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[Alpha|Test] SA Gfx


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I need a help with reflections. If I change enablerealref to 1 my game crashes. With Frame Limiter ON and off don't work.

A sun is reflected. Help, please, i likse Dexx's refs.

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On Frame Limiter without AA = crash

Off Frame Limiter without AA = the same

 

i don't know, what is the bad?

 

EDIT.

I on the game with enablerealref to 1 and works. smile.gif

Edited by City_Poke912
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I use the latest version.

My settings:

 

specpower	80.0specbase	0.1replaceref	1replacespec	1vehnewref	0.4vehnewspec	0.5keepmatspec	1usesceneamb	1pipetype	2enablerealrefs	1cubesize	256skipxframe	1enablepostfx	1bloompasses	2bloomlum	0.09bloomscale	1.5screenkey	74

 

 

Oh, and DeXX, will there be an option where you can set the draw distance by yourself in the next version? Because in my opinion it isn't far enought. biggrin.gif

And when its dark the car lights are on, the interiors light up/are completely white, but i already told that. Also, some parts (like the sultans black part of its grille) are always white. What can be the problem? smile.gif

Hmm, when i tun replacespec off, the problem is no moar. :V

Edited by ikt
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I use a this version: http://www.3dhole.com/gtafiles/pipeline/sagfx02_rel.rar

and this preset:

 

specpower	100.0specbase	0.4pipetype	2enablerealrefs	1cubesize	256skipxframe	1enablepostfx	0 screenkey	34

To make screen press 4.

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The current drawdistance, for you guys, is 50.0, if i remember correctly. Or is it 5.0....hmm. Nonetheless, it will be adjustable for sure in the future icon14.gif

 

@ City poke, sharp reflections can be made by increasing the cubesize. For results like this, set it to 512. Since the reflection camera has its own draw distance, you need to stage the shot somewhat. Models that are onscreen already have a better chance of showing up, than objects behind the game camera, which tend to flicker on/off in the reflections.

 

Oh yea, i'll post my own pic (based on my current version, not yours, just to avoid confusion). See if you can spot the differences devil.gif

user posted imageuser posted image

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1 screen with my bump map:

http://www.isarapix.org/pix70/1225356274.jpg

 

OT do Dexx:

http://img505.imageshack.us/my.php?image=screen23vc8.jpg

How do you make this bump map? Yours is better than my. Make from me on PM mini tutorial, how make a bumpmap? (please)

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1 screen with my bump map:

http://www.isarapix.org/pix70/1225356274.jpg

 

OT do Dexx:

http://img505.imageshack.us/my.php?image=screen23vc8.jpg

How do you make this bump map? Yours is better than my. Make from me on PM mini tutorial, how make a bumpmap? (please)

The simplest way to make a normal map is with photoshop and this normal map plugin, from nvidia, which is what i do. I import my source image, desaturate it (image -> adjustments -> desaturate) then run the normal map filter, under Filter -> Nvidia Tools. There are other, more complex methods for creating detailed normal maps, but this does the trick for me in most cases.

 

@ ikt; yea, you need to re-export a model to specify a new normal map (normal map goes where the unused specular texture is). For map objects, they need to be exported as vehicle upgrade pieces, so they get rendered with the vehicle code. And they don't have vertex colors (because vehicles don't have vertex colors).

 

For vehicles and buildings, the normal map uses the same texture coordinates as the diffuse texture.

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DexX, will you add a setting for the reflection drawdistance? because some people with high PC specs might want to have a long reflection drawdistance, like me. my specs arent really high, but I'm sure they can handle a longer distance wink.gif

and the shadows? any progress worth showing or still bugs and that crap?

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DexX, will you add a setting for the reflection drawdistance? because some people with high PC specs might want to have a long reflection drawdistance, like me. my specs arent really high, but I'm sure they can handle a longer distance wink.gif

and the shadows? any progress worth showing or still bugs and that crap?

http://www.gtaforums.com/index.php?showtop...st&p=1058622028

 

smile.gif

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Hey guys, I get a problem.

When I use the last version, the sun reflects, the other things works well, but... all the cars turn white!

Why?My card can run pixel shaders 2.0... and, ikt, I love your settings, what I need to do to make my GTA like yours?

I need other cubemaps?'Cause I already have ur settings(sagfx_config)

Please, help me!!!!!!

See ya!

~~~~

PS:Cars turn white when I put d3d9_31, and when I remove it cars don't reflect anything.

 

Edited by Kiabbo
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My game crash and it does support pixel shader 3.0 0.o... =( it's seem destiny that i never can try your mod =(.. and boris's ENB series aren't that great (pretty good at first, but they have some details i don't really like or need) i put the extra Dll you mention my PC would demand, but is not of use. o well.... your Mod seems to hate me...

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I use a this version: http://www.3dhole.com/gtafiles/pipeline/sagfx02_rel.rar

and this preset:

 

specpower	100.0specbase	0.4pipetype	2enablerealrefs	1cubesize	256skipxframe	1enablepostfx	0 screenkey	34

To make screen press 4.

@up

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