23 December 2015 (19:48)
7915
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Work on GTA: San Andreas game was started, probably, in 2003 — with ending of the works on GTA: Vice City. Game was released on PlayStation 2 in 2004. For the one year developers did a great job: they had to model hundreds of new objects. In the game there are no borrowed models from previous Vice City or GTA 3 (but they have some common minor objects and some common textures). For the year developers built a giant game world — San Andreas state, three megalopolises and a lot of little settlements. But in 2003 and 2004 there are completely different requirements to quality of graphics than now. Сapacity of the consoles and PCs in that times were other and graphics was more simple. Requirements were other and for textures quality (in modern games their resolution is bigger, approximately, in five times), were other requirements for models quality. And about this we will talk now. We accustomed that in modern games we can walk near the buildings, like in GTA IV, GTA V (Mafia 2 also can be as example) and look at them carefully: different details, quite quality textures with normal maps, reflections on windows (as a rule)... Now developers must work on each object more carefully than before. In 2000s, when GTA: San Andreas was released, requirements for models quality and their accuracy was other. Try to look from short distance on any object or building in San Andreas. Very often you can see not only blurry textures, but also a lot of texture mapping issues — when the texture displays incorrectly: or very «squeezed», or very stretched, or even instead of normal texture you see only some «lines» or something inexplicable. In my modification HRT 1.4 for San Andreas I try to fix all these shortcomings. In the mod will be fixed if not all (because we have limitations and so on, sometimes these are also imitations of my skills), at least most of the part of such things. To fix mapping on one model — is not difficult work, but imagine, how long it can take, if you have hundred buildings. Fixing of mapping on the objects (objects are also parts of surface, ground, sidewalks etc) can take a lot of time. With HRT 1.4 people will not pass away buildings, like in original game, but can walk nearby, investigate streets and alleys, and objects details will look very good! In addition to fixing of textures mapping issues, some models in the mod also can be smoothed and have more details. Other interesting feature of HRT 1.4 — is using of reflections on some objects. Reflections were made with using of reflection map. These are not real-time reflections, but, nevertheless, they look good. Because of GTA: SA use old technologies, we have a number of restrictions: reflections can not be used on the object that is not enough round (for windows and other «flat» object parts I can not use them) and they are incompatible with prelight. Despite this, reflections make objects more realistic and beautiful. As you see, HRT 1.4 — is not only the textures mod. In addition to high resolution textures for each part of the game world, it contains fixed and improved models. | |