morsolo Posted November 7, 2007 Share Posted November 7, 2007 (edited) Yay, the site's back up! *Downloads the whole Directory* 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 Also I dipped into your SAgfxHack's SpecSync DexX, it gives awesome results I was using 1680x1050x32 resolution and 3xAA - That's what I play on, I'm not just making the images nice Custom Car / Rainy Weather / Midnight (00:00) Custom Car / Sunny Weather / Midday (12:00) Default Car / Sunny Weather / Midday (12:00) 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 November 7, 2007 by morsolo Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057248801 Share on other sites More sharing options...
maa253 Posted November 8, 2007 Share Posted November 8, 2007 to get better shadows you can use the d3d9 file from Gostown map mod Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057250678 Share on other sites More sharing options...
[CTD]LaBan Posted November 9, 2007 Share Posted November 9, 2007 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). Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057253182 Share on other sites More sharing options...
DexX Posted November 9, 2007 Author Share Posted November 9, 2007 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; Bump mapped vehicles (NOT normal maps! There is a difference.) 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 Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057253291 Share on other sites More sharing options...
myster92 Posted November 10, 2007 Share Posted November 10, 2007 (edited) IT IS VERY COOL!! I WANT THIS NOW!! OR I want to be a beta-tester Can you apply to water of reflection and bump? Edited November 10, 2007 by myster92 Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057253861 Share on other sites More sharing options...
JostVice Posted November 10, 2007 Share Posted November 10, 2007 wow... you're the best dude... really awesome, we love you all! Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057254027 Share on other sites More sharing options...
morsolo Posted November 10, 2007 Share Posted November 10, 2007 Hahahaha @ the Wireframe, that would be so funny The bump map looks very promising! I wish I had the coding skills to help you but I'm no where near as good... *Gets on IRC and waits for Beta testing chances * Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057254049 Share on other sites More sharing options...
ParoXum Posted November 10, 2007 Share Posted November 10, 2007 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 Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057254341 Share on other sites More sharing options...
ikt Posted November 10, 2007 Share Posted November 10, 2007 This really pwns I like the wireframe thingy.. Maybe something to speed up the game? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057254659 Share on other sites More sharing options...
DexX Posted November 10, 2007 Author Share Posted November 10, 2007 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); 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. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057255076 Share on other sites More sharing options...
1stgenLX-Turbo Posted November 11, 2007 Share Posted November 11, 2007 Just eliminate the dirt from the vehicles.txd so that the dirt doesnt show up on the cars Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057255117 Share on other sites More sharing options...
DexX Posted November 11, 2007 Author Share Posted November 11, 2007 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. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057255121 Share on other sites More sharing options...
ikt Posted November 11, 2007 Share Posted November 11, 2007 Edit the dirt image so it shows up better? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057255918 Share on other sites More sharing options...
1stgenLX-Turbo Posted November 11, 2007 Share Posted November 11, 2007 (edited) 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 November 11, 2007 by 1stgenLX-Turbo Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057256477 Share on other sites More sharing options...
JostVice Posted November 11, 2007 Share Posted November 11, 2007 1stgenLX-Turbo: DexX didnt release yet the bumpmaps DexX: thats very hard... having to re-export map objects to get bumps on them... Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057256622 Share on other sites More sharing options...
ParoXum Posted November 12, 2007 Share Posted November 12, 2007 Not a problem for TCs such like Gostown. Can be down very quickly. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057257965 Share on other sites More sharing options...
derty Posted November 13, 2007 Share Posted November 13, 2007 "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 I have nothing else contructive to add :x That wireframe is quite interesting. -derty Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057259481 Share on other sites More sharing options...
GTAdedan Posted November 15, 2007 Share Posted November 15, 2007 (edited) Don't ask for that, and don't ask for a pm to it. Edited November 15, 2007 by DexX Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057262713 Share on other sites More sharing options...
DexX Posted November 23, 2007 Author Share Posted November 23, 2007 oh god, now i've really done it. i'm going to hell for sure. shader-based per-pixel lighting?! i think so! The effect is actually best demonstrated on the sidewall of the tire. note the specular hilight that is occuring where there is no vertex. 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. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057275471 Share on other sites More sharing options...
JP3 Posted November 23, 2007 Share Posted November 23, 2007 It is possible to associate the file cull.ipl to cubmap? If it is, you can create reflections of the environment in the texture of the vehicles as the floor of the Transfender! Programmers now is with you! The file cull.ipl! Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057275948 Share on other sites More sharing options...
[CTD]LaBan Posted November 24, 2007 Share Posted November 24, 2007 You are genious! Hail for that. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057276854 Share on other sites More sharing options...
Somebody902 Posted November 24, 2007 Share Posted November 24, 2007 When is the per-pixel lighting mod going to be released? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057277013 Share on other sites More sharing options...
ParoXum Posted November 24, 2007 Share Posted November 24, 2007 We've found our God, definatly. Wow, like a noob i'm going to CHEER Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057277611 Share on other sites More sharing options...
simkas Posted November 24, 2007 Share Posted November 24, 2007 Could someone reupload this thing? The link in the first post doesn't work. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057277687 Share on other sites More sharing options...
JostVice Posted November 24, 2007 Share Posted November 24, 2007 Awesome!! you're the f*cking god Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057277740 Share on other sites More sharing options...
Darecki Posted November 24, 2007 Share Posted November 24, 2007 Yes, you're the God Please, upload this!! Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057277793 Share on other sites More sharing options...
JP3 Posted November 25, 2007 Share Posted November 25, 2007 (edited) Possible solution: transform the cubemap in a file as well as cull.ipl with coordinates of reflexes in the texture. Edited November 25, 2007 by JP3 Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057279361 Share on other sites More sharing options...
Claude GTA3 Posted November 25, 2007 Share Posted November 25, 2007 What are these cubemaps? that means no REAL-TIME reflections in SA? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057279393 Share on other sites More sharing options...
JP3 Posted November 25, 2007 Share Posted November 25, 2007 "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 Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057279418 Share on other sites More sharing options...
Claude GTA3 Posted November 25, 2007 Share Posted November 25, 2007 "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? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/3/#findComment-1057279431 Share on other sites More sharing options...
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