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[III|VC|SA] Screenshots and Other Media

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Shakez
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#571

Posted 11 March 2016 - 05:39 PM

@icelaglace Something for what ? For V ?


Marty McFly
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#572

Posted 11 March 2016 - 06:56 PM

I like to give surprises. :p

Oh, I see. Clever and that looks good enough! Definitely better than original water :)

 

About modding, not much. Very much busy with work but I have something coming that even you might like a lot ^^ - If I ever have time.

 

Cheers :)

 

Now you got me hyped, damn. But work is more important, sure. Damn fine job you are delivering with Brigade and Octane render. Wish you success with your projects :)

 

@Topic: Physical based skydome. No Mie scattering for sun though because godrays just look cooler (and are faster...). I need to tweak a lot though as it kills the fps right now.

 

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Abby Radke
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#573

Posted 11 March 2016 - 10:42 PM

ReShade 2.0.1f3 TuningPalette is working great.

 

 

Oh My God @icelaglace is here :inlove:

iCEnhancer style :p (No ENB):

grand-theft-auto-san-andreas-03-11-2016-

 

grand-theft-auto-san-andreas-03-11-2016-


goodidea82
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#574

Posted 12 March 2016 - 08:27 AM Edited by goodidea82, 12 March 2016 - 08:30 AM.

Well I cannot do anything to the original water so I removed it completely by setting the alpha channel to 0 in the timecyc (water behaviour should still be there) and rendered this surface artificially.

 

Maybe by collaboration with some expert from the non-graphical coding side (not me :-) ) an approach can be found how to introduce waves that corrspond to the water behavior (game physics). If reusing the original water geometry is not possible then here are some alternative ideas:

- Somehow monitor the original waves and apply a geometry transformation to your surface.

- Perhaps it could be done the other way, you produce the waves and the game physics is modified such that it uses your waves.

- The physics and your plugin use the same wave algorithm. Hence, it is not necessary to communicate the whole wave geometry (between game physics and your plugin) but only the the phase and amplitude of the waves must be synchronized.

 

Your water is amazing!


Dnz_Customs
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#575

Posted 12 March 2016 - 10:58 AM Edited by Dnz_Customs, 12 March 2016 - 10:58 AM.

Hello everybody,

I´m new on this forum. I´m modding Gta San Andreas since 4-5 years.

Here are two pictures from me  :lol:

 

24617342649_4a0beda5ff_b.jpg

 

24354384664_f4c58b7974_b.jpg

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Marty McFly
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#576

Posted 12 March 2016 - 10:59 AM

Well SA::Render should have been exactly that. But it is typical russian coding: once it barely works, abandon it forever.

XMakarusX
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#577

Posted 12 March 2016 - 11:37 AM Edited by XMakarusX, 12 March 2016 - 11:59 AM.

Marty McFly, nice sky :)

 

Just screenshots job shaders SA_DirectX(Sky, Volumetric cloud, lighting, fog, night sky)

0_15177f_c245f875_XL.jpg

0_15177e_d8817625_XL.jpg

0_15177c_4b93fc17_XL.jpg

0_15177d_c4c4f38a_XL.jpg

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Dragozool
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#578

Posted 12 March 2016 - 07:57 PM

Hey @Marty McFly

its long ago we spoke if you even remember me :D

actually it is amazing what youve done with your shaders and everithing to GTA SA realy realy impressive :)

what i wanted to ask you is if you are able to add THAT kind of water to the game like in your last screens is it maybe also possible for you to do something about reflections or selfshadowing? if you want to talk better to it write me a PM maybe we can also write on steam?

 

kind regards 

Drago ;)

   

Marty McFly
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#579

Posted 12 March 2016 - 09:33 PM



 

Hey @Marty McFly

its long ago we spoke if you even remember me :D

actually it is amazing what youve done with your shaders and everithing to GTA SA realy realy impressive :)

what i wanted to ask you is if you are able to add THAT kind of water to the game like in your last screens is it maybe also possible for you to do something about reflections or selfshadowing? if you want to talk better to it write me a PM maybe we can also write on steam?

 

kind regards 

Drago ;)

 

 

Of course I remember you, you're probably the reason why I started ENB modding in the first place :p Please send me your steam username so we can chat :)

 

@Topic:

 

enb2016_03_1222_13_54ohrki.png

enb2016_03_1222_15_35mqrl7.png

enb2016_03_1222_18_51qireg.png

enb2016_03_1222_25_22vrqb4.png


Ezekiel
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#580

Posted 12 March 2016 - 09:38 PM

sweet Jesus and mother of God

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Shakez
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#581

Posted 12 March 2016 - 09:47 PM

@Marty McFly ...


Blackalien
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#582

Posted 12 March 2016 - 09:48 PM Edited by Blackalien, 12 March 2016 - 09:49 PM.

sweet Jesus and mother of God

My reaction too. But seriously Marty this is just amazing, I really can't express myself at this point.


Abby Radke
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#583

Posted 12 March 2016 - 09:57 PM Edited by Abby Radke, 12 March 2016 - 09:58 PM.

 

 



 

Hey @Marty McFly

its long ago we spoke if you even remember me :D

actually it is amazing what youve done with your shaders and everithing to GTA SA realy realy impressive :)

what i wanted to ask you is if you are able to add THAT kind of water to the game like in your last screens is it maybe also possible for you to do something about reflections or selfshadowing? if you want to talk better to it write me a PM maybe we can also write on steam?

 

kind regards 

Drago ;)

 

 

Of course I remember you, you're probably the reason why I started ENB modding in the first place :p Please send me your steam username so we can chat :)

 

@Topic:

 

enb2016_03_1222_13_54ohrki.png

enb2016_03_1222_15_35mqrl7.png

enb2016_03_1222_18_51qireg.png

enb2016_03_1222_25_22vrqb4.png

 

 

@Marty McFly

This is awesome, I really want to see high level of HBAO+ shadowing on this, at least give it a try for a unique thing.


XMakarusX
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#584

Posted 13 March 2016 - 06:52 AM

SA_DirectX: Update sky shader

0_1518ac_f2c00031_XL.jpg

0_1518ab_24681178_XL.jpg

0_1518aa_464e1220_XL.jpg

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goodidea82
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#585

Posted 13 March 2016 - 07:59 AM

  :blink:


Shakez
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#586

Posted 13 March 2016 - 08:34 AM

I feel like it's a competition between @XMakarusX and @Marty McFly and it shouldn't be.I mean c'mon guys.You two are doing an amazing job for a 2004 old game and we are proud of this.You should work together
Congrats both of you

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Phnx.
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#587

Posted 13 March 2016 - 08:40 AM

enb2016_03_1222_18_51qireg.pngenb2016_03_1222_25_22vrqb4.png

 

Is this still SA? It looks more like a video game with the RAGE engine.

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SilverRST
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#588

Posted 13 March 2016 - 02:07 PM

At XMakarusX and Marty McFly, are you releasing the settings/shaders or whatever its called?

They look very amazing! No words for that!


Abby Radke
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#589

Posted 13 March 2016 - 02:11 PM

enb2016_03_1222_18_51qireg.pngenb2016_03_1222_25_22vrqb4.png

 
Is this still SA? It looks more like a video game with the RAGE engine.

Rage Engine? That's like you are saying it looks bad, Rage completely destroys games/graphics.

Blackalien
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#590

Posted 13 March 2016 - 02:13 PM

@Abby Radke

Are you serious? Have you ever played GTA IV or V?

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Abby Radke
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#591

Posted 13 March 2016 - 02:23 PM

@Abby Radke
Are you serious? Have you ever played GTA IV or V?


Please stop because I can open the biggest topic ever about it
I have played IV and V

V is a little different when it comes to the most popular Rage sh*t.
Sometimes I don't believe it's Rage Engine

More like "Source" and "Global Offensive" or "MW 2012" and "Rivals"

Phnx.
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#592

Posted 13 March 2016 - 02:23 PM Edited by Phnx., 13 March 2016 - 02:24 PM.

/never mind 


Marty McFly
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#593

Posted 14 March 2016 - 12:15 AM

I wouldn't mind collaborating, although I fear our art styles are too different for that. However I want to release this before any collaboration and I suppose XMakarusX feels same about his project.

 

enb2016_03_1322_33_05f8oi3.png
enb2016_03_1400_05_45pmoa3.png
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Abby Radke
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#594

Posted 14 March 2016 - 12:44 AM Edited by Abby Radke, 14 March 2016 - 12:45 AM.

@Marty McFly
What about car or vehicles works like cube reflections and stuff, till now it's all about environment and game atmosphere tho

Marty McFly
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#595

Posted 14 March 2016 - 12:50 AM Edited by Marty McFly, 14 March 2016 - 12:50 AM.

ENB does not load texCUBE correcty. I could remap a 3D texture as cubemap but I dislike the idea of cubemaps in general.

Abby Radke
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#596

Posted 14 March 2016 - 12:52 AM Edited by Abby Radke, 14 March 2016 - 01:06 AM.

So no new ideas, you would stick with the default 0.248 reflection

Well.

4Arty
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#597

Posted 14 March 2016 - 01:11 AM Edited by 4Arty, 14 March 2016 - 01:11 AM.

ENB does not load texCUBE correcty. I could remap a 3D texture as cubemap but I dislike the idea of cubemaps in general.

And what about the shadows? Are you going to use DK's SSE or something else?


Marty McFly
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#598

Posted 14 March 2016 - 12:43 PM Edited by Marty McFly, 14 March 2016 - 12:46 PM.

So no new ideas, you would stick with the default 0.248 reflection

Well.

I'd make vehicle reflections if I could mask vehicles. Otherwise the reflections apply to everything and that is fugly. Limitations, man.

For shadows, most likely SSE. It is pretty buggy however, sadly.
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4Arty
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#599

Posted 14 March 2016 - 01:52 PM

 

So no new ideas, you would stick with the default 0.248 reflection

Well.

I'd make vehicle reflections if I could mask vehicles. Otherwise the reflections apply to everything and that is fugly. Limitations, man.

For shadows, most likely SSE. It is pretty buggy however, sadly.

 

then it would be much better without shadows imo, SSE kills everything

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Abby Radke
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#600

Posted 14 March 2016 - 01:56 PM

So no new ideas, you would stick with the default 0.248 reflection
Well.

I'd make vehicle reflections if I could mask vehicles. Otherwise the reflections apply to everything and that is fugly. Limitations, man.
For shadows, most likely SSE. It is pretty buggy however, sadly.
then it would be much better without shadows imo, SSE kills everything

Mapping Shadows... would need to be a whole standalone project for enb xD




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