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GTAVC:Xbox like graphics in Pc

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ESMazter
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#61

Posted 05 April 2005 - 11:53 AM

QUOTE (Mealing @ Apr 4 2005, 17:05)
QUOTE (*Adam* @ Apr 2 2005, 19:57)
user posted image

Give this guy some karma! ++

what car is that?
It looks amazing with the reflection and stuff..

That's the Escelator.

Spooky
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#62

Posted 05 April 2005 - 04:51 PM

QUOTE (Delfi @ Apr 5 2005, 11:15)
Spooky once made all gta vc objects cartoon-shaded, but it
looked buggy and was all greeny and no textures were visible :S
it was done thru his spoosh d3d8 hook.

It was buggy to say the least wink.gif and the colours wern't determined from the texture.

user posted image
user posted image
user posted image

Anything is possible if you're prepared to put the time into it. Somebody start working on bumpmapping! tounge.gif

DexX
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#63

Posted 05 April 2005 - 06:36 PM

/* @ spooky , can you post what you had thus far, source-wise? i have an interest in continuing it, if you've abandoned it. im also interested in seeing how you injected the code.

and buggy or not, i want an exe/dll of that! devil.gif */

Majestic
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#64

Posted 06 April 2005 - 03:48 AM

Is it possible to hook directx9 code? In particular, i want to use IDirect3DDevice9::SetRenderTarget and ID3DXEffect::BeginPass that_guy2057_evilgrin.gif

jacob.
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#65

Posted 06 April 2005 - 04:06 AM Edited by !cMc! Jacob, 06 April 2005 - 04:10 AM.

QUOTE (Majestic @ Apr 6 2005, 03:48)
Is it possible to hook directx9 code? In particular, i want to use IDirect3DDevice9::SetRenderTarget and ID3DXEffect::BeginPass  that_guy2057_evilgrin.gif

Are those functions not called in DirectX8?

Majestic
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#66

Posted 06 April 2005 - 04:15 AM

QUOTE (!cMc! Jacob @ Apr 6 2005, 00:06)
QUOTE (Majestic @ Apr 6 2005, 03:48)
Is it possible to hook directx9 code? In particular, i want to use IDirect3DDevice9::SetRenderTarget and ID3DXEffect::BeginPass  that_guy2057_evilgrin.gif

Are those functions not called in DirectX8?

well, ID3DXEffect is not in directx8

JernejL
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#67

Posted 06 April 2005 - 10:12 AM

QUOTE (Spooky @ Apr 5 2005, 17:51)
Anything is possible if you're prepared to put the time into it. Somebody start working on bumpmapping! tounge.gif

it already works, ashdexx did it using renderware exporter i think.

grovespaz
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#68

Posted 06 April 2005 - 10:15 AM

I need a life.
Well, it looks great and all, but i get the same error, as well on sp0(lol) as on sp2. bored.gif
I have .net framework.

Please help

Can i borrow yours?

DexX
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#69

Posted 06 April 2005 - 05:20 PM

QUOTE (Delfi @ Apr 6 2005, 04:12)
QUOTE (Spooky @ Apr 5 2005, 17:51)
Anything is possible if you're prepared to put the time into it. Somebody start working on bumpmapping! tounge.gif

it already works, ashdexx did it using renderware exporter i think.

/* yea, bump mapping is already in the RW engine, it just looks crap, and is resource heavy. Sadly, RW only supports diffuse, reflection, bump and opacity maps. So if you want more advanced materials with specular/gloss/normal/hdr maps, it will have to be done externally. */

Direct!
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#70

Posted 06 April 2005 - 05:58 PM

Ashdexx, could you post a screenshot from bumpmapping?

Duders
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#71

Posted 07 April 2005 - 12:38 AM

As with the others, I can't seem to get it to work. I have the latest drivers with a Geforce MX440

Run Down That Guy
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#72

Posted 07 April 2005 - 02:53 AM

Ahh, it seems someone was right, I re-installed service pack 2 and it worked fine.

A T T E N T I O N :

UPDATE TO SERVICE PACK 2 OR REINSTALL IT. I TESTED IT ON SEVERAL COMPUTERS.

Sobeit
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#73

Posted 07 April 2005 - 03:37 AM

i for one dont acually expect this guy to hand out his source.

but, if he could make this work on specific objects (all but peds, dont know what effect is has on the terrain)

would be wonderful. inlove.gif

Spooky
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#74

Posted 07 April 2005 - 11:51 AM

QUOTE (ashdexx @ Apr 5 2005, 19:36)
/* @ spooky , can you post what you had thus far, source-wise? i have an interest in continuing it, if you've abandoned it. im also interested in seeing how you injected the code.

and buggy or not, i want an exe/dll of that! devil.gif */

If I can find it, yeah no problem smile.gif

/looks

Snow Racer
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#75

Posted 07 April 2005 - 05:28 PM

I have eye's size of brazil nuts.

cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif

Monitor57
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#76

Posted 09 April 2005 - 12:41 PM Edited by Monitor57, 09 April 2005 - 12:45 PM.

guys, if this dll stuff changes how the game renders, in this case adding a gloss, would it be possible to add realtime shadows?

i mean the game has already proven it can render proper shadows, but only in cutscenes.. but yet wen u drive past a lampost at nite it will render several of the sh*tty box shadows next to the car :s

realtime reflections is a lil extreme to ask for, but what about psuedo dynamic reflections? like used in SA ps2? that would be cool smile.gif


anyway to keep on topic, a pic of gloss on me latest car wink.gif

user posted image


if i understood all of this i would definatly be trying to help, but i cant so sry.. but is any of what i sed above possible to do with a simple .dll extension?

[EDIt]
QUOTE
Somebody start working on bumpmapping!


GtaVC currently already supports bumpmapping, iv never got it to work but cR, a friend of mine has got it to work smile.gif all you do is export the map object froms 3dsmax 3, prelit and shaded as normals and then u add a bumpmap to certain textures and include them in the txd file and export.. well thats all he said and they work smile.gif so i dont think u need an extra .dll foir them to work...




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cR
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#77

Posted 09 April 2005 - 01:27 PM

Mon, don't you still have my ingame screenshot with a bumpmapped box and a non bumpmapped box... as nobody believed me I got bumpmapping I made that... if you still have it post it in here smile.gif

In 3d Max just at it to the Bumpmap channel... and include the bump texture in the txd... that's all it needed to work for me...

Monitor57
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#78

Posted 09 April 2005 - 01:37 PM

QUOTE (cR @ Apr 9 2005, 13:27)
Mon, don't you still have my ingame screenshot with a bumpmapped box and a non bumpmapped box... as nobody believed me I got bumpmapping I made that... if you still have it post it in here smile.gif

In 3d Max just at it to the Bumpmap channel... and include the bump texture in the txd... that's all it needed to work for me...

user posted image
user posted image









- M57

Cran.
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#79

Posted 09 April 2005 - 01:52 PM

Nice man, might download it tomorrow smile.gif Wonder if you could get rid of the reflections on the peds/tommy because it looks messed up on them.

DexX
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#80

Posted 09 April 2005 - 08:51 PM

/*
QUOTE
would it be possible to add realtime shadows?

QUOTE
realtime reflections is a lil extreme to ask for


QUOTE (spooky)
Anything is possible if you're prepared to put the time into it.


its all *possible* from a technical standpoint. its more a matter of difficulty and the desire to look into it more, on the part of those with the knowledge and capability.

@ spooky, any luck finding that code?

and where did the author of this topic go? */

SmooV-B
  • SmooV-B

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#81

Posted 12 April 2005 - 09:47 AM

QUOTE (ESMazter @ Apr 5 2005, 11:53)
QUOTE (Mealing @ Apr 4 2005, 17:05)
QUOTE (*Adam* @ Apr 2 2005, 19:57)
user posted image

Give this guy some karma! ++

what car is that?
It looks amazing with the reflection and stuff..

That's the Escelator.

I hope you're joking. tounge.gif

TRN4L
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#82

Posted 12 April 2005 - 07:33 PM

QUOTE (SmooV-B @ Apr 12 2005, 02:47)
QUOTE (ESMazter @ Apr 5 2005, 11:53)
QUOTE (Mealing @ Apr 4 2005, 17:05)
QUOTE (*Adam* @ Apr 2 2005, 19:57)
PIC

Give this guy some karma! ++

what car is that?
It looks amazing with the reflection and stuff..

That's the Escelator.

I hope you're joking. tounge.gif

Whats so funny dontgetit.gif it IS the Escalator

crazydude
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#83

Posted 16 April 2005 - 04:04 AM

Any updats on this? What happened to the original author? I would really like this mod to continue.

DexX
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#84

Posted 16 April 2005 - 11:05 AM

/* ack, bear with me here. i looked at this code...
CODE

{
D3DLIGHT8 light;
      light.Ambient.r = 0.7f;
light.Ambient.g = 0.7f;
light.Ambient.b = 0.7f;
      light.Diffuse.r = 0.8f;
light.Diffuse.g = 0.8f;
light.Diffuse.b = 0.8f;
light.Direction.x = 0.0f;
      light.Direction.y = -1.0f;
      light.Direction.z = 1.0f;
      light.Type =  D3DLIGHT_DIRECTIONAL;
light.Specular.r = 0.7f;
      light.Specular.g = 0.7f;
      light.Specular.b = 0.7f;
      light.Specular.a = 0.7f;
d3d_IDirect3DDevice8->LightEnable( 0, TRUE );
      d3d_IDirect3DDevice8->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(40, 40,40));

}

and i got spooky's speedo source to compile. so ive been trying, unsuccessfully, to merge the 2 together, to re-create the spec on the cars. i *have* successfully changed renderstates, to wireframe, the ambient color, and some other unimportant stuff. What i need to know, most likely from spooky or willyboy (how great is name is that), is when to create the "specular lights" in the (spooky's) code. I had mixed results throwing it in the CustomRender function, but better than nothing. When exactly can i create these lights? ingame, before it loads?

Also, @ willyboy, was there any other code that was _required_ to make the spec work? i copy/pasted what you posted, and i get the feeling thats just a chunk. */

Hollower
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#85

Posted 16 April 2005 - 05:15 PM Edited by Hollower, 16 April 2005 - 05:20 PM.

Try this (gotta set the light before it can be enabled):

d3d_IDirect3DDevice8->SetLight(0, &light);
d3d_IDirect3DDevice8->LightEnable( 0, TRUE );


http://msdn.microsof...UsingLights.asp

DexX
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#86

Posted 16 April 2005 - 11:51 PM

/* arrrgh!!! i got the light to work (thanks hollower) but the bloody spec doesn't work (it only affects diffuse and ambient), here's what im using:

CODE
D3DLIGHT8 light;
HRESULT   hr;

// Initialize the structure.
ZeroMemory(&light, sizeof(D3DLIGHT8));

 light.Type = D3DLIGHT_DIRECTIONAL;
 light.Ambient.r = 1.0f;
 light.Ambient.g = 0.0f;
 light.Ambient.b = 0.0f;
 light.Diffuse.r = 0.0f;
 light.Diffuse.g = 1.0f;
 light.Diffuse.b = 0.0f;
 light.Direction.x = 0.0f;
 light.Direction.y = -1.0f;
 light.Direction.z = 1.0f;
 light.Specular.r = 1.0f;
 light.Specular.g = 1.0f;
 light.Specular.b = 0.0f;
 light.Specular.a = 1.0f;


// Set the property information for the first light.
hr = pDevice->SetLight(0,&light);
pDevice->LightEnable(0,TRUE);
pDevice->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
//pDevice->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_XRGB(40,40,40));
if (FAILED(hr))
{
   // Code to handle the error goes here.
}


You don't have to be a genious to see that its the above code in my last post hybrided with some from the microsoft example, in the page that hollower posted. anyone got an idea why i dont see any spec in the game though? */

Squiddy
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#87

Posted 18 April 2005 - 05:51 PM Edited by Squiddy, 18 April 2005 - 08:16 PM.

I can't see where you included the code ashedxx, so I can't help you. Maybe it's a help to show you my solution, it looks ugly I know, but it works and just needs some corrections. lol.gif

user posted image

http://squiddy.marwa...ens/spec002.jpg

It was more a result of my try&error principe. tounge.gif
My additions to spooky's code:

IDirect3dHookDevice.cpp
CODE
HRESULT __stdcall IDirect3DDevice8Hook::SetMaterial(CONST D3DMATERIAL8* pMaterial)
{
D3DMATERIAL8* myMat=(D3DMATERIAL8*)malloc(sizeof(D3DMATERIAL8));
memcpy(myMat, pMaterial,sizeof(D3DMATERIAL8));
myMat->Power=40.0f;
myMat->Specular.r=0.6f;
myMat->Specular.g=0.6f;
myMat->Specular.b=1.0f;
return pD3DDevice->SetMaterial(myMat);
}


CODE
HRESULT __stdcall IDirect3DDevice8Hook::SetLight(DWORD Index, CONST D3DLIGHT8* pLight)
{
if (Index==0)
{
  D3DLIGHT8 light;
  ZeroMemory(&light, sizeof(D3DLIGHT8));
    light.Type = D3DLIGHT_DIRECTIONAL;
 light.Diffuse.r = 1.0f;
 light.Diffuse.g = 1.0f;
 light.Diffuse.b = 1.0f;
 light.Direction.x = 0.0f;
 light.Direction.y = -1.0f;
 light.Direction.z = 1.0f;
 light.Specular.r = 1.0f;
 light.Specular.g = 1.0f;
 light.Specular.b = 1.0f;
 
  return pD3DDevice->SetLight(Index, &light);
} else return pD3DDevice->SetLight(Index, pLight);
}


I added the renderstate enabling the specular into the render code, I had some problems enabling it elsewhere. As you see I increased the specular levels of the materials used ingame, that's a start to a better solution like you suggested. maybe the character materials don't use speculars so we might filter them out.
Have fun playing with it. smile.gif

DexX
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#88

Posted 19 April 2005 - 06:09 AM Edited by ashdexx, 19 April 2005 - 09:52 AM.

/* i was including my code in the customrender fucntion. but, Awesome, thanks for the help Squiddy, it works like a charm. btw, you meant "IDirect3DDevice8Hook.cpp", not "IDirect3dHookDevice.cpp", which caused some confusion iniitally, otherwise i got it sorted out tounge.gif

Since the specular is supposed to simulate light reflecting off of the car, the next steps, might be to have it be time controlled, so its only certain colors, and intensity at certain times of the day. no point in having super-bright reflective lighting at midnight. maybe do some weather checks too.
The "correct" method, would be to grab the scene lights and their attributes, and store them. then delete/disable them, and create new directx lights at the same coords, with not only the same rgb values for lighting, but set the spec to match, so every light in the scene, correctly and dynamically affects the spec how it should. Plus, we have more than one lighttype available, point AND spotlights.
dunno what to do about coronas though.

QUOTE
maybe the character materials don't use speculars so we might filter them out.

Absolutely. but how would we set up an object filter? the only method i can think off right off hand, would be to look for materials with certain rgb values, and then adjust/affect only those materials as we want.
so for example cars have the rgb values 60,255,0,255 (RGBA) in some materials. These are the materials that are carcols compatible ([prim] flag). By grabbing all the materials with those rgb values, we could limit the spec to JUST them, so only cars that are carcols compatible, would get spec. It consistent too, since neither players, nor buildings typically have those rgb values in their mat settings.

but im getting ahead of myself... blush.gif

QUOTE
Have fun playing with it. smile.gif


oh i will, i will. */


Edit: couple screens i took:
Crank the spec waaaaay up!
http://img247.echo.c...ecursion5kj.jpg

Methinks vice looks better this way, with the spec and trais enabled. trails give the spec a nice pseudo-"glow", which helps downplay the sharpness -
http://img257.echo.c...ccysabre2mt.jpg

Squiddy
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#89

Posted 19 April 2005 - 01:02 PM

Sorry for the misstyping, I wanted to understand how it works so splitted it into parts and put it together, so some files were renamed I think. biggrin.gif

Yeah, it should be controlled by time, because it's a directional light we can modify the angle too, so it will be much more realistic. I'll have a look on the materials.
Your screens look awesome, could you please post your changes or settings you used? And maybe a link to the trails too, I read it before but I forgot where it was. blush.gif

spaceeinstein
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#90

Posted 19 April 2005 - 02:38 PM

TeH Trails
Now I leave.




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