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[Alpha|Test] SA Gfx

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stonecoldcrazy
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#181

Posted 22 December 2007 - 09:08 PM Edited by stonecoldcrazy, 22 December 2007 - 09:13 PM.

QUOTE (DexX @ Dec 22 2007, 21:04)
QUOTE (stonecoldcrazy @ Dec 22 2007, 14:51)
Hey Dexx Could You Add Support For Pixel Shader 1.4

Why would i do that?

I Just Wondered If It Could Be Done Becouse Your Paint Shader/Per Pixel Lighting Mod Looks Really Nice And i just have a Shader 1.4 Card And My Cars all Show Up White
When I Use It Sorry if i am asking something Impossible

DexX
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#182

Posted 22 December 2007 - 09:14 PM

It's not impossible, but it's more limiting, not to mention additional work. If you or anyone else has an old card with less than SM2 support, you'd be better off not using this mod to begin with. The default SA graphics are about what it would look like if i had to add support for the older shader models.
So no.

pull_my_trigga_en_call_me_nigga
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#183

Posted 22 December 2007 - 09:31 PM

hi,

sorry for streching the page I didint know how to use thumbnails. confused.gif

I found out I have uploaded the nmap.dds file wrongly and the real nmap1.dds is in this file:

http://www.farsiuplo...34994604318.rar

I have a problem.I dunno what files I should place in gta ( i mean i dunno which file is the newest ).
I have a geforce 6200 garffic card and it supports shader model 3.0 so what should i use?

stonecoldcrazy
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#184

Posted 22 December 2007 - 10:04 PM Edited by DexX, 22 December 2007 - 11:46 PM.

QUOTE (pull_my_trigga_en_call_me_nigga @ Dec 22 2007, 21:31)
hi,

sorry for streching the page I didint know how to use thumbnails. confused.gif

I found out I have uploaded the nmap.dds file wrongly and the real nmap1.dds is in this file:

http://www.farsiuplo...34994604318.rar

I have a problem.I dunno what files I should place in gta ( i mean i dunno which file is the newest ).
I have a geforce 6200 garffic card and it supports shader model 3.0  so what should i use?


You Should use The Shader 2a Version I Think Heres The Link: [snip - Please just refer to the first post of the topic, where the newest links will always be]
And If you Are Talking About the Normal Maps you made Left Click The File Hit Propertys And Check The Modifyed Date

morsolo
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#185

Posted 23 December 2007 - 03:52 AM

How do you edit the .dds files?

I remember it being somewhere here, but I can't find it again.
(Always there when you're not looking but never there when you are)

smile.gif

johnny404
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#186

Posted 23 December 2007 - 07:10 AM

QUOTE (morsolo @ Dec 23 2007, 03:52)
How do you edit the .dds files?

I remember it being somewhere here, but I can't find it again.
(Always there when you're not looking but never there when you are)

smile.gif

some program called iRipper

JostVice
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#187

Posted 23 December 2007 - 10:35 AM

I used the way DexX told me to try the effect on map objects, here its:

http://i144.photobuc...ce/Glassing.jpg

I think there is no problem telling the way: export the model as a vehicle part, with normals. Then be sure in GTA material there is reflection and all that...

myster92
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#188

Posted 23 December 2007 - 01:18 PM

QUOTE (pull_my_trigga_en_call_me_nigga @ Dec 22 2007, 21:31)

I found out I have uploaded the nmap.dds file wrongly and the real nmap1.dds is in this file:

http://www.farsiuplo...34994604318.rar

This is bump map, this mod need normal map. If use bump map with mod, then car surface have some bags.

Jost_Vice
Wow, cool!

ParoXum
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#189

Posted 23 December 2007 - 09:45 PM

Ok, got my own tests with ref+nmaps on static objects ingame, that's looking good. Last thing we need now is a specular ability biggrin.gif

I assume the rest can be tweaked into shaders, like parallax depth, and others tweaks.

Picie :

user posted image

You can see a light coming from the left on the rock, following the rock normal map. Again, big up to DexX, Continue the great work.

nabo45
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#190

Posted 23 December 2007 - 09:49 PM

Thats just awesome, i really need to learn how to add those normal maps. Anyway great work DexX, and yeah. All we need now is specular lightning on static objects.

pull_my_trigga_en_call_me_nigga
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#191

Posted 23 December 2007 - 09:57 PM

QUOTE (myster92 @ Dec 23 2007, 13:18)
QUOTE (pull_my_trigga_en_call_me_nigga @ Dec 22 2007, 21:31)

I found out I have uploaded the nmap.dds file wrongly and the real nmap1.dds is in this file:

http://www.farsiuplo...34994604318.rar

This is bump map, this mod need normal map. If use bump map with mod, then car surface have some bags.

Jost_Vice
Wow, cool!


Sorry I didnt understand what u said confused.gif .

Darecki
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#192

Posted 24 December 2007 - 11:30 AM

Oh my god! It dosen't look like gta! Great work, I'm wondering how GTA could be with those shaders ona ground, buildings, glass etc... smile.gif

GamerShotgun
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#193

Posted 24 December 2007 - 01:56 PM

Well, i guess the GTA community helps GTA to stay alive... I mean... the modders like DeXx!

And of course ParoXum and JostVice... Their modeling and mapping skillz are great.. This applies to the other developers of gostown too!

BTW, Happy holidays!

donvito
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#194

Posted 24 December 2007 - 06:28 PM

QUOTE (ParoXum @ Dec 23 2007, 23:45)
Ok, got my own tests with ref+nmaps on static objects ingame, that's looking good. Last thing we need now is a specular ability biggrin.gif

I assume the rest can be tweaked into shaders, like parallax depth, and others tweaks.

Picie :

user posted image

You can see a light coming from the left on the rock, following the rock normal map. Again, big up to DexX, Continue the great work.

yeah dude,thats what i'm waiting for smile.gif

i think i must try it on my models devil.gif

Claude GTA3
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#195

Posted 24 December 2007 - 09:03 PM

Can weapons have specular and bumpmaps like in FPS' in GTA?

rebel_36
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#196

Posted 25 December 2007 - 01:52 PM

you could have spec on weapons ever since, i dont see why youd put bump maps on everything though, imo they only look good on map objects, stone walls etc

CHILLI
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#197

Posted 25 December 2007 - 03:45 PM Edited by CHILLI, 26 December 2007 - 12:06 AM.

OOOHHH MAN! this mod is so awesome man! 3D metal render on car/bike models, shading on everything the right way. like the chassis is shiny and the wheels just reflecting most of the sun! soo awesome! *happy tears and cant leave the PC*
You Dexx! YOU made my christmas wooohoo! just one word to explain how I love this: OWNAGE!!

edit: could you possibly make this also compatible with mta? or how you call it... just make it work in mta can you?

derty
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#198

Posted 25 December 2007 - 10:43 PM

http://files.filefro...;/fileinfo.html

For anyone in need, as I see above. I've used it quite a bit for various things. It's nice.

edit: in fact, you could incorporate this into your first post for new readers who want to
make a dds, as this linkage is destined for to be buried.

CHILLI
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#199

Posted 26 December 2007 - 03:34 PM

I've noticed that this mod is using a 3D render image. but though it's hardcoded(?) but that source code will that work to add 3D render images?
cuz I think I want 3D rendered tires, that rubber part. or could you be nice making it in the next update?

greetz, CHILLI

JP3
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#200

Posted 27 December 2007 - 12:44 AM Edited by JP3, 27 December 2007 - 12:56 AM.

You can put the metallic effect with the lighting of the world of sa_vehgfx>> sa_lighting.asi in cars.

Sa_lighting.asi + Metallic effect + sa_pipeline_low.asi

If possible could send me.

JP3
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#201

Posted 27 December 2007 - 02:09 AM

QUOTE (ParoXum @ Dec 23 2007, 21:45)

user posted image


What mode is this?
Where can I download it?

DexX
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#202

Posted 27 December 2007 - 09:18 AM

QUOTE (CHILLI @ Dec 26 2007, 09:34)
I've noticed that this mod is using a 3D render image. but though it's hardcoded(?) but that source code will that work to add 3D render images?
cuz I think I want 3D rendered tires, that rubber part. or could you be nice making it in the next update?

I have no idea what you're talking about. 3d render image...?

QUOTE
You can put the metallic effect with the lighting of the world of sa_vehgfx>> sa_lighting.asi in cars.

Sa_lighting.asi + Metallic effect + sa_pipeline_low.asi

If possible could send me.

I can barely understand you, but there is no world lighting. As i mention in the readme, only one light is supported for now.

btw, don't double post, edit your last post. the mod is Gostown

el edito;
About adding spec to guns and map objects; what you can do right now, is re-export the object you want spec on, as a vehicle upgrade piece (assuming Kams material + 3dsmax - I don't know the zmod equivalent) and the game will render the object with the same code that it renders vehicles with. I did that with the shotgun (chromegun) in my game, and it's what paroxum is doing in that screenshot he posted.

If i had total control the content creation pipelines i could, in theory, make the game look however i wanted (normal mapped buildings, etc). but having to support R* models and custom models is a pain in the ass. no one wants to re-export all their models, and rightly so. So for questions like "can you add spec/normal maps to <whatever>", the answer is Yes - if you or someone else is willing to re-export the model. This does not apply to pedestrians, whose code i have no plans on altering and is not currently supported.

JP3
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#203

Posted 27 December 2007 - 08:43 PM Edited by JP3, 01 January 2008 - 05:36 PM.

/ / Ideas for GTA / /

1 - Cars using brake (slippage) to 10 meters to avoid shots that may occur due to speed.

2 - clouds in height lower.

3 - ******************

4 - The driver may die with a beating depending on the intensity and the damage (speed).

5 - Characters soft when dead as in CS.

user posted image

6 - Posts resistant to beats.

7 - In the sea as the more deeper darkness.

8 - Tires are in the position of the vehicle that was left when stopped.

9 - CJ vulnerable as pedestrians.

10 - Length of time of some greater purpose as smoke, explosion, marking tires on the asphalt.

11 - sky with colors more real when-day in the game.

12 - The rapid run more cars in traffic.

13 - dirty image in the place of the damage in the car.

14 - Image of hole in the car with bullets when they throw it and if five bullets reaching the front of the car he no longer works.

15 - CJ can sit on the ladder as walking or lying down as if walking on the beach.

16 - effects as objects such as smoke or not weed through the structure of the vehicle.

CHILLI
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#204

Posted 27 December 2007 - 09:52 PM

dexx, what I mean with 3D render is that the dirt/dents on the new cars looks 3d. so then it renders each car with new 3d dents right?
sorry if I confused you there. all I want is the same process on the rubber of the cars that is using them (vehicletyres128). make them looks 3d also, if possible. do you understand now?

JostVice
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#205

Posted 27 December 2007 - 10:43 PM

JP3 stop daydreaming... most of those stuff is hard made-able (havok engine for physics) and other stuff can be made if you look out (sky colors, etc) but anyway, this thread isn't your one...

DexX
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#206

Posted 28 December 2007 - 01:21 AM

QUOTE (JP3 @ Dec 27 2007, 14:43)
2 - clouds in height lower.
4 - The driver may die with a beating depending on the intensity and the damage (speed).
10 - Length of time of some greater purpose as smoke, explosion, marking tires on the asphalt.

These ideas are the only ones i see as maybe being possible. But i am not going to do them.

QUOTE
11 - sky with colors more real when-day in the game.

Edit timecyc.dat file, which controls the color of the sky.

Do not post any more requests, i already know what i am going to do with this mod, and where it is going.

chilli, you're saying you want the normal map on the tires, so there would be bumpy tread? The only way that will be possible, is if you re-export every car that you want to see bumps on, and that would only be possible on a later version.

JP3
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#207

Posted 28 December 2007 - 03:48 AM Edited by JP3, 28 December 2007 - 04:03 AM.

QUOTE (DexX @ Dec 8 2007, 11:15)
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.


I am prepared to improve the lighting of the game and where appropriate create another map.
Dexx could give me some tips.
Dexx any new listing reflected in real time on vehicles?
You added spec to map objects and forms with which to light from the sun becomes dynamics on the map, but also creates dynamic shadows as buildings?
GTA with lighting and shadows as the image of the game below.
user posted image

Claude GTA3
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#208

Posted 28 December 2007 - 04:56 AM

Quit dreaming. It is IMPOSSIBLE to make SA look like ColinMcRae...

DexX
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#209

Posted 28 December 2007 - 07:16 AM

QUOTE (JP3 @ Dec 27 2007, 21:48)
I am prepared to improve the lighting of the game and where appropriate create another map.
Dexx could give me some tips.

No. I removed that code, and have little interest in re-lighting the ENTIRE f*ckING MAP, help or no help.
QUOTE
Dexx any new listing reflected in real time on vehicles?

If you don't see any updates, then there are none.
QUOTE
You added spec to map objects and forms with which to light from the sun becomes dynamics on the map, but also creates dynamic shadows as buildings?

No.
QUOTE
GTA with lighting and shadows as the image of the game below.
user posted image

Not going to happen. The game just isn't meant to work like that. Even gta4 doesn't look quite like that.

JP3
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#210

Posted 28 December 2007 - 02:34 PM Edited by JP3, 28 December 2007 - 03:02 PM.

QUOTE (DexX @ Dec 27 2007, 09:18)
QUOTE (CHILLI @ Dec 26 2007, 09:34)
I've noticed that this mod is using a 3D render image. but though it's hardcoded(?) but that source code will that work to add 3D render images?
cuz I think I want 3D rendered tires, that rubber part. or could you be nice making it in the next update?

I have no idea what you're talking about. 3d render image...?

QUOTE
You can put the metallic effect with the lighting of the world of sa_vehgfx>> sa_lighting.asi in cars.

Sa_lighting.asi + Metallic effect + sa_pipeline_low.asi

If possible could send me.

I can barely understand you, but there is no world lighting. As i mention in the readme, only one light is supported for now.

btw, don't double post, edit your last post. the mod is Gostown

el edito;
About adding spec to guns and map objects; what you can do right now, is re-export the object you want spec on, as a vehicle upgrade piece (assuming Kams material + 3dsmax - I don't know the zmod equivalent) and the game will render the object with the same code that it renders vehicles with. I did that with the shotgun (chromegun) in my game, and it's what paroxum is doing in that screenshot he posted.

If i had total control the content creation pipelines i could, in theory, make the game look however i wanted (normal mapped buildings, etc). but having to support R* models and custom models is a pain in the ass. no one wants to re-export all their models, and rightly so. So for questions like "can you add spec/normal maps to <whatever>", the answer is Yes - if you or someone else is willing to re-export the model. This does not apply to pedestrians, whose code i have no plans on altering and is not currently supported.

QUOTE
Current version (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)
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

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.

More details are in this post

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


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.




When I talked of metallic effect I mentioned the texture nmap.dds.
I asked if it would be possible to add a metallic texture with the lighting of the remaining sa_vehgfx the cubemaps in the shadows of the new version.
In short:
It cubemaps, and the lighting of the first published version of sa_vehgfx with shadows and texture of the metal latest version sagfx01_sm2_rel.
This is because the lighting of the first version reflects on the vehicle of the lighting poles and other cars that do not see possible in the new version where the vehicle this a lighting itself which leaves an impression of excess lighting even the night where there you have so much light.
Lighting version of the first version more metallic texture and cubemaps remaining.

user posted image



QUOTE

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.




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