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GTAVC:Xbox like graphics in Pc


willyboy
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Well, this is awesome,

ashdex, how about a DLL-linker compatible version?

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cout << "

Well, this is awesome,

ashdex, how about a DLL-linker compatible version?

yea, that shouldn't be a problem. i'm working on an updated one now, that will hopefully run a bit better. The last one, was just a bastardized version of spooky's speedo, with some code commented out and a light thrown in. its still got the speedometer textures in it ph34r.gif ";

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lol. Good work, do you think theres anyway you could seperate the lightning from cars|peds|buildings?

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MasterMayday

Holy sh*t this is bloody amazing!!! Thank you man! Gta Vice looks great!

 

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Out of interest, has anyone with an English version of Windows tried this? Because you don't need to translate it if you actually have used it...  confused.gif

user posted image

The same error for me...damn ph34r.gif .

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Sorry for double post: but...NOW WORKS!!!!!

YEAH!!! DUDE YOU KICKS ASS!!! I LOVE U (LMFAO) biggrin.gif

 

user posted image

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Run Down That Guy

-=[Hey Ashdexx, if you notice in GTA:LC under the bridge near the junkyard, you can see a slight shadow, do you think you can re-add or tune up the shadows so it looks more like the xbox game?

Also interested in the progress of this and when there will be a beta release or something.]=-

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cout << " separating it from cars and peds and buildings is a good idea, but i have yet to come up with a viable solution. i dont like shiny peds more than anyone else tounge.gif

 

@ SuRFaCiNg; tis no error, its just a warning. click ok, and be on your way, it just minimizes the game while its loading.

 

@ RDTG, that shadow is nothing special, same as it was since gta3 on the ps2. if the object(s) have normals, they'll be catching spec with this mod though, which might change how they look, otherwise to look more like the xbox game, we'd need to add lightmaps to objects. not possible, since Vice only reads the first UV channel of an object (lightmaps use the second uv channel, and are blended with the diffuse texture). ";

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I'm not a programmer, so most of this is over my head. But what would happen if you threw in some D3DSTENCILOP's with those lights? Or, erm, would probably need to call them in the render state/z buffer thingy between static geometry and actors, so as not to kill the game by shadowing everything, but, still, might it work?

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I don't know if they told you this before, but when you enter an interiour it gets blury red. This is quite anoying suicidal.gif

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Run Down That Guy

-=[Hey ashdexx, you think it would be possible to add real time reflections to this (working ones)?

 

Another, when will you release the latest? I cannot wait tounge.gif.]=-

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is there a new download that ashdexx put up? cuz i cant find it turn.gif

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and page 1, first post. The newest version can always be located in the first post of the topic smile.gif

 

i dont think willy is coming back anytime soon, and i feel really odd updating a mod, that he started. (this is his topic, not mine) the next major release will probably have its own topic, and ill lock this one/let it die of natural causes.

 

since i have this open...

 

@ illspirit - stencil shadows are probably possible. i toyed with that a bit, but either the game crashed, or did nothing. however you could fit my DX and c++ programming knowledge in a thimble, so dont take this as a conclusive answer. At any rate, it would suffer as you mentioned from being applied to every object in the scene, just like the spec that the mod currently gives; the development of an object-filter is crucial to the success of suchprojects. i havent had anything feasible in that department yet. tbh, i simply dont know enough atm to delve into this as much as i would like. however the 50+ pages ive printed off and been reading from msdn over the past month are helping, im not easily discouraged biggrin.gif

 

@ Zera - no on has said that before, and i havent experienced it myself either. post a screenshot if you can.

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@ Zera - no on has said that before, and i havent experienced it myself either. post a screenshot if you can.

 

Same problem here. With Zera's permission, here's a pic.

 

user posted image

 

Maybe it's because my gfx card is a "little" old... a GeForce3 ti200 cryani.gif

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@ Zera - no on has said that before, and i havent experienced it myself either. post a screenshot if you can.

 

Same problem here. With Zera's permission, here's a pic.

 

user posted image

 

Maybe it's because my gfx card is a "little" old... a GeForce3 ti200 cryani.gif

Maybe it's not your GFX card.....that's the same one I have and I haven't seen any glitches like that catspider.gif

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Wow this stuff is fantastic! What would be great would be if somebody could make an installation package which installs all the enhancements like xbox-wheels, xbox-graphic, trails etc in 1 simple program. biggrin.gif
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  • 2 weeks later...

EDIT: Nooo.... this thing makes GTA:VC crash.... WinXp says that it generated errors and needs to be closed down {I HAVE GFX 5200 with 256 VRAm and the latest drivers} Noooooo.... maaaan.... not kool... maaaaaan.... sad.gif

 

WOW!!!!!

 

It does not look good fer the human models to be shiny thou... well... yeah.

Also.... this enchances the city rendering?.. makes stuff look deatailed faaaaazr away? or no? ----> that would be sooooooo kool that is if it is not implaneted....////

 

Also, if possible, I soo dispise the blob shadows if you know how plz make shadows bAttEr, even a it would help/// .... yeah.. that... PLZ! DONT HIT ME!!!!!!!!! - cuz I can hiT myself = suicidal.gif

 

Gona Download this thiinga NOW.... see if it rockz my soX//// yeah...

 

I am soooo friggin lam3.../l/l/l/l/l/l yeah

 

blink.gif ONCE AGAIN, THE SCREENSHOTZ LOOK AMAZZZZING!!!! blink.gif

Edited by X3r0
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J-Fox.GEMM

if i remember correctly XIII come along with it own d3d9.dll too...

 

May somebody is able to hack this dll that we have a new GFX...

 

Greez Fox

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Hey, does someone still have Dexx's version they can send me? 'Cause the link on the first page appears to be down.

 

Please email it to me at [email protected] if you can.

 

-Mr Moddy

Edited by Mr Moddy
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  • 1 year later...
New link:

http://gregval.phpwebhosting.com/uploads/dexxspec.zip

 

Same as before, except the trails are actually off by default now. no other changes.

Hi, I've question:

Anybody converted this mod for GTA3??

In VC looks great, but I would like have this mod for GTA3 sad.gif

And I'm looking a 3d wheels mod from xbox for GTA3. Anybody knows, where I find it?

Thanks for help.

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nice 1 year old bump...

 

i think this would work in GTA: Liberty City:

http://www.gtaforums.com/index.php?showforum=104

Currently working on Top Down City Game, a classics top down game similar to GTA1 & GTA2: 

 

Thread Info: https://gtaforums.com/topic/911312-new-game-top-down-city/

Youtube channel: https://www.youtube.com/channel/UCxGfOh3ld7Xm-ic3KEMB6iA 

Discord: https://discord.gg/UXmDPzS - join #bridge channel 

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  • 2 weeks later...

i remember there was a mod that replace all the car wheels in PC verison with the new xbox verison wheels, i tried it but doesn't work(or may be my installion was wrong). does this mod still exist? if so, then we can really turn VC into a whole new game(for people who don't owned a xbox)

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  • 3 months later...

update to this mod:

Http://www.3dhole.com/gtafiles/vice_speclight.rar

Put the .asi file in the root vc folder, then start the game. press "F2" ingame, to turn on spec, it cannot be turned off once on, unless you exit the game. The effect is best demonstrated while driving at night, under as many light sources as possible. This is a test version of the dll, and needs some significant work.

tested on v1.0 uncracked american exe

 

Improvements:

-re-written from scratch, as an .asi file for vc. code is hooked into the game, instead of directx

-d3d8 dll is no longer necessary (so you can use other d3d8-mods without worrying about conflicts)

-spec is cast by every light in the scene, including the sun, so there's nothing to "sync", and it looks more accurate.

-nag screen is gone

 

Issues that still need to be resolved:

-getting spec on just vehicles. This is interesting, because i did it already earlier tonight. however when i change the same values again after a vc restart, they no longer have the same, if any effect ingame. The method is basically to enable and disable the d3drs_specularenable renderstate, when vehicles are being rendered, and then disabling it afterwards. Right now i'm trying to override the diffuse renderstate @ 6743DE, which is called when rendering vehicle materials.

 

issue 2:

The game calls d3drs_specularenable twice on its own, setting it to false. we can set it to true @ 658ed0, but it will give everything spec. this method, on this address, only works by alt-tabbing out of the game, changing the var in hex editor, and going back in game.

i came up with a workaround for this, by changing the renderstate @ 6743DE with a key stroke - i can enable it by hitting F2 ingame. but again, everything has spec.

 

beauty shot w/hi poly xbox wheels

user posted image

Moonlight hotel illuminates banshee

user posted image

 

Interested parties can find the source here, for VC++ 6.0:

http://www.3dhole.com/gtafiles/vice_speclight_src.rar

 

For those wondering what prompted a bump after all these months, i refer you to this topic.

 

Special thanks to Ak-73 for help finding the light and materials functions, and thanks to Modelingman for help writing to memory (improved methods over what i was doing).

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Looks good! I'm pretty sure you are allowed to bump old topics as long as you have something related to the main point of the topic. Tommy looks Shiny tounge.gif This might be handy for a Lego Mod...

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