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[Alpha|Test] SA Gfx


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Yay, the site's back up!

*Downloads the whole Directory* smile.gif

 

DAMN! Talk about a result! This is what I got from the 'sa_lighting.asi' and 'sa_vehcubemap.asi'.

I used ParoXum's "Hall" cubemap.

 

These are re-sized images from 1680x1050, If you want a full scale image to be uploaded, just tell me.

My net is VERY slow, So I'm not going to upload 6 big images. If you ask for 1 (or 2) then I will smile.gif

 

Also I dipped into your SAgfxHack's SpecSync DexX, it gives awesome results biggrin.gif

I was using 1680x1050x32 resolution and 3xAA - That's what I play on, I'm not just making the images nice smile.gif

 

Custom Car / Rainy Weather / Midnight (00:00)

user posted image

user posted image

 

Custom Car / Sunny Weather / Midday (12:00)

user posted image

user posted image

 

Default Car / Sunny Weather / Midday (12:00)

user posted image

user posted image

 

Looking over my images, is there a way to get detailed car shadows? Or is that controlled in the car models?

And, just a small question, is there a mod or texture edit to remove all 'Burn out' smoke and clouds from the game? I hate them and they just lower my FPS...

Edited by morsolo
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And, just a small question, is there a mod or texture edit to remove all 'Burn out' smoke and clouds from the game? I hate them and they just lower my FPS...

Try replacing particlesa from prticle.txd to 1x1 pixels image with black alpha (i don't know does SA can support images which are 1x1 pixels).

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ok, i would have posted sooner, but i've been busy making great strides in the development of this mod (i have read all your responses). for the last week or so i've been busy working on replacing as much of the vehicle rendering code as i can. and i've finally succeeded. The old method simply changed a few variables, this code is all new, and my own. What does this mean? i'll show you;

user posted image

Bump mapped vehicles (NOT normal maps! There is a difference.)

 

user posted image

Wireframe rendering (i've always wanted this, don't ask why. i don't have an answer...)

 

Unseen:

-explicit alpha control, including source and destination blendmodes, testing and reference values (so alpha channel textures don't have to be rendered the same way as the trees in the game, which destroys a good portion of the image)

-Essentially anything the fixed-function pipeline is capable of doing in d3d9, can be used in my material code.

 

Problems:

The main problem, as seen with the bump map image, is getting the effect to look right. By default, vehicles were never meant to be bump mapped, and there is no provision (In Kam's material anyway) for adding a bump map. Right now the diffuse texture is also the bump map, and it uses the same UV coordinates. This has mixed results, with more on the negative side than the positive (will add more screens later).

In any case, to make full use of the mod, vehicles will have to be re-exported. i'll include some default stuff so that every vehicle is...'improved', but authors willing to re-export their models will have much better results.

 

Release? yea i don't know when. every time i set a date, i miss it. however your odds of beta-testing go waaaaaaay up if you see me on irc wink.gif

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Alright, great step forward you did here.

 

For the bump map using the same UVWS as the diffuse, there's no problems. I'd say, the bump need to be a static object feature, more than a vehicle one. But i don't know if it's possible to render it on static instances.

 

 

As usual it'll need testing on ATi GFX cards, to check if everything's fine. As for the Kam gta material, maybe we don't need it anymore. Its already possible to uv map and export static objects with default materials(where a bump section is default), i know it works for cars, but never tried it seriously.

 

Keep up the leet machine wink.gif

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For the bump map using the same UVWS as the diffuse, there's no problems.

I'm talking about the default R* vehicles, where that dirty bodymap image is stretched across the surface of the materials, producing ugly-ass results like this (Note the hood);

user posted image

barf8bd.gif

To R*'s credit, all the vehicles that have paintjobs look great, because their UVs aren't stretched to kingdom-com. and how do you spell kingdom-com anyway?

 

I'd say, the bump need to be a static object feature, more than a vehicle one. But i don't know if it's possible to render it on static instances.

one way or another, it should be possible. but i have 2 major concerns;

1. the static geometry material system is used by nearly every object in the game, except peds and vehicles. which means every object you want a bump map on will have to be re-exported.

2. The method i'm using for vehicles produces a bumpy-looking effect, by combining the bumpmap, with a reflection map. reflection maps require the object to have normals, and every object that has normals in Rw, gets dynamic lighting, and you already know as well as i do how bad that looks for (big) map objects.

 

 

Can you apply to water of reflection and bump?

I definitely want to, but the water is handled much differently than the other objects. that might be a ways off until i know more about the water rendering system.

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read my post about how it works though; the body texture (dirt) is also being used for the bump image. if i clean the dirt image, there won't be any bump effect (on vehicles that use that image anyway).

 

until a tool or method is publicly available for re-exporting cars with a bumpmap in the material, this will have to do.

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1stgenLX-Turbo

DexX

Well I have your tweak installed on a modded game with no dirt image so I have no idea what bumps I am missing exactly, so you would probably know best.

 

ikt

I mean opening up the vehicle.txd and importing a new image for the dirt so that the dirt is eliminated.

Edited by 1stgenLX-Turbo
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"because their UVs aren't stretched to kingdom-com. and how do you spell kingdom-com anyway?

Kingdom Come, it means "until the heavenly Kingdom comes"

 

A figure of speech used by christians to say "damn, taking long enough!" or "I'll blow you that far into the future wink.gif

 

I have nothing else contructive to add :x

 

That wireframe is quite interesting.

 

-derty

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  • 2 weeks later...

oh god, now i've really done it. i'm going to hell for sure. shader-based per-pixel lighting?! i think so!

user posted image

The effect is actually best demonstrated on the sidewall of the tire. note the specular hilight that is occuring where there is no vertex.

 

user posted image

The side of the merit shows off the effect pretty well. keep in mind how smooth the specular hilight is, against the low-poly geometry of the default R* cars.

 

renderstates, vertex-lighting and other fixed-function atrocities are going right out the window.

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"What are these cubemaps? that means no REAL-TIME reflections in SA?"

>>

 

Cubemaps are images!

My idea was to transform the file cubemap in a file as the cull.ipl that generates reflexes in coordinates given that the case was always the texture generating a REAL-TIME. As in the transfender!

Ok

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"What are these cubemaps? that means no REAL-TIME reflections in SA?"

>>

 

Cubemaps are images!

My idea was to transform the file cubemap in a file as the cull.ipl that generates reflexes in coordinates given that the case was always the texture generating a REAL-TIME. As in the transfender!

Ok

Ah...Transfender has Real-time reflections? I never noticed. But aren't they already coded into the game,in houses,to make it look like polished floors?

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