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[Alpha|Test] SA Gfx

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ikt
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#1051

Posted 01 December 2008 - 06:36 PM Edited by ikt, 01 December 2008 - 07:00 PM.

Lol, who wants some 96MB big cubemap files? Cubemap resolution = 2048. Yep, i don't see the point of it but i just tried it and my game didn't crash. (well, making those costed me 45 seconds. screen froze 45 seconds)
Just some small framedrops. Still playable. biggrin.gif I made two, one in LS and one on the road from LS -> LV via the forest. Rarring them into 1 RAR file and hoping the file isn't too big. Oh, i included some pics. And the file itself is just 14 MB big.

Link here:
http://www.megaupload.com/?d=RU70SD8D

Dunno if someone wants to upload this on his/her site. biggrin.gif

Pics:
http://s329.photobuc...9/iktNL/SA GFX/

Flat Face
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#1052

Posted 01 December 2008 - 07:02 PM Edited by Flat Face, 01 December 2008 - 08:03 PM.

ya know what would be cool... if we cpuld have 1 d9o9 wtc w/e dll and the others all named differently, it would make life so much easier.... lol


EDIT:i got it working .. like installed and the game running, i see no difference.

Kiabbo
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#1053

Posted 01 December 2008 - 10:59 PM

OMG I make it work on my MODDED GTA SA!
I was on my last hope to make cool refs so I put the archives in the GTA folder...
And WOW LOL ROLFMAO SUPA DUPAH REFLECTIONS!!!!1111!1!!11
But my currently settings sux, someone have cool cubemaps or config?
Ikt, what config you used with that cubemaps that you posted?
Thanks

JORDAN_BENNETT
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#1054

Posted 02 December 2008 - 01:59 AM Edited by JORDAN_BENNETT, 02 December 2008 - 03:40 AM.

****************more pics*****************


user posted image




user posted image



user posted image




user posted image




user posted image




user posted image



user posted image





Guys I indubitably feel that you should try my hack.....

before
icubesize=1024
bEnablerealreflections=1
------>major lag<----------

***********************

after
icubesize= 1000000000000000000000000000000000000000000000000000000
iEnablerealreflection= 10000000000000000000000000000000000000000000000
------------>absolutely no lag +better rendered vehicles<----------------------------



Though I highly respect and believe in DexX, the facts are there; before my hack I could only put cubesize to 1024, before the game crashed after about 10 minutes...however with my little tweak, cubesize can now be unlimited (having miniature increments of change per 1000000000 in increase) and now vehicles look more refined, minus blotchy reflections and better rendered......try this yourself....save u're default/favourite config sumwhere on u're pc, then apply my settings....if it works....and cars llok even better, then keep it it's u're choice....if not pay no more attention to any more of my posts.......


But as DexX says, or rather types, results may be unpredictable...so use hack at own risk, but if ya want ta take a chance to get the maximum outta this pre release, use hack(DexX says not to) or don't.

DexX
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#1055

Posted 02 December 2008 - 04:43 AM

QUOTE
icubesize= 1000000000000000000000000000000000000000000000000000000
iEnablerealreflection= 10000000000000000000000000000000000000000000000
------------>absolutely no lag +better rendered vehicles<----------------------------

I just tested this. You want to know what it actually does?
Internally, iEnablerealreflection bEnablerealrefs is set to zero. Your giant number disables real reflections. Since they're disabled, the huge-ass number for the cubesize is never used (the dynamic cubemap is only created if real reflections are turned on), which is good, because most video cards cannot create textures bigger than 4096. If that number was used to create the dynamic cubemap, the function that creates the cubemap would fail, and theres a 99% chance that the dll would crash.

QUOTE
but if ya want ta take a chance to get the maximum outta this pre release

As evidenced by your screenshots, the real reflections are disabled with your "hack". Besides not being the "maximum", If the real reflections cause too much of a performance hit, just set bEnablerealrefs to 0. Thats what its there for.

I'll be adding security checks in the future, to verify config data is in a valid range.

ikt
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#1056

Posted 02 December 2008 - 06:21 AM

QUOTE (Kiabbo @ Dec 1 2008, 22:59)
OMG I make it work on my MODDED GTA SA!
I was on my last hope to make cool refs so I put the archives in the GTA folder...
And WOW LOL ROLFMAO SUPA DUPAH REFLECTIONS!!!!1111!1!!11
But my currently settings sux, someone have cool cubemaps or config?
Ikt, what config you used with that cubemaps that you posted?
Thanks

Dunno, i deleted. tounge.gif

Somewhat edited:
CODE

iCubesize 2048
bEnablerealrefs 1
fCamdist 1000.0
fFresnelref 5.0
fFresneledge 2.0
fSpecpower 50.0
fSpecbase 0.1
bReplaceref 0
bReplacespec 1
fVehnewref 10.5
fVehnewspec 0.75
bUsealphatest 0
hAlpharef 0x40
iVehiclepipe 3
iBuildpipe 0
bPs2refmaps 0
hScreenkey 0x74
hCubekey 0x75

morsolo
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#1057

Posted 02 December 2008 - 10:36 AM Edited by morsolo, 02 December 2008 - 11:23 AM.

Ok, I've made a breakthrough with the crashing.

Apparently, the crashing is corresponding to a particular modification that is not related to SA_GFX wow.gif
I did a complete re-install using my stock backup I always keep in handy, re-downloaded the mod and didn't change ANYTHING.

Well, I changed the .exe to Hoodlum and I applied Alexander Blade's "No-Intro" patch, but that's all.
The game ran fine in all lighting conditions at any time at any place, interesting...

I guess I'll just slowly re-install all my mods and see when it crashes, I will report on my findings ASAP.

QUOTE
Update (9:51PM):
Upon installing "New Great Effects" mod and "Detailed Radar Mod" the game has started crashing again, I am in the process of an isolation test.

QUOTE
Update (10:07PM):
The files inserted into gta3.img from the "New Great Effects" mod are causing the crashes, which file exactly I am unaware, but I bet it's a .txd (i.e. A Texture)

QUOTE
Update (10:22PM):
Game just crashed with a stock gta3.img, WTF? Sometimes is just runs and others it doesn't... Back to square one...

JORDAN_BENNETT
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#1058

Posted 02 December 2008 - 11:21 AM

que pasa?

JORDAN_BENNETT
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#1059

Posted 02 December 2008 - 11:23 AM Edited by JORDAN_BENNETT, 02 December 2008 - 11:31 AM.

QUOTE (DexX @ Dec 2 2008, 04:43)

I just tested this. You want to know what it actually does?
Internally, iEnablerealreflection bEnablerealrefs is set to zero. Your giant number disables real reflections. Since they're disabled, the huge-ass number for the cubesize is never used (the dynamic cubemap is only created if real reflections are turned on), which is good, because most video cards cannot create textures bigger than 4096. If that number was used to create the dynamic cubemap, the function that creates the cubemap would fail, and theres a 99% chance that the dll would crash.
I'll be adding security checks in the future, to verify config data is in a valid range.



By the way Mr. DexX, wht were the results of your testing?

@ DexX:
Aren't those images on those 2 vehicles real enough?

See for your self guys...in my opinion, a "realreflection" occurs when an object reflects some aspect of it's environment....
clearly in screenshot below, both vehicles are reflecting a building nearby, hence a [/U]real reflection is made.



user posted image



Clearly, real reflections weren't disabled as DexX stipulates...and this can be evidenced in pic above.



This is how I'm arguing it, based on DexX's own saying:
Since cubesize is only enabled when Enablerealreflectionss are on, obviously can't "on" be considered as punching in an integer into an integer accepting value? (must be an integer accepting value since hack or else game would have crashed)
It would seem that placing i(integer) instead of b(bolean) enabled cubesize to be enabled to limitless amounta. As DexX says, when enablerealrefs is on that is the only time when cubesize can be anabled. Cubesize and realrefs are evidenced by pic above.......



Choose...use hack and see for yourself the good change that will be brougt upon your game...

morsolo
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#1060

Posted 02 December 2008 - 11:33 AM

QUOTE (JORDAN_BENNETT @ Dec 2 2008, 22:23)
~SNIP~

See for your self guys...in my opinion, a "realreflection" occurs when an object reflects some aspect of it's environment....
clearly in screenshot below, both vehicles are reflecting a building nearby, hence a reflection is made.

~SNIP~

I'll handle this DexX smile.gif
The building you are seeing 'reflected' is not the building in the game, it is the bumpmap image, which is used when Real Reflections are turned OFF.

But hey, without proof, I'm just some crackpot, so here is the proof. I have converted the Cubemap to a PNG, here it is:
user posted image

I have circled the part of interest, if you get that part and rotate it, you get the image you saw in your screenshot:
user posted image

This proves that your 'hack' did nothing but disable - or crash - the real reflections and everything DexX said above is correct and validated.

Darecki
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#1061

Posted 02 December 2008 - 02:44 PM

I was going to write the same, but you passed me biggrin.gif

JORDAN_BENNETT
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#1062

Posted 02 December 2008 - 03:27 PM Edited by JORDAN_BENNETT, 02 December 2008 - 03:32 PM.

I must finally concede, and fully concur with DexX's ideology, because such an ideology is absolute. I concede because I was incognizant or unaware of the factum that bump mapping images replaced real reflections in game, when real reflections are disabled.

So in summary, you guys win. After all,, I've only commenced playing Gta sa since May after my Csec/CXC exams (By the way I got six distinctions and 2 credits......School S.T.G.C. I was awarded too!!!) and although I have learnt to fully mod gta sa in about 1 month, I am not fully knowledgeable upon the game with all it's aspects....bump mapping etc...

So sorry if I have unnecessarily occupied space on this forum topic, I just wanted to modify configs which enabled for Enablerealrefs to be on whilst cubesize the same, at a high level, without costing any performance what so ever...


I'll spare about 1 day out of my time to browse and try to assimilate all the tutorials on this site....by then, I will post no more fatuity.

Lo siento.....My sincere apologies....



Wait o' minute I take all that back...Unless someone can prove that the infernus below has a bump mapping image of an alien city light post, my apologies are withheld for now!!!!!!!!!!!!!!!!!!!!!!!!!!!


mad.gif mad.gif
user posted image
mad.gif mad.gif



Now tell me...isn't this real reflection? Some oone negate this please....some one tell me different....is this not real reflection?!!?!??!??!??!??!??!?!????!?!??!



I knew it...my hack did indeed mean new significant discovery.........heh heh biggrin.gif

3niX
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#1063

Posted 02 December 2008 - 04:42 PM

Well...

user posted image

Notice the sky picture... where the lamppost is? Its the 3rd picture on the right.

Also, you speak english very strangely. Loosen your lingo bro.

Oh, and Ive notice a few strange occurances with some cars... it seems like some have a weird bumpmap allover them which soon disappears.

ikt
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#1064

Posted 02 December 2008 - 06:11 PM

QUOTE (3niX @ Dec 2 2008, 16:42)
Well...

user posted image

Notice the sky picture... where the lamppost is? Its the 3rd picture on the right.

Also, you speak english very strangely. Loosen your lingo bro.

Oh, and Ive notice a few strange occurances with some cars... it seems like some have a weird bumpmap allover them which soon disappears.

Savanna? biggrin.gif It looks kinda horrible on some cars..

DexX
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#1065

Posted 02 December 2008 - 07:11 PM

QUOTE
Now tell me...isn't this real reflection? Some oone negate this please....some one tell me different....is this not real reflection?!!?!??!??!??!??!??!?!????!?!??!

No.

user posted image
user posted image
Real. If i drive in front of another building, the reflection will reflect whatever building i'm near. when the time of day changes, and the sky goes from blue to purple to orange to blue again etc, you'll see the difference in these reflections.

user posted image
user posted image
Not real (uses cubemap.dds in textures folder). This is what you have. no matter where you go on the map, or what time of day it is, your reflections will be exactly the same.

pinky
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#1066

Posted 02 December 2008 - 07:55 PM

Being greedy was I. 2048 cubes everything maxed pretty much at 1920x1200, may have ran a little on the slow side.
user posted image user posted image user posted image user posted image user posted image user posted image user posted image
Was worth it though. smile.gif

I can run the 2048s no problem with the building pipes set off though.

ikt
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#1067

Posted 02 December 2008 - 09:03 PM

2048 is very playable, but 4096 makes the game crash right after loading. tounge.gif

pinky
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#1068

Posted 02 December 2008 - 09:49 PM

QUOTE (ikt @ Dec 2 2008, 22:03)
2048 is very playable, but 4096 makes the game crash right after loading. tounge.gif

Lol, a man after my own heart. Nothing like pushing it till it crashes, also my philosophy on SA modding.
Previously my main ref mod was one of the older versions with Cubemaps as it kept good FPS, but now I can have real refs without any real noticable frame rate drop so this one is a keeper. icon14.gif

S_G
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#1069

Posted 03 December 2008 - 01:40 AM

Aw, sadly I can't mix this with ENBSeries. Vehicles become invisible when I do. The reflections in SA Gfx are stunning.

game4life
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#1070

Posted 03 December 2008 - 04:22 AM Edited by game4life, 03 December 2008 - 04:40 AM.

Finally real reflection work with my fx 5200, using enbseries loader.

user posted image

CODE
iCubesize 256
bEnablerealrefs 1
fCamdist 500.0
fFresnelref 3.0
fFresneledge 1.0
fSpecpower 40.0
fSpecbase 0.1
bReplaceref 0
bReplacespec 0
fVehnewref 0.2
fVehnewspec 0.35
bUsealphatest 1
hAlpharef 0x40
iVehiclepipe 0
iBuildpipe 0
bPs2refmaps 0
hScreenkey 0x74
hCubekey 0x75

ikt
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#1071

Posted 03 December 2008 - 06:22 AM

QUOTE (pinky @ Dec 2 2008, 21:49)
QUOTE (ikt @ Dec 2 2008, 22:03)
2048 is very playable, but 4096 makes the game crash right after loading. tounge.gif

Lol, a man after my own heart. Nothing like pushing it till it crashes, also my philosophy on SA modding.
Previously my main ref mod was one of the older versions with Cubemaps as it kept good FPS, but now I can have real refs without any real noticable frame rate drop so this one is a keeper. icon14.gif

biggrin.gif
Did someone get any higher resolutions? Dexx sais something like that 4096 was the max. But for me it seems 2048. Well, 2048 is like 2 times my GTA resolution... I don't see really much improvement with higher than 2048, but pushing it to its limits is fun. xD

game4life
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#1072

Posted 03 December 2008 - 10:38 AM

New screenshot using new config

user posted image
user posted image

CODE
iCubesize 128
bEnablerealrefs 1
fCamdist 800.0
fFresnelref 3.0
fFresneledge 1.0
fSpecpower 20.0
fSpecbase 0.1
bReplaceref 1
bReplacespec 0
fVehnewref 0.4
fVehnewspec 0.35
bUsealphatest 1
hAlpharef 0x40
iVehiclepipe 0
iBuildpipe 0
bPs2refmaps 0
hScreenkey 0x74
hCubekey 0x75


JORDAN_BENNETT
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#1073

Posted 03 December 2008 - 11:26 AM

I can run gta sa under SAGFX 0.3 pre-release at 2048, but it lags like hell in this instance.

ikt
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#1074

Posted 03 December 2008 - 09:30 PM

Does anyone have crashes when getting into the air high? i do. D:

kimr120
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#1075

Posted 04 December 2008 - 05:57 PM

hi dexX when i start up gta it crashes yes i got hoodlum us exe and cleo and your latest gfx mod

JORDAN_BENNETT
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#1076

Posted 04 December 2008 - 06:22 PM

Solution A---------> Try setting cubesize to 128 (your graphics card may not be 3.0 compatible, hence unable to render game on default cubesize in gta sa gfx 0.3 pre-release.

Solution B---------> Try disabling Enablerealrefs ( Perhaps your RAM with graphics card isn't powerful enough to render game whilst Enablerealrefs is on.

Solution C---------> Try setting Vehiclepipetype to 0 ( Same reason as either or both of the above)


Solution C----------> Try setting Buildiingpipetype to 0. (Same reason as either or both of the above)

Solution D ----------> Try a combination of all the defined solution con-currently.


Solution E-----------> Stick to previous version of sa gfx 0.2 alpha test\


Solution F-----------> Await DexX's advice..........

ikt
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#1077

Posted 04 December 2008 - 09:49 PM

Oh. I think i know what is causing Building pipetype 3 lagg. Setting the refs to 2048. I just tested it on 2 (lol) and it worked without huge lagg. smile.gif

DexX
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#1078

Posted 04 December 2008 - 09:59 PM

QUOTE (ikt @ Dec 4 2008, 15:49)
Oh. I think i know what is causing Building pipetype 3 lagg. Setting the refs to 2048. I just tested it on 2 (lol) and it worked without huge lagg. smile.gif

DexX bangs head against desk
facedesk.gif
Actually that reminds me..
QUOTE
Dexx sais something like that 4096 was the max. But for me it seems 2048.

It depends on the card. For most modern day cards it should be 4096, and it def. should not be less than 2048.

QUOTE
hi dexX when i start up gta it crashes yes i got hoodlum us exe

I only tested it successfully against the shark/stefan188 exe. Check the readme file for details.

pinky
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#1079

Posted 05 December 2008 - 08:54 AM

QUOTE (DexX @ Dec 4 2008, 22:59)
QUOTE (ikt @ Dec 4 2008, 15:49)
Oh. I think i know what is causing Building pipetype 3 lagg. Setting the refs to 2048. I just tested it on 2 (lol) and it worked without huge lagg. smile.gif

DexX bangs head against desk
facedesk.gif
Actually that reminds me..
QUOTE
Dexx sais something like that 4096 was the max. But for me it seems 2048.

It depends on the card. For most modern day cards it should be 4096, and it def. should not be less than 2048.

QUOTE
hi dexX when i start up gta it crashes yes i got hoodlum us exe

I only tested it successfully against the shark/stefan188 exe. Check the readme file for details.

It runs fine on the Hoodlum exe for me, although the rest of my SA is heavily moddified and could have something keeping it stable.

morsolo
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#1080

Posted 05 December 2008 - 02:26 PM

I was discussing with DexX about the amount the game needs to re-render when I had another one of my wacky ideas!

I thought back to my Need for Speed: High Stakes modding days how cars that were made up of too many polygons would crash the game, so I thought...
"What if the reflections are forcing the game to go overboard with the polygons?"

We currently have no idea what is causing the crashes, so we decided to roll with it and DexX suggested I turn my draw distance all the way down so the game would render less.
Immediately I noticed a difference, sure it looked worst, but something I didn't notice, something I didn't see... CRASHING! There were no crashes! I added more mods, I changed more settings - NO CRASHES!
So, I turned the Draw Distance all the way back up, got in a Hydra and flew around for a bit, BANG! And that wasn't the plane, the game crashed.

So sure, the crashes could possibly be stopped (or reduced) by reducing Draw Distance, but what use are cool graphical mods if you need to turn the graphics DOWN!?
But then I noticed something, there is a zBuffer issue where if there is a particle effect (say a fire), the lod objects (far away) come to the front and you see them infront of object right in front of you.
If the draw distance is down, there is less lod objects, if there's less lod objects there is less zBuffer issues...

So I told DexX to try to fix the zBuffer issues, because at the moment... It's our best bet smile.gif

I'm in the process of setting up a vBulletin Bug Tracking Forum over at my site which I may or may not release, it depends on what DexX plans to do in the future and now.
Cheers,
- Morsolo




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