Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. The Criminal Enterprises
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Support

    3. Suggestions

*DO NOT* SHARE MEDIA OR LINKS TO LEAKED COPYRIGHTED MATERIAL. Discussion is allowed.

DIrect3D Help needed


AK-73
 Share

Recommended Posts

 

But yeah, if I come across a proper way to do it I will obviously post it.

here is a *better* way to do it tounge.gif

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

 

Source:

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

 

This one will work ingame, at a reasonable frame rate (there is a bit of slowdown, but its still playable) without any keypress.

 

The main changes were eliminating the render-to-image crap, which was killing it. Now it sets the raster to render to (RwRasterPushContext) then blits the camera raster, to ours while ignoring the alpha channel (RwRasterRenderFast) then it removes the reference to our raster (RwRasterPopContext). i also added a filter to the final texture, to smooth out some of the pixelization.

 

there are still a few more things we could do for optimization. we only need to get the raster from the camera one time, for every frame thats rendered (preferably before peds and vehicles are rendered), not every time it calls the proc to set the envmap.

infact, when it does call that proc, all we should be doing by that point, in that function, is pointing it to the new refmap image.

The rasters and textures only need to be created, one time, total. we could probably do that on dll init. after that its just updating the image data.

 

user posted image

user posted image

we have right now, a fully working prototype of lcs/vcs style reflections.

Link to comment
Share on other sites

Wow, looks great so far, hopefully you can get a final version fixed up smile.gif Any chance of it in SA?

user posted image
Link to comment
Share on other sites

 

aha! i wondered what the arguments were, that were passed to setmaterial - pointers to rwmaterial info. i nabbed the specular multiplier, and use it for the matspecrgb, and that works like a charm. however it creates a bit of a conundrum;

vc modding, aside from a couple large projects, like LC and SOL, is not all that active. in order to take advantage of this, models will have to be re-exported to take advantage of the extra control.

 

Yeah but it's exactly the type of control I would like to have for my own total conversion. If one was to change the material properties of all vehicles

and actors, how long would that take with the help of rwanalyze? Perhaps a few days and then you'd have precise values for all models that can be

easily adapted.

 

 

this would be a boon, especially considering the issue mentioned above. people would have the option of re-exporting their assets if they wanted to, otherwise the default we provide could be used. For vehicles, we can easily track down glass, and primary/secondary body materials. The function to identify a vehicle material is located @ 579460.

if the diffuse color of the rwmaterial is 60,255,0, the material color is set by the first color in carcols.dat, the "primary" color.

if the diffuse color of the rwmaterial is 255,0,175, the material color is set by the second color in carcols.dat, the "secondary" color.

glass materials can be identified by having a non-255 alpha value of the rwmaterial color.

 

 

Personally I think the correct way would be hooking into the rendering loop(s). There are several in my mind. Remember the address where the backface cull mode is set? In that same proc, right below, starts one of the rendering loops, the main one. You can identify what object is being rendered by checking the virtual method table (first dword) of every object. Now this proc renders partially vehicles, I think, and most world geometry, as well as bikes (other vmt), boats, police helis, big airplanes, etc. Go to the proc that calls this proc. That proc is the main rendering proc. I think two calls before that is the lod rendering proc or something like that because therein some world geometry is rendered too. Further below in the same proc is the vehicle rendering proc, or at least parts of vehicles. You can try which proc is which by nopping the call to that proc. And if you go to the proc which calls the proc in which all that takes place you are in what they call the "uberframe proc". :-) If you nop the next proc call, succeeding the rendering geometry, you will find that all effect rendering (particles) has been blanked out.

 

 

or yet another way, would be to check if the material has a reflection map - if it does, use the reflection multiplier for the spec, which works under the same restraints, floating point, 0.0-1.0. with this method, you can be certain that the material was meant to be shiny, and you have an author-supplied value to work with. spec would be preferred, but this could do in a pinch.

 

 

Again, for *my* mod I consider it desirable to have full control as I am going to hand-pick every model (yes, I am in it for a long, long haul smile.gif ). I can see where it would not make sense for others. Yet a different method would be to provide values in a .cfg file matching ids from default.ide. In that case, you wouldn't have control over individual materials anymore, only about models. Plus, I have yet another potential option in mind - remember the geometry flags? If there are some unused bits in Vice (and I think there are), we can use that to hint our mod by which method specular reflection should get determined. :-)

 

 

 

For peds, i would set the spec value very, very low, if not 0. low poly peds + specular lighting, looks pretty bad.

 

 

Yep, especially with from GTA3 converted multp-part models. Which brings me to another question: do you happen to own GTA3 on the xbox, Dexx? Anyone who does, I would like to know if GTA3/xbox uses multi-part models or skins&bones and how the .dffs look like in general there. I would consider using at least the *spec levels* from the official game for my own models.

 

 

Map objects don't have normals, so they won't show spec by default, no matter what we set it to.

 

 

If one wants a certain object to reflect light, that would be the smallest of all problems though.

 

 

one question i have is, how do you plan to identify what the model is, when setting the material parameters? setmaterial just contains, well, material info, colors and multipliers - it has no direct model references. i'm very curious to see how you accomplish this tounge.gif

 

 

In short: hooking into the rendering procs, writing the vmt address to a temporary dword, zeroing it again after material has been set. This is complicated by there being more than one rendering loop seemingly. Even with the reflection map way of determining spec level, if one was to use defaults for anything I would take it that this was the way to go.

 

 

 

Now if you want fake hdr... well, I'm ready to help as long as it doesn't take me more than a day or a few days, like this. I think the help of the oblivion mod's author might be indispensable.

um, hmm.....i'm actually more interested in the reflection issue, mentioned below. more details on that below. but i'm not picky.

 

 

Neither am I, you should know though that all this is only a side-issue to me, not my main focus. If something like that can be achieved with little coding, I'll do it even if only out of curiousity, I guess. :-) Are you sure we'd be up to that task? smile.gif

 

 

in the current .asi file, i dont. however its pretty simple to do, its just a boolean located @ 697D54. you have to activate it when the game starts (what i did in my old d3d8.dll) or set it while in a menu. you cannot set it while the game is rendering the scene.

 

Got it. I'll check it out some time. Thanks.

 

 

i did some experimenting with PIX, and with SA; if VC renders the objects in the same way, then it renders all the map objects first, then the rest of the stuff, players, peds, etc.

 

 

I don't think it does. In my experience, it renders streets and LOD stuff etc first, then in the 2nd rendering proc come geometry, actors, vehicles

intermixed (perhaps by z order, don't know), and then there is some vehicle-rendering too. I am not 100%ly certain about it I should add but I think

that is the way it works. But it will need to be double-checked.

 

 

my theory is that when rendering the scene, it does one of 2 things:

-it renders all the map objects to a temp image, then re-renders the scene, with that image as the refmap. i've noticed in some of the cutscenes, one in particular, where Donald love has a martini glass - that actually reflects the stuff around it. this lends credibility to this theory.

-the other possibility is that after the buildings are rendered, but before everything else is, the game simply dumps the

frame buffer to an image, then continues on, requiring only the single render pass, vs the 2 for the other one. referring back to donald's martini glass, the reflection would have to be static on the glass with this method, as the refmap image, wouldn't be generated, until after the glass has already been drawn. it could apply this image as the refmap the next time the object is drawn, but that would create a 1-frame delay between updates.

 

 

Understood. Unnoticeable under normal circumstances though, right?

 

 

Now that folks, is a long-ass post tounge.gif

 

smile.gif Btw, good job on the reflections. smile.gif

 

@Triple-As: About the weather being too much of a certain colour - you can influence the tinting of the entire game world with my VC:Weather mod (currently only for US1.0); it's the way it has been done in GTA3 - GTA3 has been laying a transparent overlay over the game world which has been mostly light blue, at least during the days and good weather. Sooner or later it is supposed to fully support snow fall and rain also. (right now it's only either or as both weather states 2 and 5 use the same particle speed.)

 

Link to comment
Share on other sites

Okey dokey...

 

DexX: I ran into some trouble with the ASI... i mean, the lag with 1gb ram is almost unnoticeable biggrin.gif but.. the reflections looks like when you load a corrupted image in txdworkshop or a Beatles album cover from the 70's:

 

At first, I though it was because of the Weather mod I just installed (AK-73's one tounge.gif):

user posted image

But then... without the Weather Mod...

user posted image

....It's still the same

 

any ideas? mercie_blink.gif

 

AK-73: Well, that mod in fact, could be PRETTY USEFUL for my LCS mod... you see, in LCS everything looks a lot more yellowish:

user posted image

Yeah... I just found out about your mod in GG, and ASAP I'll see if i can make a decent tint table. biggrin.gif thanks a lot.

 

PS: It's TripleAs... one word... try not to split it tounge.gif

 

bye

 

 

Link to comment
Share on other sites

 

AK-73: Well, that mod in fact, could be PRETTY USEFUL for my LCS mod... you see, in LCS everything looks a lot more yellowish:

Yeah... I just found out about your mod in GG, and ASAP I'll see if i can make a decent tint table. biggrin.gif thanks a lot.

PS: It's TripleAs... one word... try not to split it tounge.gif

bye

 

Well, a short explanation is in order: the tint values are the pretty exact reproduction of the values that GTA3 uses internally, I think (60% of the values from timecyc.dat's last entry in each line). However, GTA3 has no amb_obj value in timecyc.dat, instead it uses the ambient rgb value roughly *1.8. SO you need to adjust your timecyc.dat accordingly or actors and vehicles will look a tad bit too dark. If you have that, you have the GTA3 look. From that on, you are free to further spin on your own - or to see if LCS doesn't have corresponding values. Without the tint, you have the Vice City look and feel, which is basically the default d3d look - every object has its own color modified by the scenes lighting; but through the tint the gta3 authors gave all objects in their world an additional theme .

 

Come to think, I should have bundled the timecyc.dat that I use (and passed on to GTA:LC) with VC:Weather. I'll have to update it next week.

 

Alex

 

PS It's been a long post and I was unconcentrated, so forgive me the name mess-up please. smile.gif

Link to comment
Share on other sites

 

Personally I think the correct way would be hooking into the rendering loop(s). There are several in my mind. Remember the address where the backface cull mode is set?

the cullmode is set in more than one place...

 

In that same proc, right below, starts one of the rendering loops, the main one. You can identify what object is being rendered by checking the virtual method table (first dword) of every object. Now this proc renders partially vehicles, I think, and most world geometry, as well as bikes (other vmt), boats, police helis, big airplanes, etc. Go to the proc that calls this proc. That proc is the main rendering proc. I think two calls before that is the lod rendering proc or something like that because therein some world geometry is rendered too. Further below in the same proc is the vehicle rendering proc, or at least parts of vehicles. You can try which proc is which by nopping the call to that proc. And if you go to the proc which calls the proc in which all that takes place you are in what they call the "uberframe proc". :-) If you nop the next proc call, succeeding the rendering geometry, you will find that all effect rendering (particles) has been blanked out.

what? i think i got the idea; most of the rendering calls are in a similar area. i'll have a poke about the areas around the various cullmode renderstates, there's only 5 or so, so it shouldn't be too hard to narrow down.

Edit: ahh, i think i found what your talking about..

4A604A: calls fn to render the scene geometry

4A604F: calls fn to render the 2dfx

~

4A65A7: calls fn to render nearby water

4A65AE: calls fn to render water thats further away

 

 

In short: hooking into the rendering procs, writing the vmt address to a temporary dword, zeroing it again after material has been set. This is complicated by there being more than one rendering loop seemingly. Even with the reflection map way of determining spec level, if one was to use defaults for anything I would take it that this was the way to go.

...that sailed over my head. i need to look into what a "vmt" is.

 

 

Again, for *my* mod I consider it desirable to have full control as I am going to hand-pick every model (yes, I am in it for a long, long haul smile.gif ). I can see where it would not make sense for others. Yet a different method would be to provide values in a .cfg file matching ids from default.ide. In that case, you wouldn't have control over individual materials anymore, only about models. Plus, I have yet another potential option in mind - remember the geometry flags? If there are some unused bits in Vice (and I think there are), we can use that to hint our mod by which method specular reflection should get determined. :-)

well if your going the long way about, and have no problem with editing the models again, then I would say that is actually the best way to go about doing it, just changing the value that is already provided. no need to make the process any more complex than necessary.

 

 

Yep, especially with from GTA3 converted multp-part models. Which brings me to another question: do you happen to own GTA3 on the xbox, Dexx? Anyone who does, I would like to know if GTA3/xbox uses multi-part models or skins&bones and how the .dffs look like in general there. I would consider using at least the *spec levels* from the official game for my own models.

I do, but i can't rip anything from it. however there was an xbox file i remember looking at (got the files from someone else), which contained a table of specular levels for time of day / weather conditions. if i recall correctly, peds didnt get spec at all. the roads got spec from the sunlight at all times, however they had specular maps, it wasn't vertex lighting. probably done via a shader. i'm not sure on this, but i think the characters in VC (pc and xbox) are rendered via a custom shader. it might explain why none of the additional matfx, like reflection mapping, work on them, and why they use R* proprietary .ifp files for animation, instead of the rw-supplied .anm files.

I know for a fact that characters use a custom shader in SA, so the idea isn't too far fetched.

 

 

Neither am I, you should know though that all this is only a side-issue to me, not my main focus. If something like that can be achieved with little coding, I'll do it even if only out of curiousity, I guess. :-) Are you sure we'd be up to that task? smile.gif

yes, seeing as how i completed the goal in my previous post tounge.gif

with that said however, i do have a more feasible idea in mind; adding more parts to vehicles, or cloning existing ones, and associating them with a different string. so for example, cloning the headlight function, and then associating it with "healights2", so any dummy object on that class of vehicle would create the cloned object - a new part.

i would either like to tackle that, or some kind of shader-injection.

 

 

Understood. Unnoticeable under normal circumstances though, right?

a 1-frame delay? nah, thats nothing.

 

 

but.. the reflections looks like when you load a corrupted image in txdworkshop or a Beatles album cover from the 70's

hmm, i had someone else test it with no problems, and i've tested it @ various resolutions and it seemed to work ok. my *guess* would be a difference in your exe - which exe version do you have? i only tested it on a non-cracked, american 1.0 exe. if that's not it, then i don't know what else would be causing the problems.

Link to comment
Share on other sites

 

Personally I think the correct way would be hooking into the rendering loop(s). There are several in my mind. Remember the address where the backface cull mode is set?

the cullmode is set in more than one place...

For GTA:LC I only had to modify one call to RwRenderStateSet; changing the value at 0x004C9F5D (US 1.0) from 1 to 0, but this is probably just the world geometry, I never checked if it disabled culling on vehicles and character models.

 

And good job with the quicker solution to reflections. You have obviously read the API reference thoroughly unlike myself. tounge.gif

abstract_sig.png

Link to comment
Share on other sites

@AK-73: I didn't have enough time yet to concentrate and make a good time cycle weather table to test with the tint thing... but I'll let you know when I'm done with it tounge.gif. btw, about the name thingy it's ok man, don't worry, it's just sometimes looks like everybody is misspelling it on purpose tounge.gif

 

 

@DexX: I have MANY copies of VC and some of them don't even use the audio, so I use the American 1.0 cracked exe (I tested the VC Weather mod by AK-73 which needs American 1.0 and it works as it should.)

So... i don't know what in earth could probably be causing it... graphics card maybe?

My Specs:

Pentium 4 2,4 ghz

1024mb 400

Geforce fx 5500 128mb (it f*ckING SUCKS, don't need to say it.)

 

anything else about my hardware that MAY have something to do?

 

@ModelingMan: Well, I see you three are talking about cull modes... it may have something to do if you can see the rain when you are outside but when you are inside somewhere or under a roof the rain magically disappears?

 

Yeah... that my have NOTHING to do with what you are talking about, but, as I said.. don't blame me! i can't compete with you on "DirectX" knowledge or whatever. blush.gif

Link to comment
Share on other sites

@ModelingMan: Well, I see you three are talking about cull modes... it may have something to do if you can see the rain when you are outside but when you are inside somewhere or under a roof the rain magically disappears?

 

Yeah... that my have NOTHING to do with what you are talking about, but, as I said.. don't blame me! i can't compete with you on "DirectX" knowledge or whatever. blush.gif

As far as I was aware, the cull mode that they're talking about is related to how the game actually renders the models. In GTA3, there was no backface culling, but in VC there was, which meant that each model needed to have a backface as well. ModelingMan disabled it in LC for the world models, so we can now use most of the GTA3 world models in LC straight from GTA3 (for those of you lost, remember that LC is basically GTA3 on the VC engine wink.gif). So I think you're thinking of culling in the wrong sense here tounge.gif.

 

@MM - Nice to see you're still around. Hopefully I'll see you back over at LC at some stage smile.gif.

Link to comment
Share on other sites

Lol, where do I start? smile.gif

 

Perhaps with the vmts. Stands for virtual method table. Simply put the difference between a class and a struct is the vmt. It is a table with function ptr to all methods defined on that class of objects. You'll often see in the exe, some vmt ptr loaded into a register and then a call to [register+x] with x being an offset into the vmt. I think at +34 for example is the rendering proc of many objects. So the vmt is a unique identifier of classes of objects; it is the first dword of every object - as opposed to structs who start right away with data.

 

Here some vmt ptrs from the game (US1.0): (all need double-checking)

 

68658C: world geometry

69AD90: cars, helis

691BAC: actor(peds)

6D7B34: bike

694D70: player

691CE4: cop (the actor, not the car)

6917A0: pickups, adrenaline, etc

69C3F8: big airplane in the distance (the ones without col files)

6915DC: arrow marker (over mission target, for example)

69B0B4: Boat

691A10: grenade?

691D78: medic(actor)

69C21C: police heli?

 

There are quite probably a few more but with those, one has most stuff covered, I think. You hook into the rendering loops, the main one I think starting @0x4C9F80, check the vmt ptr, and according to type you set some global temp variables which get used if setmaterial is reached. At the end of each loop iteration you clear the temp vars again. That would be the basic idea. If one was to take different parts into consideration, it might get more complicated, plus one has to address all the stuff that gets rendered in the other mentioned procs too but that should work in theory similarly.

 

The 4C9F80 loop is inside the proc that renders most geometry, just nop the proc it is in and you'll see. But if you nop some of the other proc calls within the scene rendering proc, you'll see that there is at least 2 other relevant procs, one before the aforementioned proc with the 4c9f80 loop, rendering some world geometry and one after it that seems to handle vehicles in one way or the other (they vanish upon nopping).

 

About the xbox... well, yeah I read that some of the files are compressed and/or encrypted. I trust that all the usual compression/decompression algorithms have been tried and none worked? Anyway, I would have loved to have access to the GTA3 actor models if they had been based on skins and bones but if it can't be used, it can't be used I guess.

 

About anything else, well, we'll have to see about that. If you have a specific question, feel free to ask, Dexx.

 

@TripleAs: As to timecyc.dat, I recommend using the one I sent Ben for GTA:LC to start with and tweak from that one. If you want that one, you can pm me your email address too and I'll send you.

 

@Ben: not only for the world models but also for actors if you'd care to remember the dark pant pockets of Claude. As a by note, when writing the VC:Specular mod, I realized that I didn't remove all backfaces from the Claude model - there was some flickering when in the spec light. If you want the fixed model, I can send you - although it probably won't be noticable unless someone installs a mod that activates specular lighting.

 

Oh and btw, congratulations to your promotion as team leader. smile.gif

 

Alex

Link to comment
Share on other sites

@Ben: not only for the world models but also for actors if you'd care to remember the dark pant pockets of Claude. As a by note, when writing the VC:Specular mod, I realized that I didn't remove all backfaces from the Claude model - there was some flickering when in the spec light. If you want the fixed model, I can send you - although it probably won't be noticable unless someone installs a mod that activates specular lighting.

 

Oh and btw, congratulations to your promotion as team leader. smile.gif

That'd be great if you could send that through to me when you get a chance smile.gif. Actually, I have some stuff I'd like to go over with you, but I'm a bit unorganised atm - I'll try and get it all worked out over the next few weeks and then come hassle you about it tounge.gif.

 

About my promotion - thanks a lot smile.gif. Congrats on getting your second karma star - very well deserved.

Link to comment
Share on other sites

 

That'd be great if you could send that through to me when you get a chance smile.gif.  Actually, I have some stuff I'd like to go over with you, but I'm a bit unorganised atm - I'll try and get it all worked out over the next few weeks and then come hassle you about it tounge.gif.

 

About my promotion - thanks a lot smile.gif.  Congrats on getting your second karma star - very well deserved.

 

Yeah, and I was thinking of getting some GTA3 peds into my mods also. If you have any peds that are awaiting conversion or need to be tweaked, make a list of those and maybe there are a few among them that I'd like to have in my mod too. Generally I am interested in regular peds and not character models though. smile.gif Other than that feel free to hassle straight away. smile.gif

 

Wrt VC:Specular, I don't think I will be able to spend too much time on that in the very near future. For now I'm content with knowing that it can be done.

 

Also I will include the timecyc.dat I use in VC:Weather and update the package on GTAGarage.

 

Ah yeah and VC:Traffic is going to be released soon now that I have deciphered all the flags in the paths (at least for vehicles). smile.gif See the paths thread in the maps forum for details.

 

Alex

Link to comment
Share on other sites

  • 1 month later...

Sorry for bumping this topic but DexX didn't reply to the pm I sent him so I was wondering if he or ModelingMan could get me a more or less buggy version of that DxHook that added real time reflections to vc.

 

You see, I'd like to add that hook to my Liberty City Stories conversion for GTA:LC, since LCS has that kind of reflections and I think it would be a nice touch to add that LCS feeling.

 

So, what I'm asking is if I can get a beta version at least to add to my Beta2 of LCS mod. Also, the source code would be nice since in further version (or even this Beta2 if I can get someone to do it) a LCS hud just like the one from SA squiddy made (you know, the one with the power bars instead of health numbers).

I can't do that and, if we can add the real time reflections with the source code I think we could get someone to make the hud (or either use Squiddy's dll linker with his permission of course).

 

bye

Link to comment
Share on other sites

 

DexX didn't reply to the pm I sent him

classes have stolen most of my free time, but i did just respond to the pm you sent. sorry for the delay.

 

@ your request, i think it would be best if, for the moment at least, it was not distributed outside of this topic, mainly because its simply not in a release-able state (yes it "works" but its essentially a fancy hack at this point). You could link people to this topic, and they could click the link from there, but i would prefer it if you did not re-package the mod and re-distribute it at this time.

 

btw, its important to note this this not a Dx hook, and it functions significantly differently than one. the game automatically loads .asi files, which means there is no limit to the number of evil d3d8-dll's, just for starters devil.gif

 

judging from your last batch of screenshots, you were having trouble getting the mod to work at all. has that been cleared up yet ?

Link to comment
Share on other sites

Opps... sorry for my impatience(sp?) blush.gif

It's just... i got back from vacation today and i was with little to no internet access and that's why i didn't got to see that reply.

 

Anyways, the last beta i tried was working just fine, but that was some time ago and a lot of stuff happened to me since then, in other words: i don't remember too good... i should be able to try it sometime when i get my pc fixed (yes... i just got back from vacation today and i got my pc still screwed...).

 

So, yeah, I think the "linking to this topic" option should be the most accurate smile.gif

and thanks for the clearing up on the Dx hook thingy, I'll see if I can get someone to help me with the new hud stuff.

 

Just another question before I leave: is it possible to make the hud resizable when the screen size is changed?

Taking for example squiddy's sa hud for vc, it doesn't get big when the screen's bigger (for example, when the screen size is at 1280*1024 the hud looks too small compared to the default one).

 

That's everything i had to say, I guess... tounge.gif

 

bye

Link to comment
Share on other sites

Just another question before I leave: is it possible to make the hud resizable when the screen size is changed?

Taking for example squiddy's sa hud for vc, it doesn't get big when the screen's bigger (for example, when the screen size is at 1280*1024 the hud looks too small compared to the default one).

Sure, you could design the hud in a size, where it would fit the highest resolution, let's say 1600x1200, and scale it down for the lower resolutions.

 

IIRC I made the sa hud to fit 1024x768. My old monitor couldn't do higher resolutions.

Link to comment
Share on other sites

Just another question before I leave: is it possible to make the hud resizable when the screen size is changed?

Taking for example squiddy's sa hud for vc, it doesn't get big when the screen's bigger (for example, when the screen size is at 1280*1024 the hud looks too small compared to the default one).

Sure, you could design the hud in a size, where it would fit the highest resolution, let's say 1600x1200, and scale it down for the lower resolutions.

 

IIRC I made the sa hud to fit 1024x768. My old monitor couldn't do higher resolutions.

 

I have a question: which framerate does one have with acticated trails and/or realtime reflections with current hardware? Trails are not a serious option on my Athlon-1400. How about current hardware?

 

Also, Dexx: before working on anything else I would like to complete specular lightning completely. There's a slight bug as it is now: sunlight is not realistic. It should not use diffuse lighting but diffuse multiplied in some manner with the ambient lighting values (as these are the actual sun light color for the day). Another thought of mine would be adding a second light detrimentally opposed to the sun light (if not in height) and giving it a fraction of the sunlight value, thus emulating light reflecting from other surfaces (windows, etc) and being reflected again on the backside of the car. One would have to see how it looks...

 

Alex

 

Link to comment
Share on other sites

  • 3 months later...
Claude GTA3

This Specular lighting is great...but,I don't like the tires(rims get a metallic sheen so leave them) and the car interior being all shiny,can that be fixed,BTW,when I put the whateveritscalledreflection.asi it doesn't work..YEAH I know I put the wrong name,and I have pressed the F4 button...

Edited by Claude GTA3
Link to comment
Share on other sites

DexX can you tell to us how did you add the specular on VC cars (PC) i tought vc renderware can't handle the specular highlight and rockstar added it in the SA RW .

thank you

Link to comment
Share on other sites

sorry i forgot realtime reflection too and its possible in GTASA ?(GTAVC its finish) because im enough to use "fake chrome textures"

btw i watched on some games who use the realtime ref and i found a texture of the map mercie_blink.gifmercie_blink.gif .(or encrypted textures)

Link to comment
Share on other sites

 

DexX can you tell to us how did you add the specular on VC cars (PC) i tought vc renderware can't handle the specular highlight and rockstar added it in the SA RW .

thank you

 

Specular hightlighting can be easily enabled through changing a small amount of code in the exe - since RW relies on DirectX. smile.gif

 

I have written a short mod which enables specular lighting and it allows to set the amount of reflection per material. The downside is that you'd have to recompile all models to have the reflection you'd want it to have.

 

Alex

 

Link to comment
Share on other sites

As Ak-73 said, spec is enabled mainly through directx, or some renderware functions that work with directx.

 

@ myster92;

Sa is coded differently, and the real reflection stuff would have to change with the sa engine, and it's capabilities. Sa can do more, but it's also buggier, less stable, and it does certain stuff in a different way. the vehicle rendering code in SA is much different than vc (same concepts, but different implementation).

 

@ all

i released the first "official" versions of the real reflections + specular lighting in this topic today. please direct all future discussion there.

Link to comment
Share on other sites

Claude GTA3

The CarRef.asi doesn't work for me,any Idea why?By the way,I know that GTA3 has an unstable game engine,but can it handle SpecLight and CarRef?I played LC with SpecLight and it looked GREAT better than in Vice City,can it be made?

Link to comment
Share on other sites

 

The CarRef.asi doesn't work for me,any Idea why?By the way,I know that GTA3 has an unstable game engine,but can it handle SpecLight and CarRef?I played LC with SpecLight and it looked GREAT better than in Vice City,can it be made?

this topic

Please direct all future discussion there. Try the version i post in that topic, and delete *all* files you used before, like carref.asi - they will conflict with each other.

 

"Could it be made for gta3?" - probably. Will i make it? No.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.