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[Alpha|Test] SA Gfx

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DexX
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#1

Posted 06 October 2007 - 04:52 PM

Current version (0.2a - 03/31/08):

http://www.3dhole.co...gfx02_a_rel.rar
Read the included readme.

If your computer nags at you about missing "d3dx9_31", be sure you are using the latest version of DirectX. If it still nags, use this;
www.3dhole.com/gtafiles/pipeline/d3dx9_31.rar

Previous versions:
3/14/08
http://www.3dhole.co...sagfx02_rel.rar
12/19/07
shader model 2a version (use if your card supports shader model 2a, or above)
shader model 2.0 version (Only use if your card does not support shader models higher than 2.0)

Source (Only for 2a version):
sagfx01_sdk.rar - shader 2a
Source requires renderware graphics sdk to re-compile. Was built against rw 3.6.0.3 (It also works if you compile against the 3.7 sdk thats floating around, since only the headers are used).

More details are in this post

Legacy (outdated) stuff;
sagfx_prealpha
sa_vehgfx oct 2007 (pre-shaders)

DDS and Cubemap Stuff
DDS Convertor 2.1
Nvidia DDS Photoshop Plugins

Cubemap Explanation here and here
Paul Debevec Light Probe Gallery (contains cube images in cross format which need to be converted to work properly)
Cubemap gallery (I used the "Arch" cubemap on this page for the first version(s) of this gfx mod)
Ati CubeMapGen (Clean up, Convert, Blur cubemaps, etc)
Creating a cubemap in 3dsMax - my own tutorial!

Brief normal map info;
Here's an explanation of how a normal map is used, and tips for making an effective one:
http://www.katsbits....from_images.htm

Old stuff from here down.
~~~

This post is NOT for VC, it is for SA. It does NOT concern realtime reflections.

Due to a misunderstanding, i'm releasing this a bit sooner than i had planned, but it's a significantly improved graphics hack-thingy for SA.

Download
READ the readme. I only tested this on a cracked, american 1.0 exe.
You may not redistribute, or re-release the file(s) in any way. Infact, if your ideas involve more than linking to this post, i don't approve it.

There are 2 textures you need to concern yourself with;
extra_textures\cubemaps\cubemap.dds
extra_textures\cubemaps\cubemap2.dds

Cubemap2.dds, will be used in every vehicle material that uses those goddamn uv2-reflections, with the "xvehicleenv128" image.
Cubemap.dds, will replace any other image that is used as a reflection map on the vehicles, most notably "vehicleenvmap128"
For consistency sake, both images are identical.

Feel free to replace these textures at will, infact i encourage it (please share your results!). These images were used mainly as a test for me, and while they are ok, i know much better results can be achieved.
Save your cubemaps as DXT1 compressed cubemaps, no alpha channel (or 1-bit if that's your only option), and no mipmaps.

Screenshots, showing both cubemap reflections and improved spec lighting:
user posted image

user posted image

user posted image

user posted image

user posted image

user posted image

user posted image

user posted image

~

sa_vehcubemap.asi
It replaces the textures vehicles use for reflections, with cubemaps. This could be done via a txd edit, but there is some work that needs to be done in memory to get the images to display correctly. and there isn't a txd tool out at the moment, that can import cubemaps, so this will have to do (REspawn's does import .dds files, but it is not importing cubemaps correctly at the moment).

sa_lighting.asi
The lighting asi file works the same way as its VC counterpart, where all the lights in the scene cast accurate spec, and not just the sunlight. The effect is mainly noticeable (obviously) at night, but i have noticed some occasional weirdness where only certain parts of a vehicle will get spec; say the bonnet and the boot, but NOT the doors, despite using the same material. i have no clue why this happens (besides the complete f*ckhole that is the SA rendering pipeline), and it isn't consistent. If you don't like the lighting, or it seems glitchy, simply delete the lighting asi file.

Mark
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#2

Posted 06 October 2007 - 06:56 PM

Right what I've found is that it crashes the second the game tries to load. The ASI loader works fine, no issues with that. Just adding the .asis after that causes it.

EU 1.0 .exe here.

lainlives
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#3

Posted 06 October 2007 - 08:44 PM

im assuming it makes cars reflective from what i observed, well it works very spledidly, the cars are sooo pretty.

got v1.0 us exe with various patches

does not affect framerate, but it has a problem running in wine on Fedora Core

ParoXum
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#4

Posted 06 October 2007 - 11:16 PM Edited by ParoXum, 06 October 2007 - 11:19 PM.

Dexx, great addition to the game. I cant describe how much it does change the game. I'll try to put some other cubemaps i have from HDRI maps. And see

For the moment, here's a picture so unaware people can see how it looks on a default SA car :

user posted image

JP3
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#5

Posted 06 October 2007 - 11:57 PM

gta sa Reflection on cars in real time?
this download makes this?

DexX
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#6

Posted 07 October 2007 - 12:38 AM

no; different, better reflections, but not realtime.

I told you in the other topic, the mirror system in SA cannot be used on cars. yes those reflections are real time, but there is no way to transfer it to vehicles. the game simply doesn't work that way. we would have done it already if it was possible.

As of right now, there is no way to get real reflections on cars, in SA.

@ parox - thanks for the feedback. lemme know when you get one of those hdri images converted, i'm curious to see how that would look.. happy.gif

Fredskin
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#7

Posted 07 October 2007 - 01:25 AM

It's working just with nvidia card?

I've an ATI Radeon 9200 SE, you think it'll not work correctly?

DexX
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#8

Posted 07 October 2007 - 01:30 AM

the SA mod should work on any videocard that R* supports for SA.

Cursed
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#9

Posted 07 October 2007 - 07:36 AM Edited by Cursed, 07 October 2007 - 07:43 AM.

My game only works without the 2 asi files, if I install them I get an error as soon as I use the .exe, when the files are removed there is no visual differance but the game works. I have a EU 1.0 (Downgraded) .exe.

Any Help,
Thanks,
Cursed

ParoXum
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#10

Posted 07 October 2007 - 08:38 AM

As DexX said when posting the mod, at the moment it seems only the Hoodlum US is supported.

And for the GFX card problems, unlike VC, (method dexx just re-explained that was *realtime), is not present. Here the thing i like is it's nearly the same process for rendering as my 3dsmax refmaps i see. So, as i said, great, great addition to the game.

Remember i have an ATi x1800

Cursed
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#11

Posted 07 October 2007 - 08:40 AM

Damn, he said it was untested on the others... Im going to have to try and get around this problem, it just improves the game so much.

ParoXum
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#12

Posted 07 October 2007 - 10:14 AM Edited by ParoXum, 07 October 2007 - 10:17 AM.

Ok, i tried to convert some of my HDRI, took some random ones, a forest one a hall one and a fair one.


Here is the fair refmap :
user posted image
Always hard to speak about someting realtime with pics.

Here are the dds files :


http://www.zshare.ne...406709228e81d1/
525 Kb.

I might do more if i find maps that looks better ingame.. turn.gif

@DexX i tried them at full res (2052*768pixel dds map) but it was hardly playable. So i just followed your example doing 128*128. Although the game is really slowed down when you have more than 5 cars on screen. Is there any optimisation possible on the code ? moto_whistle.gif

Cursed
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#13

Posted 07 October 2007 - 10:30 AM

Wow, very nice ParoXum, Could the mod be used if the people with EU .exes used US ones instead, Id test it but I dont know of any US exes and Im not entirely sure if its legal to distribute part of GTA games (Like the .imgs). If any American would be kind enough to upload one it may work, I doubt it though, I did try with a forien exe my friend had. Anyway thanks if you can help, Im desperate to get this modification wow.gif

SteaVor
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#14

Posted 07 October 2007 - 10:59 AM

Sharing EXEs is illegal because it's explicitly mentioned as prohibited in the EULA.

Cursed
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#15

Posted 07 October 2007 - 11:05 AM

Damn, I thought so, The Europeans will just have to wait until as solution is found... sad.gif

Mark
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#16

Posted 07 October 2007 - 02:06 PM

Found a US .exe, I must say, I am impressed.

Now to just work out the offsets for us euros tounge.gif

user posted image

Ninja edit!

ParoXum's "Fair" Cubemap.

user posted image

I'll see what I can dig up icon14.gif .

Cursed
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#17

Posted 07 October 2007 - 02:35 PM Edited by Cursed, 07 October 2007 - 02:45 PM.

Im going to HAVE to find a US .exe... Any tips on where to find one (Like what to search).

Deviant
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#18

Posted 07 October 2007 - 05:45 PM

Looks great from the pics but it doesn't work for me using the 1.01 exe or the hoodlum one

DexX
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#19

Posted 07 October 2007 - 08:01 PM

QUOTE (ParoXum @ Oct 7 2007, 03:38)
Here the thing i like is it's nearly the same process for rendering as my 3dsmax refmaps i see.

hmm, i'm curious, do you use refmaps on any of your buildings ? i can put cubemaps on static objects too.

The cubemaps you uploaded aren't actually in cubemap format, they're just 2d images with a 6:1 image width/height ratio. I re-saved them in photoshop so you can note the differences;
Fixed Cubemaps
I like the forest one the best.

About the slowness, try the game without the speclighting asi file. I don't get any noticeable slowdown at all, with just the cubemap on, but i do get some with the spec lighting. Kind of a shame really, the lighting took far more effort to get working right >_<

@ Everyone: According to the rules of this site, we cannot give out links to exe's, as that would be considered warez. Plus what SteaVor said.

Ed;
Oh and yes, i will try to support more exe's in the next release.

ParoXum
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#20

Posted 07 October 2007 - 08:54 PM


QUOTE (DexX @ Oct 7 2007, 22:01)
The cubemaps you uploaded aren't actually in cubemap format, they're just 2d images with a 6:1 image width/height ratio. I re-saved them in photoshop so you can note the differences;
Fixed Cubemaps
I like the forest one the best.


Oh, sorry didn't knew i had to enable cubemap since it was 2D when i opened them. Does it change anything rendering wise ?
QUOTE
hmm, i'm curious, do you use refmaps on any of your buildings ? i can put cubemaps on static objects too.


I used to, but not using vehicle128thingy. So, i have no idea wether it could work or not, sure thing it would rox if it was working on building, letting us do skyscrapper huge reflective glasses.


DexX
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#21

Posted 07 October 2007 - 09:26 PM

QUOTE
Does it change anything rendering wise ?

Yes, it changes how Rw handles the image. If correctly saved as a cubemap, the image will be wrapped around the vehicle, as if it were actually in the environment where the image was generated.
Rw only does some of the work though, the texture handling. my cubemap asi handles the transforms so the image is projected correctly.

original forest cubemap:
user posted image
correctly-saved forest cubemap:
user posted image

JP3
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#22

Posted 08 October 2007 - 10:56 PM

I would like export effect mirror in time real for cars but this still seems not to be possible.
the game would leave most real.

if to obtain to make this order link to me for download please!

JostVice
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#23

Posted 09 October 2007 - 10:17 PM

Correct cubemaps looks best, I'm loving Forest.

Dexx: Do you know if there is any way to sync the cubemap with zone.dat or one of those zones file in order to load a specific cubemap in a specific zone? like loading forest cubemap when you're in forest, or a city-ish when in city, etc.

JP3
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#24

Posted 11 October 2007 - 01:24 AM Edited by JP3, 11 October 2007 - 01:27 AM.

I am working in the effect mirror for cars.
I wait to obtain.

I discovered some things! colgate.gif colgate.gif

Thunderfuckrapist
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#25

Posted 11 October 2007 - 03:18 AM

Looking very nice, now all thats left is to implement bump mapping wink.gif

DexX
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#26

Posted 11 October 2007 - 07:43 PM

QUOTE (Jost_Vice @ Oct 9 2007, 17:17)
Dexx: Do you know if there is any way to sync the cubemap with zone.dat or one of those zones file in order to load a specific cubemap in a specific zone?

i'm pretty sure that's possible, although i hadn't thought of doing it that way. if there's another issue with compatibility like in the VC version i might revisit that idea.
QUOTE
I am working in the effect mirror for cars.
I wait to obtain.

I discovered some things!

and what did you discover ?

QUOTE
Looking very nice, now all thats left is to implement bump mapping

harder than it sounds. reflection mods don't take as much effort, since the code for them already exists. me and a friend got bump mapping (NOT normal mapping!) to work on vehicles in VC, but it just used the same texture for every vehicle. it was a hack and didn't look that good. i don't think i could implement proper bump mapping before gta4 is out.

_6mik_
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#27

Posted 11 October 2007 - 09:26 PM Edited by _6mik_, 11 October 2007 - 09:29 PM.

awesome mod dexx icon14.gif , but , i still have a problem with my gta confused.gif

here is the screens of somebody

http://www.gtapro.co...b73d58cd873.jpg





and here is MY screens

http://img205.images...nstitre2mk0.jpg

http://img406.images...anstitrexg2.jpg


user posted image









So i have a problem with reflections, do you where the problem might come from please ?

i have your last fixed cubemap with fair reflection... confused.gif

thank you

myster92
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#28

Posted 12 October 2007 - 01:11 AM

it is not rights cubemap.


This is rights cubemap
http://dump.ru/files/n/n040621486/
Created by DexX

donvito
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#29

Posted 12 October 2007 - 02:22 PM

damnit,it's looks so god damn good^^ thank you very much for this mod,and the great cubemaps. i just love it.

_6mik_
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#30

Posted 13 October 2007 - 11:59 PM

That s good, the problem is fixed, i use the "forest reflection and it works perfectly...




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