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[WIP] GTAIII XBOX Version

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Snakesmeller
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#61

Posted 23 February 2009 - 08:42 PM

Cool progress rmws, keep it up icon14.gif

Fischkopf
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#62

Posted 23 February 2009 - 08:58 PM

Yeah, ENBSeries Reflections look weird!
user posted image

sneaky2.gif

Kowaah
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#63

Posted 23 February 2009 - 10:32 PM

But why everyone wants to get more from DX8 game, if 1/3 of people uses now DX10?

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#64

Posted 23 February 2009 - 11:58 PM

QUOTE (rmws. @ Feb 23 2009, 19:42)
QUOTE
But real-time reflections can be used with ENB series. (just in INI of enb choose only reflections.)

ENB Series reflections are crap. They're hell buggy and unrealistic for me.

Too true. ENB Series was NEVER intended for gta3, it's a DX9 mod that people are trying to run on a DX8 game, of course it's gonna stuff up. The refs never worked and it lagged like a turd even with only refs enabled (yet I have a NVIDIA 7600).

Also, ENB simply takes a screen-capture of each frame and projects it onto the car, which explains why the yellow Portland sign in the pic was on the BACK of the car when it's in FRONT of the car.

I've got the reflections sorted already, check this pic:

user posted image

Looks like real refs but it isn't. It's just a 2048x1024 ref map. The car is simply a HD version of the original gta3 cars, don't worry about that.


@ Kowaah: There's still people who love gta3. I'm one of them. These guys that still mod gta3, even though it's outpaced by gta4 and SA in terms of graphics and features still want to make it better.

Also, I reckon it would be a good idea to convert the 'Cone Crazy' side mission from Vice City. Why? It adds another side mission, another way to make cash, more variety, plus GTA3 already has a perfect place for it: the multi-storey carpark in Staunton Island. Any coders here?

Snakesmeller
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#65

Posted 24 February 2009 - 12:00 AM

Cool reflections icon14.gif but i dont think there goin to convert that into this mod cos its only converting stuff from the xbox gta3 moto_whistle.gif

Kowaah
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#66

Posted 24 February 2009 - 12:08 AM

QUOTE (1TUFSS @ Feb 23 2009, 23:58)
@ Kowaah: There's still people who love gta3. I'm one of them. These guys that still mod gta3, even though it's outpaced by gta4 and SA in terms of graphics and features still want to make it better.

Damn, it's like 10th time when you say about you reflection textures.. 2048x2048 resolution, blablablabla...

That's so boring dude!

And i didn't said i hate 3. I play it very often, but latest time i got more interesting things to do.

I was talking about ENB series. Everyone wanted better reflections on DX8 game.But that's maximum you can have. And you continoue crying?

Sure graphics is dated out. But gameplay is evene better than IV. (and the handling of 3 and IV is so similiar, so sh*tty, but they have different engines)

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#67

Posted 24 February 2009 - 01:55 AM

QUOTE (Kowaah @ Feb 24 2009, 00:08)
Damn, it's like 10th time when you say about you reflection textures.. 2048x2048 resolution, blablablabla...

That's so boring dude!

What else would you expect from the guy who made the first effects pack for gta3?

ENB's glitchy as hell, that's a good reason to not use it. I'm not whining, I'm informing the masses.

Cheers

rdbx1234
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#68

Posted 24 February 2009 - 06:12 AM

QUOTE (1TUFSS @ Feb 24 2009, 01:55)
QUOTE (Kowaah @ Feb 24 2009, 00:08)
Damn, it's like 10th time when you say about you reflection textures.. 2048x2048 resolution, blablablabla...

That's so boring dude!

What else would you expect from the guy who made the first effects pack for gta3?

ENB's glitchy as hell, that's a good reason to not use it. I'm not whining, I'm informing the masses.

Cheers

Glitchy? What the hell is the glitch in it? bored.gif

Oh, and if I can run it on my 7025 with refs only at 20-30FPS at 800x600res, I'm sure you can do a lot better. It's just all about the settings you are using, at defualt ENBseries is configured for high-end cards, but you can change that.

Sorry for off-topic.

1TUFSS
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#69

Posted 24 February 2009 - 07:21 AM

Bugs?

1. Refs flash on and off
2. Refs are rendered OVER the car, not ON it (so it looks like jelly)
3. 10 FPS performance at 800x600 with only refs on
4. Bloom doesn't work properly
5. Nothing else works.

Screw ENB. If I want to play with ENB, I just flick on San Andreas and enjoy constant 30 FPS performance... with the res turned up to 1440x900. Seamless.

Running ENB in gta3 is like polishing a turd, all it does is make it look shiny. You've gotta replace that turd with an apple first, by making things that actually work (textures, new effects, etc.) And that's what this mod's all about. Same with what I do.

This is the second time I've had people criticising me over the fact that I avoid ENB for gta3 like the plague; it just doesn't work, no matter how many times you smash it with a hammer.

Rim
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#70

Posted 24 February 2009 - 11:56 AM

Everyone, forget about ENBSeries. We're not gonna use them because it will make the game look even worse.

1TUFSS is working on car reflections editing the particle file. It's the best vehicle graphics improvement we can do.

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#71

Posted 24 February 2009 - 12:02 PM

QUOTE (rmws. @ Feb 24 2009, 11:56)
Everyone, forget about ENBSeries. We're not gonna use them because it will make the game look even worse.

1TUFSS is working on car reflections editing the particle file. It's the best vehicle graphics improvement we can do.

That's right, f*ck ENB.It doesnt work properly for me either.Focus on the mod more!I cant wait>>

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#72

Posted 24 February 2009 - 01:20 PM

QUOTE (rmws. @ Feb 24 2009, 11:56)
1TUFSS is working on car reflections editing the particle file. It's the best vehicle graphics improvement we can do.

I've got car reflections sorted, they look pretty damn good if I say so myself. It's a compressed texture so it's small but looks like real reflections.

Unfortunately the Xbox particle.cfg and particle.txd are too messed to work with, the only big differences between Xbox and PC are the fire and explosions, which rmws already has sorted. Apart from that all the textures are compressed, which means even better performance than the PC version.

If you want a pic, look a few posts back. Tomorrow I'll get some more.

Daan17
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#73

Posted 24 February 2009 - 01:34 PM

So You mean that XBOX's fire will be in this mod? biggrin.gif

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#74

Posted 24 February 2009 - 02:13 PM

QUOTE (Daan17 @ Feb 24 2009, 13:34)
So You mean that XBOX's fire will be in this mod? biggrin.gif

What's the difference then? I saw the first post but... Don't see it. I played the PS2 version.

Kowaah
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#75

Posted 24 February 2009 - 02:15 PM

difference is that how smoke fades in and out. and it requires much better pc than IIIPC does ask.

Rim
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#76

Posted 24 February 2009 - 02:23 PM

I forgot some tree patches. Vegetation progress is not 34%, like it is written... blush.gif
I recounted and fixed everything so now total veg progress should be about 15%. Don't worry, that doesn't mean that there was no progress. I only failed in counting.

Soon I will edit the 1st page and you'll see how everything looks like

Snakesmeller
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#77

Posted 24 February 2009 - 03:44 PM

Whats the overall progress rmws?

Rim
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#78

Posted 24 February 2009 - 03:48 PM

I don't know other members progress. I'd say it's about 30%

1TUFSS
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#79

Posted 25 February 2009 - 12:33 AM

Kowaah... the smoke fading is easy... I'm working on that in my effects pack. It's very gradual.

Gta Guy 108
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#80

Posted 25 February 2009 - 12:49 AM

I am wondering about the xbox claude, I know someone converted it, but is the 512x512 the real texture?? I don't really care what the size is, but the texture looks like it was stretched around and blured in some places, I just want the texture that is on the xbox.

1TUFSS
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#81

Posted 25 February 2009 - 01:46 AM

Reflections are finished! I've been working three days straight on them.

Here's how they look on a lowpoly car compared to a highpoly car:

user posted image
user posted image

On the left... is the PC version of the Blista. On the right... is a HD version of the Stinger.

Obviously the Xbox models will look better with these refs as they're higher poly - better than the Blista, but not as good as the Stinger.

This is as close as we can get to real reflections... GFX Hack doesn't work on gta3, ENB is glitchy and the real-refs code from the Xbox is impossible to implement on the PC version.

So tell me what you think.

Kowaah
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#82

Posted 25 February 2009 - 11:09 AM

QUOTE (1TUFSS @ Feb 25 2009, 00:33)
Kowaah... the smoke fading is easy... I'm working on that in my effects pack. It's very gradual.

I don't say it's hard, i've done this with max payne 2. It's just different.

Rim
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#83

Posted 25 February 2009 - 01:41 PM

QUOTE (1TUFSS @ Feb 25 2009, 03:46)
Reflections are finished! I've been working three days straight on them.

Here's how they look on a lowpoly car compared to a highpoly car:

user posted image
user posted image

On the left... is the PC version of the Blista. On the right... is a HD version of the Stinger.

Obviously the Xbox models will look better with these refs as they're higher poly - better than the Blista, but not as good as the Stinger.

This is as close as we can get to real reflections... GFX Hack doesn't work on gta3, ENB is glitchy and the real-refs code from the Xbox is impossible to implement on the PC version.

So tell me what you think.

Wow, great job!
Reflections look really good. Maybe now you'll start working on xbox fire?

Ghost Bear
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#84

Posted 25 February 2009 - 02:03 PM

Damn you guys are awesome. I can't wait to continue my scripting part.

Rim
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#85

Posted 25 February 2009 - 05:27 PM Edited by rmws., 25 February 2009 - 06:12 PM.

All Shoreside Vale tree patches with LODs are finished! Only individual (generic) trees left. I'm gonna convert them when I finish Portland and Staunton.

Some wide-screens:
user posted image * user posted image * user posted image * user posted image
user posted image * user posted image * user posted image

Notice: If you have a slower computer and you're playing in high resolution or maximum draw distance, xbox trees can effect your game performance. PC and PS2 trees are about 30-50kb, converted xbox trees - 300-500kb (conversion adds ≈100kb) and few are about 800-1000kb.
So, there's gonna be hell near St Francis Airport or Observatory, 'cause there is a lot of vegetation.

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#86

Posted 25 February 2009 - 11:57 PM

Those trees look great.

I play on maximum settings... but what makes the trees so damn big in filesize? Do they have a lot of polies? If it's the texture, maybe using DXT compression would help.

Rim
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#87

Posted 26 February 2009 - 02:30 PM Edited by rmws., 26 February 2009 - 02:34 PM.

I always compress images to save .IMG space. Take a look here

pc and ps2 tree patch model
user posted image

xbox tree patch model
user posted image

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#88

Posted 26 February 2009 - 02:43 PM

if you need rig building or tree,i can rig, icon14.gif

Kowaah
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#89

Posted 26 February 2009 - 03:15 PM

QUOTE (badboy_zay @ Feb 26 2009, 14:43)
if you need rig building or tree,i can rig, icon14.gif

WTF! Do you even know what is rigging?

That what you can do, is CONVERTING! Buildings, trees, cars are convertable, but peds and player models are riggable.

GOT IT? ph34r.gif

Daan17
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#90

Posted 26 February 2009 - 04:48 PM

These car refs are the best icon14.gif







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