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[Alpha|Test] SA Gfx

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CHILLI
  • CHILLI

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#121

Posted 08 December 2007 - 03:46 PM

dexx, I saw on that picture with the helicopter you had the moving rotor thing, is that something you modded or is it the model you changed? Cuz I really miss the nice blurred rotor thing from Vice City! Could you atleast try to add that to the mod, please? It will give the plane and helicopter flying a new feeling, it looks much more "real" to the game. Thanks if you could do this ^^

if you could do this, I will recommend you as a really good modder, it's obvious that this is a big mod, becuase you're taking a long time to work. And at that picture I really see you've done a good honest (if I say it right so you understand what I mean) try to make it look good, but without luck. But I dont really care if the road are reflective or not, they still change colors when the time changes.

Keep up the awesome work man, I think all the other modders missing it will love it.
I do. some for you dexx: cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif

JP3
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#122

Posted 08 December 2007 - 08:41 PM Edited by JP3, 09 December 2007 - 05:14 PM.

QUOTE (JP3 @ Dec 8 2007, 15:11)
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?


nabo45
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#123

Posted 08 December 2007 - 08:56 PM

QUOTE (JP3 @ Dec 8 2007, 21:41)
QUOTE (JP3 @ Dec 8 2007, 15:11)
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?

Congratulations for the work!
sarcasm.gif

Did you just quote your self?

Ontopic: Great work DexX, really awesome icon14.gif .

ikt
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#124

Posted 08 December 2007 - 10:47 PM

Nice work =D

JostVice
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#125

Posted 09 December 2007 - 10:51 PM

QUOTE (DexX)
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.



yeah, they look strange... but maybe there is a better effect in small objects like barrels or those street props, maybe still we need to let map for vertex colors bored.gif

PD. it looks like you fixed alpha? smile.gif

_6mik_
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#126

Posted 09 December 2007 - 10:56 PM

it loook stange, but anyhow it look very very good !

I hope your going to fix the parts and the lights of cars of your pixel shader reflection wich look awesome...

very impresiive althought

CHILLI
  • CHILLI

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#127

Posted 12 December 2007 - 09:27 PM

You're trying to make a pixel-per-pixel shading/lightning right? But anyway, sometimes when I'm driving around and for some reason want to reload my game, I sometimes see all the things on a car smoothly shaded, like the wheels of the picador or ranger. And then when I enter a bit darker place it unluckely goes back to the normal, non shaded model. What makes this happen? And is this for any help? I think it has to do something with the lightning set in the map, but I dont know.

Good luck, and hope this may helped.

Cya and goodnight!

Grove Street Boy
  • Grove Street Boy

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#128

Posted 14 December 2007 - 05:22 PM

nice mod! But lags my game like hell especially when a group of 5 or 6 crown victoria's appear. I'm using a Nvidia 7600GT Is it too weak for this mod?

Edit: also since you attempt to light up map objects why not give them road reflections? and even better maybe water reflections? that will be cool! smile.gif

CHILLI
  • CHILLI

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#129

Posted 14 December 2007 - 08:24 PM Edited by CHILLI, 15 December 2007 - 04:30 PM.

grove street boy: I'm using the same graphic card, and I seem to have the exactly same problem. I'm usually driving around in doherty and the paradiso area, and those are usually stoned of cars, and there in doherty my game almost become unplayable when it's on the day and a lot of cars are at the driving school. maybe dexx could try to reduce the lag in some way, if not I'll just have to wait for christmas, then I'll probably get a new graphic card.

cya from me, CHILLI ofcourse, you can read right? tounge.gif


edit: I finally remember to keep the photo thing on, so here's the 2 pictures to compare:
user posted image
user posted image

The way I made this happen was when I accidently loaded a wrong savegame that was in an interior, then when I loaded the real one (outdoors in doherty) that happened, yellow lightning like it was the hot sun or something making the whole thing yellow, but I dont know.

DexX
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#130

Posted 17 December 2007 - 05:49 PM

Ok, i split the sa stuff into its own topic. I should have a new release within a day or two, that will replace everything released for sa up to this point. more on that later.

ikt
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#131

Posted 17 December 2007 - 06:11 PM

Is it still going to be laggy? Because everything is very nice tounge.gif And i founf something of you that only reflects the sun, but that effect is also ''pwnage'' and it doesn't make you lagg.

H13N.H3N
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#132

Posted 18 December 2007 - 03:55 PM

I have some questions around, i noticed that games with real-time lighting and shadows look more interesting when the shadows are really strong, like in Scarface (the game) this is stored in some of the files inside the data or model folders?, or can be handled inside the "sa_lighting.asi" (that btw had worked very fine for me) is there any way to make the shadows as strong as the bitmaps that replace them when low-q mode?

morsolo
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#133

Posted 18 December 2007 - 05:57 PM

Nice work DexX'y.
Good to see you finally split it up too smile.gif

Waiting anxiously for the new release! biggrin.gif
(Reloads SA)

P.I.M.P_PL
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#134

Posted 19 December 2007 - 12:11 PM

maybe its be possible to do this:

when you drive the car and you pass some object this object contrast in your car??(like from real world)

Bye.

javi13
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#135

Posted 19 December 2007 - 12:23 PM Edited by javi13, 20 December 2007 - 09:46 AM.

it it working with gta sa EU exe files yet?

EDIT: Nevermind, i just remembered that i had a US exe from a few months ago biggrin.gif

P.I.M.P_PL
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#136

Posted 19 December 2007 - 12:28 PM

QUOTE (javi13 @ Dec 19 2007, 12:23)
it it working with gta sa EU exe files yet?

yes i have EU version and its work great.

DexX
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#137

Posted 19 December 2007 - 10:42 PM

...and the moment some of you have been waiting for - public release of the super-duper alpha version of this mod;
www.3dhole.com/gtafiles/pipeline/sagfx01_rel.rar

Screenshots are at the end of this post.

I strongly suggest you read the readme file, and associated documentation. If i see questions asked that i already answered, i'll just ignore them. Also, i will update the first post of this topic with the current version for future updates (in addition to the update post itself).

If your computer nags at you about missing "d3dx9_31", use this;
www.3dhole.com/gtafiles/pipeline/d3dx9_31.rar

Known issues:
-Vehicles are only lit by the sun for now. More work is needed before extra lights can be synced.
-Random skin/bone corruption on peds (namely driver in vehicles, cutscenes). No known cause, or fix.
-Some detached damaged vehicle pieces (on the ground) may be discolored (pink and green, mainly carcols4 vehicles). Known issue, no fix yet.
-Headlight/Taillights don't show up. Actually they do, but there's some weirdness about how SA handles them.
-Some materials (tire tread, interiors, etc) are shiny when they should not be. Known issue, but i'm not going to fix it. Why don't you ask R* why they put reflection maps on those materials? Rubber and cloth should not reflect!
-*hi contrast shading (vehicles are particularly dark on one side, and bright on the other).
*this is fixed. re-download the mod and install it. download link is the same.

Performance issues:
None. Seriously. I tested this @ 1280 * 1024, my monitors maximum resolution, with every SA setting at max including AA, 4 windows folders open, mIRC with 3 rooms, msn messenger with 1 conversation, fraps, and Firefox (6 tabs opened) and my framerate was steady at between 19-25fps (according to fraps).

my system specs;
WinXp Sp2
2048mb ram
Directx 9.0c
Geforce 7600 GS(512mb) agp

Source code was planned to be released as well, but i opted not too. If interested, send me a pm, but be warned you need the Renderware graphics sdk to re-compile it (Not provided, nor will i tell you where/how to "obtain" it). This mod built against Rw 3.6.0.3,and compiled with MSVC++ 6.0.
Source
Source added for feedback, and to cut down on my inbox.

Some screenshots;
user posted image
^note the spec on the front of the tire in this one^
user posted image
user posted image
user posted image
Note the smooth, yet subtle spec on the rear of the banshee.
user posted image
spec on the sabre, reflection at rear of van.
user posted image
These fellas never looked so good.
user posted image
overall. The effect is extremely subtle, but i did slightly alter the game's handling of alpha textures for vehicles. The text and badging on the police car is smooth around the edges now, as less pixels are being rejected (changed alpha reference value from 0x64 to 0x01).

Will edit post as appropriate.

H13N.H3N
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#138

Posted 19 December 2007 - 10:46 PM Edited by H13N.H3N, 16 September 2008 - 06:38 AM.

QUOTE (DexX @ Dec 19 2007, 17:42)
...and the moment some of you have been waiting for - public release of  the super-duper alpha version of this mod

jeje XD nice change to an old friend

morsolo
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#139

Posted 19 December 2007 - 10:59 PM

Nice work, it looks really nice in game, with some exceptions...

1. Only SOME windows are transparent.
user posted image
user posted image

2. The light direction is VERY exaggerated. It's fien on one side, but black on the other.
user posted image
user posted image

I'll keep testing it out, because, on the right car, on the right angle, it looks good!

DexX
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#140

Posted 19 December 2007 - 11:56 PM

For vehicle authors, and those willing to re-export the models, there are some extremely important things you needs to know. First of all, all the SA-specific material attributes are NOT supported. if you use 3dsmax, you are limited to the options in green in this image:
user posted image
click here if the image doesn't load
You may use:
Ambient
Diffuse
Color
Alpha
Diffuse Texture + mask
Reflection image
Reflection amount

You may NOT use:
-any spec
-R*-implemented reflection system

Spec, in this version, is derived from a saturated version of the diffuse texture. All the specular parameters in the material are ignored.

Reflections are done entirely with renderware functions, the R*-specific stuff is gone. it wasn't necessary to begin with. Also, there is only one set of UV coordinates that is needed - those are for the diffuse/spec/normal texture. The reflection map coordinates are generated and used by the shader automatically.

H13N.H3N
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#141

Posted 20 December 2007 - 01:18 AM

QUOTE (DexX @ Dec 19 2007, 18:56)
For vehicle authors, and those willing to re-export the models, there are some extremely important things you needs to know

i was also noticed that, but it is ok on Kams Script, since the 2nd UV map is hard to fit, the reflection image is the best chose anyway, i'm too looking at some planes and helis, nothing important at the moment but i guess that is a fair cost only using the reflection image. again thnks 4 this release

donvito
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#142

Posted 20 December 2007 - 12:53 PM

holy crap sa looks so awesome with your mod, i can'T get words for that.


thank you soooo much colgate.gif

Darecki
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#143

Posted 20 December 2007 - 01:04 PM

Wow, thanks for the release! I'm looking forward for the final release ^^

Arvis
  • Arvis

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#144

Posted 20 December 2007 - 01:59 PM

Weird things happens on GeForce 4 MX 440-SE
user posted image

DexX
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#145

Posted 20 December 2007 - 02:11 PM

Alright, i added some bumps to the normal map. Not much, but a little bit goes a long way.
user posted image
side of the door..
user posted image
hood, side of fender..
user posted image
trunk(boot)/roof. i was also experimenting with different cubemaps and slightly modified shader code. Blended the reflection multiplier with the desat diffuse texture.
user posted image
Door side, by handle.

You can get the normal map here;
www.3dhole.com/gtafiles/pipeline/nmap.rar
just overwrite the one in extra_resources/textures. It should work well for most SA cars, any vehicles that were textured using "vehiclegrunge256", which is what the normal map is based off of.

Added the normal map and tweaked code to the download, link is the same.

About errors:
if you get weirdness or corruption, please post the contents of the "shader results.txt" file in /extra_resources/shaders.
@ Vecis; that's weird. noted.
@ Pimp (below) - noted.

P.I.M.P_PL
  • P.I.M.P_PL

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#146

Posted 20 December 2007 - 02:41 PM

i have some bug:

its a screenshots:

CODE
http://www.fotosik.pl/showFullSize.php?id=e18de46f56222454

CODE
http://www.fotosik.pl/showFullSize.php?id=c550265399d6fe85

CODE
http://www.fotosik.pl/showFullSize.php?id=41ea44b1ffa5f0e4

and some bug in shadow:
CODE
http://www.fotosik.pl/showFullSize.php?id=046ef5e8896dec46


info of my graphic card(maybe it help you):
geforce 6100 gt

JostVice
  • JostVice

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#147

Posted 20 December 2007 - 04:42 PM Edited by Jost_Vice, 20 December 2007 - 04:47 PM.

Awesome dude... just... no words...

user posted image
user posted image


derty
  • derty

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#148

Posted 20 December 2007 - 04:51 PM

QUOTE (Vecis @ Dec 20 2007, 08:59)
Weird things happens on GeForce 4 MX 440-SE
[IMG]http://i232.photobuc...14/dexxsgfx.png[IMG]

ah, me too vecis. GF4 MX420, we have DX7 cards, that's not the REASON, but we are very dated
and actually, we don't see the game the way it should be seen, no pixel shaders etc etc tounge.gif

we need new cards tounge.gif

-derty

Hollaz
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#149

Posted 20 December 2007 - 04:59 PM Edited by Hollaz, 20 December 2007 - 05:01 PM.

Well, then i continue the tributes to a good mod/hack.
user posted image
user posted image
user posted image
user posted image


icon14.gif

H13N.H3N
  • H13N.H3N

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#150

Posted 20 December 2007 - 05:16 PM Edited by H13N.H3N, 20 December 2007 - 05:41 PM.

??? very strange... in my case the mod worked the first time, after that only white is on cars, cars radiating light, and lights of cars on all day/night in a very buggy mode, the part of the withe cars comes from "sa_pipeline_low.asi" cause the other file work good, now my card is an ATI Radeon IGP 320M, not one of the best, and i have to admit that is low the support that have in Pixel Shader 2.0, could be that the cause? the owners of ATI Radeon cards will suffer 4 ever? the VC FX mod also had a low response on this card, perhaps it is nothing more to do.

user posted image


CODE

"SHADER RESULT"


Wed Dec 19 21:59:06 2007
D:\H-Fun\Grand Theft Auto\San Andreas\extra_resources\shaders\vehmainmat_bumpref.hlsl(182): warning X3083: Truncating 4-vector to size 1


Wed Dec 19 21:59:06 2007
D:\H-Fun\Grand Theft Auto\San Andreas\extra_resources\shaders\vehmainmat_bumpref.hlsl(182): warning X3083: Truncating 4-vector to size 1


Wed Dec 19 21:59:06 2007
D:\H-Fun\Grand Theft Auto\San Andreas\extra_resources\shaders\vehmainmat_bump.hlsl(172): warning X3083: Truncating 4-vector to size 1


Wed Dec 19 21:59:06 2007
D:\H-Fun\Grand Theft Auto\San Andreas\extra_resources\shaders\vehmainmat_lights.hlsl(87): warning X3083: Truncating 4-vector to size 1


Wed Dec 19 22:06:14 2007
D:\H-Fun\Grand Theft Auto\San Andreas\extra_resources\shaders\vehmainmat_bumpref.hlsl(182): warning X3083: Truncating 4-vector to size 1


Wed Dec 19 22:06:14 2007
D:\H-Fun\Grand Theft Auto\San Andreas\extra_resources\shaders\vehmainmat_bumpref.hlsl(182): warning X3083: Truncating 4-vector to size 1


Wed Dec 19 22:06:14 2007
D:\H-Fun\Grand Theft Auto\San Andreas\extra_resources\shaders\vehmainmat_bump.hlsl(172): warning X3083: Truncating 4-vector to size 1


Wed Dec 19 22:06:14 2007
D:\H-Fun\Grand Theft Auto\San Andreas\extra_resources\shaders\vehmainmat_lights.hlsl(87): warning X3083: Truncating 4-vector to size 1


Wed Dec 19 22:18:00 2007
D:\H-Fun\Grand Theft Auto\San Andreas\extra_resources\shaders\vehmainmat_bumpref.hlsl(182): warning X3083: Truncating 4-vector to size 1


Wed Dec 19 22:18:00 2007
D:\H-Fun\Grand Theft Auto\San Andreas\extra_resources\shaders\vehmainmat_bumpref.hlsl(182): warning X3083: Truncating 4-vector to size 1


Wed Dec 19 22:18:00 2007
D:\H-Fun\Grand Theft Auto\San Andreas\extra_resources\shaders\vehmainmat_bump.hlsl(172): warning X3083: Truncating 4-vector to size 1


Wed Dec 19 22:18:00 2007
D:\H-Fun\Grand Theft Auto\San Andreas\extra_resources\shaders\vehmainmat_lights.hlsl(87): warning X3083: Truncating 4-vector to size 1





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