not combine in any way - they still violate the color restrictions of the standard NES, so that you can’t talk about “Coco Coco was like on the pre-station”. This is the time. And two - look at all sorts of braces for this style - the same Shovel Knight, everything is very organically combined there. In addition, the author did nothing so that the textures are NOT smoothed - they are washed out and look just sickening. A separate "thank you" is worth saying for a DEMANDING pixel screen filter. Here’s a way out of the situation: “I have crooked hands, I cut models, but somehow it doesn’t look very good”. Eyes come out after 5 minutes! My verdict is FAT minus. I understand if it was sarcasm. But, alas, this is our esteemed Black Stallion did in all seriousness.
MegaLogger, "I put a plus for collision and optimization" collision Yes, there, under the ground, to fall for one or two, what is the quality of the collision?
The video is terribly compressed, as if it were back in 2007. In the screenshot, the rifle lies incorrectly in the hand. Finger curve At 46 seconds of the video, low-quality particle textures. And this is the creation of the "pride" of our liberty city ru? More like a hodgepodge from another student Vasya from 4 "G".
Black Stallion , Do you know. In the original there were not enough polygons on skins. It's like saying that the remake is shitty and unlike because there are more polygons in it. Well, yes, that's right, because in the original there were not so many polygons, and they even have their fingers separate! Dude. Just stop shaming yourself with these comments. Really. You will expose yourself to ridicule, presenting meaningless claims in their essence.
Black Stallion, HQ - High Quality. If you don’t know English (and judging by your elegant translation in your latest global super-duper fashion, that’s how it is), then High Quality translates as “High Quality”. Models are high-poly, high resolution textures, hence the quality is high. You yourself do not disgrace yourself with such comments.
I'll wait for someone during the passage to film all such blunders in order to manually insert them. Manually subtracting this is too long.
Not a very good cut turned out because of a bunch of manual jokes instead of a true-old prompt
so you have a bunch of atlases in the hardware that you pulled out from somewhere, and you’re not using any kind of mobile games
Wait, now since this is not a design problem, but a technical question, it means that this is an objective problem - you do not know how to rationally use textures on the model. We need to learn a little.
The mod does not have to be realistic, of course, but you are trying. It almost turns out. Apart from the scale, varying from 1 to 2 at the behest of the author’s left heel. And this is part of your monotony. Everything is monotonously bad. Tasteless. Without an understanding of style. Unfinished. It was made of good models and textures that were pulled from where (containing a bunch of atlases that you don’t like so much, what a nightmare, you could cut them into all sorts of 16x16, so that they wouldn’t lag), but it was done poorly.
Holes cover everything - but try to do it quietly. Rockstar, for example, textured with anything. And they got doors the size of two characters in height or width. Wait, oh shi-
ilufir 01/13/2020, 17:28:28
but, after all, crooked models with irrationally used textures, stereotypedness and general unrealistic scale in the spirit of “one less than another, stuck to close holes” are really objective shortcomings of level design and modeling.
The problem is that your level design is lame because you hammer a bolt in proportion. I played your mods and you don’t even have a steady increase in one and a half times - somewhere the scale is normal, and somewhere already twice as large as necessary. Even if you close your eyes to the fact that an increase of one and a half times seriously affects perception. To everything else, a collision curve and a frankly unrealistic curve design of the models "by eye" are added. Dude, this is not done. All that you have of quality is the models worn from games. When it comes to your models in your mods, quality immediately starts to appear. And alright, this can sometimes be lowered to the fact that "well, the author is still studying," but no, for how many years you have been releasing stamped monotonous unprincipled slag. It's time to grow up, man. I haven’t brought a single mod to the release yet, but in my public I love to show everyone how to do it. So if at least these tips were sensible, then no. This is not a level to be proud of. Most have had this since 2012. Besides you.
The problem is that your level design is lame because you hammer a bolt in proportion. I played your mods and you don’t even have a steady increase in one and a half times - somewhere the scale is normal, and somewhere already twice as large as necessary. Even if you close your eyes to the fact that an increase of one and a half times seriously affects perception. To everything else, a collision curve and a frankly unrealistic curve design of the models "by eye" are added. Dude, this is not done. All that you have of quality is the models worn from games. When it comes to your models in your mods, quality immediately starts to appear. And alright, this can sometimes be lowered to the fact that "well, the author is still studying," but no, for how many years you have been releasing stamped monotonous unprincipled slag. It's time to grow up, man. I haven’t brought a single mod to the release yet, but in my public I love to show everyone how to do it. So if at least these tips were sensible, then no. This is not a level to be proud of. Most have had this since 2012. Besides you.
The problem is that your level design is lame because you hammer a bolt in proportion. I played your mods and you don’t even have a steady increase in one and a half times - somewhere the scale is normal, and somewhere already twice as large as necessary. Even if you close your eyes to the fact that an increase of one and a half times seriously affects perception. To everything else, a collision curve and a frankly unrealistic curve design of the models "by eye" are added. Dude, this is not done. All that you have of quality is the models worn from games. When it comes to your models in your mods, quality immediately starts to appear. And alright, this can sometimes be lowered to the fact that "well, the author is still studying," but no, for how many years you have been releasing stamped monotonous unprincipled slag. It's time to grow up, man. I haven’t brought a single mod to the release yet, but in my public I love to show everyone how to do it. So if at least these tips were sensible, then no. This is not a level to be proud of. Most have had this since 2012. Besides you.
Drawcall is a DirectX procedure, not a specific engine. The documentation for Renderware really says about it, but this is due to the fact that the engine comes from the beginning of the zero, when there were old consoles like the second playstation, and no less old video cards that had difficulty digesting large textures. Because of this, textures are often cut into squares of type 64x64. However, now it is pointless to use, since two textures will occupy more than one large one in memory. It does not depend on the engine. Yes, even in later GTAs, for example 4 or 5, texture atlases are used. Such conclusions only once again emphasize your incompetence in the technical issue of modding. You should not try to be smart where you do not understand at all, better listen to knowledgeable people. Do not disgrace before the people.
ilufir 12.01.2020, 21:05:51
An even grid is the key to a smooth incline and even better optimization. There is no need to measure one-to-one scale, but it is not stable one and a half times to increase everything so that the window in Khrushchev is the size of a person. Everything should be approximately similar to the truth, and not stably unrealistically huge. And this is not a rule, but common sense.
Individual mistakes of developers are not a reason to build canons out of them. So you can repeat the curved sweep and the curved grid, however, you do not need to make mods based on the worst that the developers did when creating the models. The scale should be original, the grid should be smooth, and the texture should be high-quality.
If in the original GTA there are some dimensions that are slightly higher than the real ones, it is only due to the mistakes of the developers when a piece of the photo was thrown at the planes to texture part of the facade. The rest is all normal size, although measured by eye.
Yes, even broken cars on the map, lying as objects, not only do they sometimes crookedly, not complying with the laws of physics, but also one and a half times more than normal.
As I wrote in the description, this method also breaks, for example, the mission of the dildo dodo, where you scatter leaflets from the plane, where they will also be transparent.
as an option, but in my case, the shutdown happens right at the start of the game, once and all, no cycles.
ilufir 10/30/2019, 20:58:43
this original style is quiet
(I'll fix it later)
firiv 03/04/2018, 14:24:58
Well, both were severe criminals, so there were no problems. all matches are random
SA-style cars must be different from the original. which means that the transition is just in the style of sa
Believe me, and in all seriousness I would not do that. But in liberty it’s possible.
if you look at what other people are filling in, I sat on it for half an hour and even pulled texture from GTA V, which, compared to most other people, is a titanic work.
I don’t know what I’ll post next. fashion sawed by inspiration. maybe something interesting, maybe not. And the globalka is slowly being sawn.
She on SA actually
Dude, you definitely don't work at rockstar? Only they are so cool at making sa style
Kek SrallionMonsieur Black Stallion cannot in original and interesting fashion. It would be better to saw your waistlands further and not bother with the creative. His implementation is not bad, I agree. But this mod is a great example of the fact that he still can not do everything. It can be seen that the author was desperately pushing, trying to squeeze out a beak under the dondi, because indie pixels are so fashionable! Unfortunately, he did not succeed in succumbing to fashion. For the second version of the mod, I am not happy. My verdict is minus.You are clearly not familiar with how the graphics worked then. Color restrictions are violated - at least it was impossible to use so many colors at a time, they were divided into palettes. As for turning off automatic anti-aliasing, you would ask someone who knows (I’m not even talking about the KING DOING YOURSELF even to think that everyone knows how and knows) to make a simple .asi script for san andreas. And considering everything that you did in fashion, even GTA 3 as a basis would be enough for you, and there smoothing is turned off by simply disabling texture compression.
A separate "thank you" is worth saying for a DEMANDING pixel screen filter. Here’s a way out of the situation: “I have crooked hands, I cut models, but somehow it doesn’t look very good”. Eyes come out after 5 minutes!
My verdict is FAT minus. I understand if it was sarcasm. But, alas, this is our esteemed Black Stallion did in all seriousness.
MegaLogger,
"I put a plus for collision and optimization"
collision
Yes, there, under the ground, to fall for one or two, what is the quality of the collision?
In the screenshot, the rifle lies incorrectly in the hand.
Finger curve
At 46 seconds of the video, low-quality particle textures.
And this is the creation of the "pride" of our liberty city ru? More like a hodgepodge from another student Vasya from 4 "G".
Post edited by firiv on 10/04/2016 at 16:46:09
This mod is an ENVELOPE of the location, without any major alterations.
Do you know. In the original there were not enough polygons on skins. It's like saying that the remake is shitty and unlike because there are more polygons in it. Well, yes, that's right, because in the original there were not so many polygons, and they even have their fingers separate!
Dude. Just stop shaming yourself with these comments. Really. You will expose yourself to ridicule, presenting meaningless claims in their essence.
Well, how to say are not similar
so
the head is not very similar
HQ - High Quality. If you don’t know English (and judging by your elegant translation in your latest global super-duper fashion, that’s how it is), then High Quality translates as “High Quality”. Models are high-poly, high resolution textures, hence the quality is high.
You yourself do not disgrace yourself with such comments.
Just take a look
Where did you see the word "remake" in the title or description?