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BlackScout
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#4741

Posted 4 weeks ago Edited by BlackScout, 4 weeks ago.

What if you replace vehicle lods with their HQ models so they're HQ all the way? Same as the pine tree lods...

Or block LOD loading of vehicles, or force normal quality vehicle models to be loaded (regardless of distance) with some random reverse engineered stuff...


Reyks
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#4742

Posted 4 weeks ago Edited by Reyks, 4 weeks ago.

Nah, pretty sure it's not related to LOD models (there's 0 LOD cars in the pics I posted)... Even if you increase the vehicles draw distance to the point where LOD cars no longer show up, this still happens.

 

It's cleary something they made in an attempt to save memory, If I would have to guess this is probably a leftover from the PS2 version, that console only had 32Mb of RAM.


Nick007J
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#4743

Posted 4 weeks ago

In addition to previous post regarding AI that follows player or car, I recorded a video of glitch I mentioned earlier and another one (exclusive to III though).

GTA III uses two ways of pathfinding when following a vehicle. First one, one with lower priority, is using node closest to target. Second one, which is used when possible, is using last building target collided with, and if it's treadable, then final node is the one from that treadable. This allows to avoid glitched calculation of closest node, however it doesn't work on foot (hence notoriously bad AI if player exits vehicle while on Bait) and also leads to additional glitch if player uses aircraft that moves without colliding with any buildings or treadables: followers drive to a node that player collided with last even if he is far away from it.

 

This is the video:

Demostration of glitch related to using aircraft is at ~0:25 (first follower stops and isn't moving anywhere, I tried to show that second one is also driving there but oh well :whuh: ) and demonstration of glitched closest node calculation at ~3:40 (when player last collided with treadable [road], target node is correct, when it isn't treadable, they drive down the dam).

 

I think that if closest node calculation is correct for following car (using correct Z coordinate), using last treadable isn't necessary. Probably it was made for some optimisation purposes, but it was removed in VC.

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The Hero
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#4744

Posted 4 weeks ago Edited by The Hero, 4 weeks ago.

Reyks: I hope I know what you mean. I think this is a problem of depth sorting... Some parts aren't drawn behind some transparent parts? Classic alpha problem. I've had an idea on how one could go about getting rid of many alpha problems: by first drawing all opaque MESHES (i.e. as opposed to atomics), then all transparent ones. This requires tapping into the pipelines so it should be relatively easy to fix this from within skygfx.
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Reyks
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#4745

Posted 4 weeks ago Edited by Reyks, 4 weeks ago.

Reyks: I hope I know what you mean. I think this is a problem of depth sorting... Some parts aren't drawn behind some transparent parts? Classic alpha problem. I've had an idea on how one could go about getting rid of many alpha problems: by first drawing all opaque MESHES (i.e. as opposed to atomics), then all transparent ones. This requires tapping into the pipelines so it should be relatively easy to fix this from within skygfx.

You should definitely give that idea a try, some objects still have the infamous alpha bug even with Two-Pass rendering.

 

But I'm pretty sure what I posted is not related to alpha issues, take this pic for example:

Spoiler

 

As you can see the back bumper is gone when looking at the car from far away, and there's no transparent parts covering it at all. Same goes for the right door, ofc there is an transparent object covering it in this case but that's not what caused the door to disappear, the game itself removed the door and the bumper to save memory, some sort of Occlusion Culling going on I believe.

 

This happens with pretty much any car part including the interior, both doors and bumpers, and even the peds driving them (as shown in my pics in the previous page), it all depends on the camera angle and the distance.

 

When moving closer to the car both parts (right door and back bumper) are being rendered just fine, this proves my point:

 

Spoiler

 

Sure this was most definitely done for optimization purposes and 10 years ago it made sense, but now it's just pointless since pretty much any computer can play this game just fine...

 

So my suggestion is (if possible): Making an .ini toggle for this car parts "Occlusion Culling" (or whatever it is), in either SilentPatch or SkyGfx or any other mod really.

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Silent
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#4746

Posted 4 weeks ago Edited by Silent, 4 weeks ago.

Today I was on the road somewhere and I saw the car that was crushed by the monster truck.

I walked away and returned and I saw the same cars. But surprisingly at that time I have seen not only these cars. I bet the guys driving another car were laughing, when they saw the car that has been crushed and then... they drove into the lake and drowned.

3MxYlHEl.jpg
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fastman92
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#4747

Posted 4 weeks ago

Today I was on the road somewhere and I saw the car that was crushed by the monster truck.

I walked away and returned and I saw the same cars. But surprisingly at that time I have seen not only these cars. I bet the guys driving another car were laughing, when they saw the car that has been crushed and then... they drove into the lake and drowned.

3MxYlHEl.jpg

Why would you copy from someone else? It's ridiculous.
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miclin
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#4748

Posted 4 weeks ago

 

Today I was on the road somewhere and I saw the car that was crushed by the monster truck.

I walked away and returned and I saw the same cars. But surprisingly at that time I have seen not only these cars. I bet the guys driving another car were laughing, when they saw the car that has been crushed and then... they drove into the lake and drowned.

3MxYlHEl.jpg

Why would you copy from someone else? It's ridiculous.

 

are you saying that silent's awesome experience with the monster truck isn't real? :O 

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fastman92
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#4749

Posted 4 weeks ago Edited by fastman92, 4 weeks ago.

are you saying that silent's awesome experience with the monster truck isn't real? :O

No. The point is Silent should better come up with something new, instead of replicating what he has just seen on the forums.

BlackScout
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#4750

Posted 4 weeks ago Edited by BlackScout, 3 weeks ago.

EDIT: JESUS, LMFAO

Ty Dkluin

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dkluin
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#4751

Posted 4 weeks ago

See this post:

 

http://gtaforums.com...r/?p=1069054682

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Davve95
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#4752

Posted 4 weeks ago

Today I was on the road somewhere and I saw the car that was crushed by the monster truck.

I walked away and returned and I saw the same cars. But surprisingly at that time I have seen not only these cars. I bet the guys driving another car were laughing, when they saw the car that has been crushed and then... they drove into the lake and drowned.

3MxYlHEl.jpg


Right car to smash! It says "safety" on the hood.

El Dorado
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#4753

Posted 4 weeks ago Edited by El Dorado, 4 weeks ago.

 

are you saying that silent's awesome experience with the monster truck isn't real? :O

No. The point is Silent should better come up with something new, instead of replicating what he has just seen on the forums.

 

 

You don't get it. The joke is actually mocking you.

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Inadequate
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#4754

Posted 3 weeks ago

 

 

are you saying that silent's awesome experience with the monster truck isn't real? :O

No. The point is Silent should better come up with something new, instead of replicating what he has just seen on the forums.

 

You don't get it. The joke is actually mocking you.

He knows it.


pep legal
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#4755

Posted 3 weeks ago

Nah, pretty sure it's not related to LOD models (there's 0 LOD cars in the pics I posted)... Even if you increase the vehicles draw distance to the point where LOD cars no longer show up, this still happens.
 
It's cleary something they made in an attempt to save memory, If I would have to guess this is probably a leftover from the PS2 version, that console only had 32Mb of RAM.



 

Probably the same happens to planes / helis as well...no matter if they're flying or taxiing on runway.

 

A really irritating bug. it needs some attention.


 

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The Hero
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#4756

Posted 3 weeks ago

Hm, almost looks like there's some problem with draw distances. Has anyone checked what happens on the PS2?
Also, please don't say this is to save memory, it isn't.

Ss4gogeta0
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#4757

Posted 3 weeks ago

 

Today I was on the road somewhere and I saw the car that was crushed by the monster truck.

I walked away and returned and I saw the same cars. But surprisingly at that time I have seen not only these cars. I bet the guys driving another car were laughing, when they saw the car that has been crushed and then... they drove into the lake and drowned.

3MxYlHEl.jpg

Why would you copy from someone else? It's ridiculous.

 

hes just taking the piss out of you :p


SilverRST
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#4758

Posted 3 weeks ago

What did he do to get busted? ^

Kind of moronic IMO, once you contributed to GTA modding community and then gets busted.

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Silent
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#4759

Posted 3 weeks ago

Nice new topic name!

El Dorado
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#4760

Posted 3 weeks ago

what font do I need to get the joke? Or that IS the joke?

 

nzNmAXg.png


Tomasak
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#4761

Posted 3 weeks ago

You should see cookie there, instead of that weird broken thing.

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BlackScout
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#4762

Posted 3 weeks ago

And it's gone...


Tomasak
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#4763

Posted 3 weeks ago

Nice new topic name!

what's so new about it Silent?

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Reyks
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#4764

Posted 3 weeks ago Edited by Reyks, 3 weeks ago.

This should be added to the main post IMO, it's pretty damn useful for heavily modded games, it surely did help me out a lot.

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crspo2020
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#4765

Posted 3 weeks ago

This should be added to the main post IMO, it's pretty damn useful for heavily modded games, it surely did help me out a lot.

Holy sh*t , i was searching for this tool for years. i never thought it would be here in one of the posts ._.

now i can use 4 GB of my RAM finally !

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SilverRST
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#4766

Posted 3 weeks ago Edited by SilverRST, 3 weeks ago.

Nice new topic name!

Name it CookiePatch topic.


The Hero
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#4767

Posted 3 weeks ago Edited by The Hero, 3 weeks ago.

As you can see the back bumper is gone when looking at the car from far away, and there's no transparent parts covering it at all. Same goes for the right door, ofc there is an transparent object covering it in this case but that's not what caused the door to disappear, the game itself removed the door and the bumper to save memory, some sort of Occlusion Culling going on I believe.
 
This happens with pretty much any car part including the interior, both doors and bumpers, and even the peds driving them (as shown in my pics in the previous page), it all depends on the camera angle and the distance.

[blablabla]


I've taken a look at this and it seems like this is caused by skygfx. I'm just not quite sure why. I'm setting CVisibilityPlugins::ms_vehicleLod0RenderMultiPassDist to the ridiculous value of 100000000.0f whenever a vehicle is drawn as an attempt to increase the distance at which reflections are drawn. This was obviously a very ugly hack and for some reason causes the issue you mentioned. Now, whether these effects are drawn depend on visibility plugin flag 0x2000 (which is set and reset depending on distance to camera and the above mentioned multi pass distance). I don't know whether this flag is used for anything else or just this multi pass thing. In that case I could just ignore it in skygfx...
EDIT: i just increased the multiplier used at 0x73290A from 45.0f to 100.0f and it looks fine now.
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Reyks
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#4768

Posted 3 weeks ago Edited by Reyks, 3 weeks ago.

Nice! I never thought this was caused by SkyGfx, guess I should test stuff on vanilla more often before posting  :catspider:


kumaraguru
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#4769

Posted 3 weeks ago

Hi Silent..

 

In SA if it's not possible to fix the "sun visible through CJ" bug, can u make an ini toggle to turn off the code/feature that triggers this bug in the first place..

 

Silent please, look at this..

Spoiler
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#4770

Posted 3 weeks ago

I'm pretty sure this happens in III, VC, SA PS2 too.




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