ikt Posted January 27, 2008 Share Posted January 27, 2008 (edited) Dexx work on original sa cars, if you have problem with a downloaded car, the problem is from the car, not the mod... and we already talk about tunning parts with dexx and atm, teh only one solution is to re import allthe parts ... unless that dexx finally find a way Anyhow dexx, Luck But i like the shiny effect on the parts @ pull_my_trigga_en_call_me_nigga You are using a non-default nmap? Edited January 27, 2008 by ikt Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057443613 Share on other sites More sharing options...
ehsan_zt Posted January 27, 2008 Share Posted January 27, 2008 Unfortunately it's on all cars .(custom and default) for these pics I used non-default nmap but I've tested it with the original nmap and it was the same I said that I think it is related to that light on the car not nmap or cubemap as you can see in the first pic that the line is on the nmap and cube map texture and with the car moving the rectangulars move too . Maybe it is related to my graphic driver that is a little old And thanks for trying to solve my problem Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057443793 Share on other sites More sharing options...
ikt Posted January 27, 2008 Share Posted January 27, 2008 Try to update your graphics card's driver I don't have that problem, not even with edited nmaps. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057443966 Share on other sites More sharing options...
Deathdime Posted January 28, 2008 Share Posted January 28, 2008 (edited) Okay... SO I downloaded the exe., placed the files in the appropriate places and go to start the game... And for the past four hours, its been just quiting and coming up with that lovely screen with the picture of the SA desktop and end this process doohicky. Some help please? *edit* Ive tried everything, the ASI loader works fine, so it has to be either the load order, or something dealing with the way its setup in the folder... Il just show ya what I have in my SA folder... Maybe that will make it easier to understand whats wrong. --GTA SanAndreas-- -Anim -Data -GTA_SA -Readme -Audio -Models -Movies -Extra_resources eax.dll ogg.dll VorbisFile.dll Vorbishooked.dll Vorbis.dll Stream Sa_pipeline_low.asi Sa_shadows.asi __________________________________ I am running an 2.7 ghz 1gb ram 7600 GT Nvidea GeForce Edited January 28, 2008 by Deathdime Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057446190 Share on other sites More sharing options...
CHILLI Posted January 28, 2008 Share Posted January 28, 2008 it cant be the graphics card, becuase the graphic card before this one I have now was that 7600 one you have, and what I know/remember I didnt have any problems with it... then it must be something else? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057447571 Share on other sites More sharing options...
ParoXum Posted January 29, 2008 Share Posted January 29, 2008 Unfortunately it's on all cars .(custom and default)for these pics I used non-default nmap but I've tested it with the original nmap and it was the same I said that I think it is related to that light on the car not nmap or cubemap as you can see in the first pic that the line is on the nmap and cube map texture and with the car moving the rectangulars move too . Maybe it is related to my graphic driver that is a little old And thanks for trying to solve my problem That's only your gfx. no support for 2.0 shader models. Upgrade your hardware. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057450039 Share on other sites More sharing options...
Loman Posted January 29, 2008 Share Posted January 29, 2008 (edited) edit: posted wrong file Edited March 20, 2008 by Loman Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057450060 Share on other sites More sharing options...
Darecki Posted January 29, 2008 Share Posted January 29, 2008 Unfortunately it's on all cars .(custom and default)for these pics I used non-default nmap but I've tested it with the original nmap and it was the same I said that I think it is related to that light on the car not nmap or cubemap as you can see in the first pic that the line is on the nmap and cube map texture and with the car moving the rectangulars move too . Maybe it is related to my graphic driver that is a little old And thanks for trying to solve my problem That's only your gfx. no support for 2.0 shader models. Upgrade your hardware. But he has GF 6200 (SM 3.0) MAybe your shaders on the graphic card are messed up.. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057450618 Share on other sites More sharing options...
Deathdime Posted January 29, 2008 Share Posted January 29, 2008 it cant be the graphics card, becuase the graphic card before this one I have now was that 7600 one you have, and what I know/remember I didnt have any problems with it... then it must be something else? Yes I know... Ive been trying to figure it out for the longest time, starting to nerve me up ya know? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057450848 Share on other sites More sharing options...
-Tiago- Posted January 30, 2008 Share Posted January 30, 2008 where can i get realtime refs to sa? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057453069 Share on other sites More sharing options...
pinky Posted January 30, 2008 Share Posted January 30, 2008 A couple of ideas Dexx. Is it possible to make aircraft use a separate cubemap, the current one doesn't really suit planes and it would be nice to give them a separate look from the cars. Is it possible to use multiple cubemaps and create zones for their use, probably best through a separate script or the SCM to allocate the areas coordinates. This could give more realism due to the ability to match the terrain more closely with the reflection map. Just pondering. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057453333 Share on other sites More sharing options...
Darecki Posted January 30, 2008 Share Posted January 30, 2008 A couple of ideas Dexx.Is it possible to make aircraft use a separate cubemap, the current one doesn't really suit planes and it would be nice to give them a separate look from the cars. Is it possible to use multiple cubemaps and create zones for their use, probably best through a separate script or the SCM to allocate the areas coordinates. This could give more realism due to the ability to match the terrain more closely with the reflection map. Just pondering. The best thing will be realtime real reflections, of course if it will be possible to make... Hmm Dexx, You made realtime reflections in GTA VC, in SA it is possible to make it the same as in VC? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057453402 Share on other sites More sharing options...
donvito Posted January 30, 2008 Share Posted January 30, 2008 you guys should read the whole topic.... poor dexx^^ Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057453443 Share on other sites More sharing options...
GamerShotgun Posted January 30, 2008 Share Posted January 30, 2008 A couple of ideas Dexx.Is it possible to make aircraft use a separate cubemap, the current one doesn't really suit planes and it would be nice to give them a separate look from the cars. Is it possible to use multiple cubemaps and create zones for their use, probably best through a separate script or the SCM to allocate the areas coordinates. This could give more realism due to the ability to match the terrain more closely with the reflection map. Just pondering. The best thing will be realtime real reflections, of course if it will be possible to make... Hmm Dexx, You made realtime reflections in GTA VC, in SA it is possible to make it the same as in VC? OMFG! Dexx already said he's been experimenting with San Andreas in that way... And if he manages to get the "realtime reflections" working, the game lags badly.... But please.. leave him alone Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057454016 Share on other sites More sharing options...
Darecki Posted January 31, 2008 Share Posted January 31, 2008 Yes, I read whole topic (i don't remember every word..)... But I don;t understand why real reflections lags the game so much? In VC reflections haven't lagged gamepley at all... SA has something different that it causes that lagging..? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057456712 Share on other sites More sharing options...
GamerShotgun Posted January 31, 2008 Share Posted January 31, 2008 Imagine a game where's the game map has been loaded 20+ times.. And it moves in every second. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057456748 Share on other sites More sharing options...
Darecki Posted January 31, 2008 Share Posted January 31, 2008 Hmm.. maybe there's any way that car will reflect only objects around ~150 meters from car.. If it's possible.. And how it was solved in VC? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057456859 Share on other sites More sharing options...
uncajesse Posted January 31, 2008 Share Posted January 31, 2008 I thought maybe my problem is related to cubemaps or nmap that is not tiled but it is because of that light on cars ( you call it shader or specular light ?) [snip] Are you forcing DXT3 compression of DXT1 textures in the drivers? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057457375 Share on other sites More sharing options...
ehsan_zt Posted February 1, 2008 Share Posted February 1, 2008 I thought maybe my problem is related to cubemaps or nmap that is not tiled but it is because of that light on cars ( you call it shader or specular light ?) [snip] Are you forcing DXT3 compression of DXT1 textures in the drivers? dunno how should I find out if I am doing this or not? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057458149 Share on other sites More sharing options...
ikt Posted February 1, 2008 Share Posted February 1, 2008 Look @ options @ DDSconverter Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057458815 Share on other sites More sharing options...
pinky Posted February 1, 2008 Share Posted February 1, 2008 Doing some testing on large cubemaps, 1024x6144. 24mb of smoothness assured. No slowdown or lag at all I run an 8800Ultra and 4gig RAM but others with less suffer no lag either. dont know quite how the load up works, deos it just load the texture once then transfer to all vehicles? Makes every vehicle that much smoother, could probably reduce to 512x3072 and have near enough the same effect. Finally, a truly chrome car. Cheers Dexx. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057459234 Share on other sites More sharing options...
Djalbastyle Posted February 1, 2008 Share Posted February 1, 2008 Wohaa its look very very nice i love it. Can you upload the cubase and the other files ? i wont play it pleas upload it. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057459341 Share on other sites More sharing options...
ModelingMan Posted February 1, 2008 Share Posted February 1, 2008 dont know quite how the load up works, deos it just load the texture once then transfer to all vehicles? I'm assuming the texture is loaded at game initialisation, along with the compilation of the shaders. Modification to the render pipeline causes the game to use the new shaders as opposed to the default ones. The texture is passed to the shader each time a vehicle is to be rendered. Only one instance of the texture exists, each vehicle uses that same texture. I've actually had a few ideas for enhancements to the game, not just for SA but the 3D GTA series in general. I shalln't discuss exactly what because I don't want to build anyone's hopes up and then the ideas fall through, heh. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057459374 Share on other sites More sharing options...
Supra4 Posted February 1, 2008 Share Posted February 1, 2008 (edited) Is that the R* bullet or a HQ one? Looks beautyfull. Can't wait for an upload. I'm willing to host it as well if needed. EDIT : ok, just spotted the difference between the two. that's the HQ one. Edited February 2, 2008 by Supra4 Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057460006 Share on other sites More sharing options...
ikt Posted February 1, 2008 Share Posted February 1, 2008 Hehe, edited the new nmap and new cubemap, now it looks very well! I'll post some pics tomorrow I used this nmap: (made it myself) and a GTA 3 reflection as cubemap (maybe i'll make anotherone myself, with my camera... But there isn't a busy road nearby...) http://www.gtainside.com/download.php?do=c...=10391&orderBy= Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057460115 Share on other sites More sharing options...
DexX Posted February 2, 2008 Author Share Posted February 2, 2008 dont know quite how the load up works, deos it just load the texture once then transfer to all vehicles? I'm assuming the texture is loaded at game initialisation, along with the compilation of the shaders. Modification to the render pipeline causes the game to use the new shaders as opposed to the default ones. The texture is passed to the shader each time a vehicle is to be rendered. Only one instance of the texture exists, each vehicle uses that same texture. we have a winner. The version up for download right now modifies the existing pipeline, the updated one i'm working creates a brand-spanking new pipeline (i'd prefer to implement as much new code as i can, rather than patch hundreds of memory addresses). Btw, the source code is on the first page. Doing some testing on large cubemaps, 1024x6144. 24mb of smoothness assured. Using dxt1 compression (no mipmaps), you can drop that to about 3mb. at 1024+, image artifacts from compression are far less noticeable. and a GTA 3 reflection as cubemap (maybe i'll make anotherone myself, with my camera... But there isn't a busy road nearby...) That isn't actually a cubemap. Your image is 2d, and requires a different projection method to look correct. A cubemap (i think i explained this earlier, but i'll re-iterate now) has 6 sides, one for each direction; positive xyz and negative xyz. So if you want to create a proper cubemap that will work correctly you will need 6 photos; one for what's in front of you, behind you, to your left, to your right, above you, and below you, all taken from the exact same spot. I recommend you google some tutorials on making cubemaps. Btw, you need to create the final cubemap in the dds format, not the cross format. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057461283 Share on other sites More sharing options...
ikt Posted February 2, 2008 Share Posted February 2, 2008 Well, the 2-d image works pretty good Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057461838 Share on other sites More sharing options...
rebel_36 Posted February 2, 2008 Share Posted February 2, 2008 dont know quite how the load up works, deos it just load the texture once then transfer to all vehicles? I'm assuming the texture is loaded at game initialisation, along with the compilation of the shaders. Modification to the render pipeline causes the game to use the new shaders as opposed to the default ones. The texture is passed to the shader each time a vehicle is to be rendered. Only one instance of the texture exists, each vehicle uses that same texture. I've actually had a few ideas for enhancements to the game, not just for SA but the 3D GTA series in general. I shalln't discuss exactly what because I don't want to build anyone's hopes up and then the ideas fall through, heh. well too late buddy.. im already putting my hopes up that maybe gta3 could get some graphical enhancements since im making a mini tc ive just realised that weapon models dont even support refmaps >_< Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057461878 Share on other sites More sharing options...
pinky Posted February 2, 2008 Share Posted February 2, 2008 (edited) dont know quite how the load up works, deos it just load the texture once then transfer to all vehicles? I'm assuming the texture is loaded at game initialisation, along with the compilation of the shaders. Modification to the render pipeline causes the game to use the new shaders as opposed to the default ones. The texture is passed to the shader each time a vehicle is to be rendered. Only one instance of the texture exists, each vehicle uses that same texture. I've actually had a few ideas for enhancements to the game, not just for SA but the 3D GTA series in general. I shalln't discuss exactly what because I don't want to build anyone's hopes up and then the ideas fall through, heh. well too late buddy.. im already putting my hopes up that maybe gta3 could get some graphical enhancements since im making a mini tc ive just realised that weapon models dont even support refmaps >_< I have been using refmaps on my guns for years now. SA though, can't vouch for GTAIII or VC. You cant adjust the intensity setting so have to moddify the ref textures instead to control the reflection's apearance. Manged to get a 512 high cubemap down to 6mb now, a bit more reasonable, still working on it though as the refs can look a little to bling on some vehicles. I hate bling. is is possible to have a separate reflection set for nightime, that would be a good improvement? Edited February 2, 2008 by pinky Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057461905 Share on other sites More sharing options...
Somebody902 Posted February 2, 2008 Share Posted February 2, 2008 dude, how did you add refmaps to the weapons? is there a post on the site that shows you how? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/11/#findComment-1057462048 Share on other sites More sharing options...
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