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[Alpha|Test] SA Gfx


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Hi!

 

Fantastic work Dexx! I love it! But the reflection doesn't work on black car color, so it have to be fixed. And as i saw, the reflection is still moving with the vehicle :\ Can you do something to stop it?

 

Anyway, here is a realy simple reflection, made from vehicleenvmap128:

 

user posted image

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1stgenLX-Turbo

Okay I finally got this to work using a crack that I had before (since I hate putting the dvd in and scratch it up) and not the hoodlum crack I found, do I just place the fair, forest, and hall folders that parox created and you edited in the GTA San Andreas Folder like the rest of the files?

 

Anyways here is a example of this tweak using the original vehicle.txd and another example using vehicle.txd with custom xvehicleenv128 and a vehicleenvmap128. You might have to expand the bigger sizes when you click the link:

 

 

ORIGINAL

user posted image

click to see bigger

user posted image

click to see bigger

 

AFTER

user posted image

click to see bigger

user posted image

click to see bigger

 

You might not notice that much of a difference but the lighting is a bit more smoother and sharper in the after shots, and are a bit more choppy and blurry in the original shots.

 

I am going to try two more different xvehicleenv128 and a vehicleenvmap128 sets when I have time.

 

Edited by 1stgenLX-Turbo
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But the reflection doesn't work on black car color, so it have to be fixed. And as i saw, the reflection is still moving with the vehicle :\ Can you do something to stop it?

Blending with black paint, really depends on the image, and how the author did the reflections. If he used UV2 reflections, it gets blended differently, than the tiled non-uv2 reflections. The image moves, because R* animated the UVs based on vehicle speed and direction. I fixed both of these currently. The next release will be proper, although i don't have a time frame for it yet. hopefully not too long though.

 

 

The link is f u c k e d u p.plz upload it somewhere else!

No one else complained, and the link always works for me. If you could post the results (ie, error code, page doesn't load, file is incomplete, slow transfer, etc), that would be a bit more useful. If re-hosting is required, please contact me first, so i can at least keep track of the file.

 

 

Is it Possable to Make a Real-Time Lighting Mod?

Cause i really hate the lighting the cars give off

The lighting is already realtime. If you use the speclight asi file in the mod, it already gives off more realistic lighting (at the expense of framerate).

 

In other news...

I may have also figured out why Ati users are getting corrupted reflections with the VC real reflection mod. Sadly, it isn't anything i can fix. Although this is of no practical use to you, it means i can stop staring at my code and wondering where i went wrong.

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stonecoldcrazy

 

Is it Possable to Make a Real-Time Lighting Mod?

Cause i really hate the lighting the cars give off

 

 

The lighting is already realtime. If you use the speclight asi file in the mod, it already gives off more realistic lighting (at the expense of framerate).

In other news...

I may have also figured out why Ati users are getting corrupted reflections with the VC real reflection mod. Sadly, it isn't anything i can fix. Although this is of no practical use to you, it means i can stop staring at my code and wondering where i went wrong.

 

--

i meant a Headlight mod you know how the cars head light on the road is a texure although it would be most likely hard becouse

the games world light is verdex right?

 

edit: ohh and the ATI bug isint fixable is it becouse i have a ATI Radeon 9250

Edited by stonecoldcrazy
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i meant a Headlight mod you know how the cars head light on the road is a texure although it would be most likely hard becouse

the games world light is verdex right?

 

if you will use vertex colors for vehicles' light, you will need highpoly models....

 

 

@Dexx: good news, though

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try it without the speclight asi file (just delete it, it isn't necessary for anything else), and tell me if you still get the slowness. spec slows my game down too, but for me it's still playable. however i don't experience any slowness at all with the cubemaps.

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help me !!

 

As is installed?

i don't understand your question, or know if your using VC or SA. for VC the install instructions are in the readme. for SA, i posted the install instructions a couple pages ago with the download link.

 

 

Interestingly, pressing F4 immediately after the game has loaded seems to use the image from the loading screen to wrap around vehicles instead of using what's on the screen, like this:

Yea, it dumps the last image rendered to the game camera as the reflection map.

 

 

Which got me thinking, could you use this to implement better reflections on the vehicles? I mean, not "realtime" reflections, and probably not a cubemap like you've done for SA, just a *better* reflection map than the default VC ones. I'm not particularly bothered about realtime reflections as I know my hardware can't support them, but I think that would be a fair compromise.

Hmm, well there are some adjustments i can make to how the image is projected and blended. i'll dump that stuff to the ini file.

 

 

btw i set the ref level to 25 there is nothing ...

The reflections only work on vehicles that are using a reflection map, since the reflection image is replaced. if your vehicle doesn't already have a reflection map, you won't see realtime reflections. Most military vehicles i've seen aren't very reflective tounge.gif

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man i used the xvehicleenv128 on the main material .

 

Most military vehicles i've seen aren't very reflective

it can be right because on other original vehicles the mod works (taxi ,premier etc...) [FC's texture cocks tounge.gif , poor quality...]

i have a question could you add the bump mapping feature in renderware ?

because on 3dsmax i did a trick specular+diffuse(with the color on the texture) it worked ! I never tried if we can put diffuse on player meshes ...

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Hmm, well there are some adjustments i can make to how the image is projected and blended. i'll dump that stuff to the ini file.

OK then, when you've done that let me know and I'll check it out. smile.gif

 

 

Yea, it dumps the last image rendered to the game camera as the reflection map.

So you could dump a static image as the reflection map rather than what's rendered to the game camera? Basically, what I want to know is if there's any way to implement non-realtime reflections in Vice City as you have done in San Andreas.

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Something else i starting working on in the last few days, changing the size of the shadowmap for the ped shadows;

user posted image

Ped shadows with a 1024 shadowmap. The game renders a shadowmap for each character onscreen, so it can get slow when alot appear and you use a large sized map.

 

I don't like throwing a bunch of incomplete files around (not publicly anyway), so i'll drop that in the next release of what is now entitled; 'SA GFX', which will include the cubemap mod, improved spec lighting (if your box can handle it) the shadows, and a few other details, like license plate texture filtering.

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Hey @DexX,

Thanks for your PM! Some times later I had resolved already the problem with the cleo library. It isn't difficult to view the memory addresses with the IDA 5.0 and enough see of how much byte is formed an address. So I have resolved the problem and you can download the change here.

Anisotropic filtering and the black road bug (fixed).

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 04.08.2007{$VERSION 3.1.0023}{$CLEO .cs}//-------------MAIN---------------wait 1000 jump @FILTER_107 0900: unknown_set_object "ANNOYING BUGS FIXED ." :FILTER_107wait 0 0A8C: write_memory 0x884958 size 1 value 0x03 virtual_protect 1 0A8C: write_memory 0x88498C size 1 value 0x03 virtual_protect 1 wait 5000 jump @FILTER_107 

 

Bye Bye

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Hey @DexX,

Thanks for your PM! Some times later I had resolved already the problem with the cleo library. It isn't difficult to view the memory addresses with the IDA 5.0 and enough see of how much byte is formed an address. So I have resolved the problem and you can download the change here.

Anisotropic filtering and the black road bug (fixed).

OK if you had resolved the black roads problem tell us how install your .Cs file ... or its code for dexx ... ?

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Regarding my last reply, about non realtime reflections: forget that. biggrin.gif I recently started editing vehicles using txdworkshop and found out I can also change the reflection map. I am wondering though DexX, you mentioned that you might know why the realtime reflections don't work for some people with ati graphics cards.. why is that?

 

 

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I'm not pretty sure why, maybe is obvius but for me nothing in this world is, before this great mod (i'm very f@cking thankfully!! no more fighting with spec textures!!) i had tested one that was only the spec fx, worked great but wont work with another addon i put, the NFS:U Speedometter , both are based in DLL speedometer but don't worked the same... i tried renaming one of the Dll and still without work, no matter, the Fx of the addon where a better choise for me than the speedometer (but i still keep the Zip file), can,will,would you put that Speedometer in your mod? just to have a ll the party in, perhaps isn't to hard... i'm only guessing, but it will like cut and paste codes from a Dll into another? by the way, thnks again for this beautty of mod

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To dexx:

Please upload your mode somewhere else. I tried hundereds of times to dl it but it doesnt work.it sats can t find the page.I tried with my friends computer (he has a 512kbps adsl) and it doesnt work.

 

To wesser:

where should I put your filter.cs file?

I put it in CLEO folder and it doesnt work!

 

and here is a cookie.gif for ya people who improve gta! icon14.gif

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Hmm..using VC version, and spec lighting works great. But there is no reflection map at all. Not the original one, not the real time one, not even a glitched one. The vehicles just have normal textures with no reflection to speak of now.

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