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[Alpha|Test] SA Gfx


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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  smile.gif

 

 

Anyhow dexx, Luck  icon14.gif

But i like the shiny effect on the parts biggrin.gif

 

@

pull_my_trigga_en_call_me_nigga

You are using a non-default nmap?

Edited by ikt
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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 confused.gif

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 confused.gif

 

And thanks for trying to solve my problem biggrin.gif

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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 by Deathdime
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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 confused.gif

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 confused.gif

 

And thanks for trying to solve my problem biggrin.gif

That's only your gfx. no support for 2.0 shader models. Upgrade your hardware.

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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  confused.gif

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  confused.gif

 

And thanks for trying to solve my problem  biggrin.gif

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.. confused.gif

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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?

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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.

 

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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?

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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 confused.gif

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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?

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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.

 

user posted image

 

user posted image

 

Finally, a truly chrome car.

user posted image

 

Cheers Dexx.

 

 

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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.

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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 by Supra4
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Hehe, edited the new nmap and new cubemap, now it looks very well! I'll post some pics tomorrow biggrin.gif

I used this nmap: (made it myself)

user posted image

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=

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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.

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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 wink.gif

 

ive just realised that weapon models dont even support refmaps >_<

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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 wink.gif

 

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.

user posted image

 

user posted image

 

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 by pinky
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