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[Alpha|Test] SA Gfx

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JP3
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#91

Posted 25 November 2007 - 06:00 PM

Yes but we will try to make it happen!
The reflections on the floor of sefe house, transfender are caused by coordinates on file cull.ipl!

GamerShotgun
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#92

Posted 25 November 2007 - 06:11 PM

As far as i know, generating "cull" zones on dynamic objects [like vehicles] is 'impossible' since DeXx tried it already but with no luck..

derty
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#93

Posted 25 November 2007 - 06:49 PM

dudeeeee I just got word of the per-pixel post. That is so
awesome. It really does appear to roll over the vehicle's curves
so very gracefully. I'm having a heart attack...

no, no. That's just inlove.gif

-derty

CHILLI
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#94

Posted 25 November 2007 - 08:17 PM

um.. um.. um... I'm new here, but I've been reading ALL your posts in this topic, damn, that pixel-by-pixel shading looks "o my god good!" I've wanted that since I started modding, I love to drive the buffalo and infernus!
though, the specular lightning on the rims have been like, on the infernus, only the reflective 'spokes' have been reflecting light, and the buffalo's rims dont have any specular at all... but with this mod, it will be like playing the Xbox one!

why?
scroll down a bit why!




because, on the Xbox, all the materials on the cars have been reflecting light, so with this mod, it dont look that 'smooth' but still reminds about it's graphics! please upload it soon! I'm in need of this since ever I noticed this "bug" on the cars! suicidal.gif inlove.gif

Dexx, you're my man! without you SA would be nothing! greetz, and keep it up!

DexX
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#95

Posted 25 November 2007 - 08:25 PM

alright nublets pay attention. i'll clarify the reflections once and for all.

cubemap: texture loaded from a file, that has 6 surfaces. In GTA, it is not possible to create a real-time reflection using cubemaps (the only dynamic textures i can create with Renderware are 2d - i tried creating the cubetexture directly in directx, but i can't seem to cast it to a RwRaster...). if i use a cubemap reflection, the reflection will not be real time. it's one or the other.

garage reflections: the garage reflections are only meant to work indoors for 2 main reasons:
-they mess with the sky if used outdoors
-they are very very, extremely slow. when i had these partially working, i could only use 1-2 vehicles at a time while driving around the map more than that and the game was unplayable.

If there are realtime reflections, they will be of a method not mentioned here (because i don't know it yet...), assuming i can find one that is both fast, and bug-free.

now, on to other news;
user posted image
That, is a normal/specular mapped (mapped as in a normal map, and a specular map are being used) material with cubic reflections and a diffuse map (the textures are meant to show off the effect, not to look realistic). Yes i said it was normal-mapped. and i will save everyone some time by saying that it's not going out for beta any time soon (at least a week, possibly longer - there are some major bugs). between irc and PMs i've received, i already know who's on the list or not.

oh yea, since you think i'm a god, you can stop throwing your virgins into active volcanos - just send them to me rampage_ani.gif

k0ster
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#96

Posted 26 November 2007 - 10:19 AM

ey Dexx can you upload the files somewhere else seems like your site is offline and i would really like to try it. Thanks in advance

_F_
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#97

Posted 26 November 2007 - 07:10 PM

QUOTE (k0ster @ Nov 26 2007, 10:19)
ey Dexx can you upload the files somewhere else seems like your site is offline and i would really like to try it. Thanks in advance

yes, and fast, please

DexX
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#98

Posted 27 November 2007 - 07:47 PM

The links should work now.

ed;
This just fixes the previous links, for files that were released a while ago. the phong/shader/normmap per-pixel lighting stuff isn't out yet (i haven't even let people start testing it privately...). read my previous posts for a more detailed explanation.

donvito
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#99

Posted 27 November 2007 - 08:15 PM

sry for this question but it seems i'm too stupid for finding the right link for your update^^

i only found this one,but it seems to be old: http://www.3dhole.co...s/sa_vehgfx.rar

so can you please post the link for the new one?



k0ster
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#100

Posted 27 November 2007 - 10:10 PM

thanks dexx i have them now and i already read the whole topic ph34r.gif so i know the issues ,, i hope you can complete all these things it will be a great addition to GTA

grtz k0ster

Arvis
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#101

Posted 29 November 2007 - 03:52 PM

Wow, great!

pull_my_trigga_en_call_me_nigga
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#102

Posted 29 November 2007 - 04:36 PM

I downloaded your mod .I ve done alot of things to dl it and atlast I gave the link to one of my friend to dl it for me and he did.I think it worth this effort.

it was great but i have a question.I saw cube maps on net and they were like + but yours is like a _ so why is that?
I noticed that when the texture is rotating after sometime(or angel) it jumps.I mean it is like it is reseted after some movements(I hope I can say what I mean confused.gif )
and why are there in extra images folder 2 images ?which one should I edit?
cant u use the reflection system like in mafia?cuz i think it was very good.

I only have your specular and reflection fix.did ya release the bump map thing or per pixel lightening?

ParoXum
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#103

Posted 30 November 2007 - 05:48 PM

QUOTE (pull_my_trigga_en_call_me_nigga @ Nov 29 2007, 18:36)
I only have your specular and reflection fix.did ya release the bump map thing or per pixel lightening?

NO orly.gif orly.gif orly.gif


QUOTE (DexX)
read my previous posts for a more detailed explanation.


catspider.gif

CHILLI
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#104

Posted 01 December 2007 - 10:42 PM

dexx, why dont you make a beta test in the forum? then people can see how it is, and what needs to be fixed.
like in other car models I've seen, people say what needs to be fixed that the maker dont allways notice.
why not with this one? give us a try!
and for you great work so long, a little present: cookie.gif and some cola too! Shifty41s_beerhatsmilie2.gif

happy greeties- CHILLI

morsolo
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#105

Posted 02 December 2007 - 01:18 AM

QUOTE
dexx, why dont you make a beta test in the forum? then people can see how it is, and what needs to be fixed.
like in other car models I've seen, people say what needs to be fixed that the maker dont allways notice.
why not with this one? give us a try!
and for you great work so long, a little present: cookie.gif and some cola too! Shifty41s_beerhatsmilie2.gif

happy greeties- CHILLI

Don't you worry, DexX has a few people testing private beta's, trying to iron out the bugs.
He will not release a public beta due to the fact there are WAY to many bugs, and it can EASILY crash your game.

DexX is going to need a lot more than a cookie and drink, I can tell you that. wink.gif
cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif ? biggrin.gif

CHILLI
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#106

Posted 02 December 2007 - 01:57 AM

thanks for that, I thought he was still doing it himself without any help.
and this mod is a good one! you're right, he deserves cookie.gif x10 and all my chokolate and a lot of cola
to cool down the heat when working this hard! but what else to expect? dexx and paradoxum (sorry for not knowing your name that good) know what they are doing! just look at the gostown project!
this gonna be a big mod, to force the materials to reflect light. ownage! wink.gif lol.gif

g30dud3
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#107

Posted 02 December 2007 - 06:14 PM Edited by g30dud3, 02 December 2007 - 07:33 PM.

I have a question about the specular light in Vice City. Just curious:- Is there any way to have 2 (or more) instances of the specular lighting? What I mean is, could you have one which has the "multiplier" and "power" set quite low to give a smaller, much broader lighting effect, and another with these values set high for a stronger, thinner specular highlight?

I think that would give quite a nice effect.. for example I tried using your old d3d8 "xbox like graphics" mod in conjunction with the .asi and the result was OK.. ish: The d3d8.dll is much less accurate and having that legal notice every time you run vice city gets annoying..



Edit: Basically you just have two "vc_speclight.asi" files set to use 2 different config files.

Mark
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#108

Posted 03 December 2007 - 01:52 AM

Update DexXy: I've been playing with whatever I can, no joy on the new stuff. The old cubemaps work fine even on this different Gcard...I think you've called it right, my Gcard has shader issues. I'll take a look on the box when I get some time to venture into the attic.

kakarot_9
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#109

Posted 03 December 2007 - 08:23 PM

Good job man, it really looks like nice ingame.
Keep up the good work. smile.gif

JP3
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#110

Posted 03 December 2007 - 11:25 PM

Is it possible illumination to put in the map (world, objects of the exterior) as does in the corros sa_lighting.asi included in the package sa_vehgfx?

Midnightz
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#111

Posted 05 December 2007 - 02:54 PM Edited by Midnightz, 07 December 2007 - 08:50 PM.

EDIT: It looks unbelievably shiney! cookie.gif cookie.gif (My personal preference: Make the level of shininess somewhere between the default effect and this effect. Off to figure out how to open the file... nVidia related, I think I read)

Forgive my ignorance but can someone explain...

This affects default R*-made vehicles in SA but will it do anything funky to 3rd party vehicle replacements? EDIT: Yes, apparently it will. confused.gif Need screenshots? Or is that dependent on the vehicle itself? EDIT: Maybe? Some have their own shiney reflections... hence my need for clarification. I don't understand how it works. blush.gif

Also wondering, will the cars now match carmods (added from garages)? EDIT: Yes, yay!

Insight would be most appreciated, thanks.
-Midnightz

mr.blonde
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#112

Posted 05 December 2007 - 05:01 PM

hey DexX this is cool!!! colgate.gif

keep up the good work!! cookie.gif cookie.gif

evilrex
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#113

Posted 07 December 2007 - 08:34 PM

Questions:

1,

QUOTE
Something else i starting working on in the last few days, changing the size of the shadowmap for the ped shadows;
user posted image
Ped shadows with a 1024 shadowmap. The game renders a shadowmap for each character onscreen, so it can get slow when alot appear and you use a large sized map.

I don't like throwing a bunch of incomplete files around (not publicly anyway), so i'll drop that in the next release of what is now entitled; 'SA GFX', which will include the cubemap mod, improved spec lighting (if your box can handle it) the shadows, and a few other details, like license plate texture filtering.


How did you do this/is it included in the lastest download?

2,

Where is the latest download? I've searched and can't find it, is it on another website?


kakarot_9
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#114

Posted 07 December 2007 - 09:34 PM

The download is on the fifth page.

JP3
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#115

Posted 07 December 2007 - 09:38 PM Edited by JP3, 08 December 2007 - 01:18 AM.

You can create a lighting more real to the headlights of the vehicles in front GTA SA?
As something to illuminate objects such as buildings, trees, ground ...
And if possible increase the angle of illumination.
I think you can leave the game more real and that image headlight of particle.txd would be just another addition visual!
What is the link that Ped shadows?

JostVice
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#116

Posted 07 December 2007 - 11:53 PM

I will try to answer the questions for DexX

evilrex: 1 its not included in the download, and has he said, he changed the size of the lightmap of peds, they are generated for each ped, in the next release you will be able to edit the size of the lightmap by changing a number in a INI file. For me, 256-512 is stable and looks far better than original one.

JP3: I have to say your english is not very good... well, from what I understand: you want a better illumination for the headlights of cars... but in what style? IMO it cant be made better, some engines uses a vertex illumination, via vertex colors or something, but that way it will need a more highpoly models. and actually in SA the models 'get illuminated' when a headlights spots them. to edit the TXD files you can use TXD workshop or G-TXD.

JP3
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#117

Posted 08 December 2007 - 01:27 AM

QUOTE (JP3 @ Dec 7 2007, 21:38)
You can create a lighting more real to the headlights of the vehicles in front GTA SA?
As something to illuminate objects such as buildings, trees, ground ...
And if possible increase the angle of illumination.
I think you can leave the game more real and that image headlight of particle.txd would be just another addition visual!
What is the link that Ped shadows?

But we can do better lighting for the front headlights of vehicles without involving file txd?
If possible might do this?
And disclose a link to the download.

Thanks.

Mark
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#118

Posted 08 December 2007 - 09:59 AM

QUOTE (JP3 @ Dec 8 2007, 02:27)
QUOTE (JP3 @ Dec 7 2007, 21:38)
You can create a lighting more real to the headlights of the vehicles in front GTA SA?
As something to illuminate objects such as buildings, trees, ground ...
And if possible increase the angle of illumination.
I think you can leave the game more real and that image headlight of particle.txd would be just another addition visual!
What is the link that Ped shadows?

But we can do better lighting for the front headlights of vehicles without involving file txd?
If possible might do this?
And disclose a link to the download.

Thanks.

Giving the impression of like a full-beam? Would be useful for Gostown for one I reckon.

DexX
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#119

Posted 08 December 2007 - 11:15 AM

the problem is, renderware lighting is terrible. it's optimized to light only objects that are within the player's view and the radius of the light. Consider the following image;
user posted image
In this image we have the road (white, selected) 2 lights, and a van with a spotlight. The pivot point of the road (green/yellow lines) does not fall within the radius of any of the lights and, in renderware, would not be illuminated. But, even if it did..
user posted image
..lighting at that point, where the object center falls within the radius of the light, would only be calculated for the immediate area. Only small objects can be effectively lit in real time. The edges of the road in this example, will never, ever be lit, since they are outside the radius of the light.

There is also the issue of normals. every object that gets dynamic lighting, with or without my mod, needs to have normals. most of the SA map objects do not. i have no interest in trying to hack the renderware lighting, and i don't know anyone willing to re-export the entire SA map if i did. in short, there's a very good reason why R* chose the method they did.

Btw, i did try to add spec to map objects. the results are not at all good;
user posted image
That is what happens when map objects are dynamically lit by the sunlight, without normals.

JP3
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#120

Posted 08 December 2007 - 03:11 PM


Then would only be possible to increase the angle of lighting is published in each vehicle separately?
Unable to add a light as the poles of the game in front headlamp of the vehicle?
The lights on poles illuminate objects then putting this property in the car will work?




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