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[Alpha|Test] SA Gfx


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it works on my machine... but with black cars and no transparent textures anywhere. and I mean, NO transparent textures.

the reflections work like they should.

the buildings doesnt have any sun effects (but small props like trashbag do reflect the run in a wierd way when I'm on pipetype 0. strange isnt it?

I think I know why mine is f-ing up. I have changed from my NVIDIA 9600 GT to the old crap 7300 GS or whatever the letters are. I guess that's why my pipeline stuff messes up.

so I think this mod works best on 8600 and up. or 7600 and up, I dunno. but atleast from 7400 and up. tounge2.gif nice to see those reflections. already like them, even though my PC doesnt like most of it.

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oh... I might try that you know. I directly changed some reflection stuff... hm... thanks for that tip mate wink.gif

 

EDIT: nope, default didnt work either. hm... do anyone of you know what shader model the NVIDIA 7300 GS has?

Edited by CHILLI
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oh... I might try that you know. I directly changed some reflection stuff... hm... thanks for that tip mate wink.gif

 

EDIT: nope, default didnt work either. hm... do anyone of you know what shader model the NVIDIA 7300 GS has?

Here you are. smile.gif

http://www.nvidia.com/page/geforce_7300.html

 

Shader 3.0. It should work, but DeXX mod doesn't work on much computers. I have a 8600GT, but still: Failure. smile.gif

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Well...

 

*The real refs. work.

*It stopped crashing randomly when I changed reflection size to 256.

*All cars and some objects are very dark/black.

*LODs are dark blue.

*All textures with alphas dont show up (trees, fences etc.).

Okay, so its all objects which dont reflect that become black/dark.

 

The performance drop isnt very big for me (doesnt ever get below 25 fps).

wow.gif - 3niX, Reducing the size to 256 fixed the crashes... Do you know why? (Or do you DexX?) I'll try bumping the size up to 1024 now to see if I crash more. If my calculations are correct, I should crash twice as much...

 

Here's an absolutely stunning shot I took while on the Gant, I was just driving and notice how perfect the reflection looked.

 

user posted image

 

My current settings:

 

iCubesize	256bEnablerealrefs	1fCamdist	1000.0fFresnelref	2.0fFresneledge	1.0fSpecpower	50.0fSpecbase	0.05bReplaceref	0bReplacespec	0fVehnewref	0.2fVehnewspec	0.35bUsealphatest	1hAlpharef	0x40iVehiclepipe	3iBuildpipe	3bPs2refmaps	0hScreenkey	0x74hCubekey	0x75

 

Edited by morsolo
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I have problem, all the cars turn blue in colour but the reflection work.

 

 

user posted image

user posted image

 

Using nvidia fx 5200

 

 

iCubesize 256bEnablerealrefs 1fCamdist 500.0fFresnelref 0.0fFresneledge 0.0fSpecpower 40.0fSpecbase 0.1bReplaceref 1bReplacespec 0fVehnewref 0.5fVehnewspec 0.35bUsealphatest 0hAlpharef 0x40iVehiclepipe 0iBuildpipe 0bPs2refmaps 0hScreenkey 0x74hCubekey 0x75

 

Edited by game4life
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I have problem, all the cars turn blue in colour but the reflection work.

 

user posted image

user posted image

 

Using nvidia fx 5200

 

 

iCubesize 256bEnablerealrefs 1fCamdist 500.0fFresnelref 0.0fFresneledge 0.0fSpecpower 40.0fSpecbase 0.1bReplaceref 1bReplacespec 0fVehnewref 0.5fVehnewspec 0.35bUsealphatest 0hAlpharef 0x40iVehiclepipe 0iBuildpipe 0bPs2refmaps 0hScreenkey 0x74hCubekey 0x75

 

The blue is the sky color, which is used in the reflection image.

Change this:

 

 

bReplaceref 1bReplacespec 0fVehnewref 0.5fVehnewspec 0.35

 

 

to something like this:

 

 

bReplaceref 1bReplacespec 0fVehnewref 0.1fVehnewspec 0.35

 

 

0.5 is a high reflection amount (a little bit goes a long way). Personally, i think leaving bReplaceref on 0 works the best, then the vehicle will use the reflection amount defined by the author. And if they know what they're doing, that skyline won't have chrome tires wink.gif

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I have problem, all the cars turn blue in colour but the reflection work.

 

~SNIP~

The problem is that the reflection is reflecting the sky's colour too much. I'm pretty sure that's called the "Specular Lighting".

 

So as you have not got Piping on, you should probably turn on "bReplacespec" (Set it to 1)

Try changing the "fVehnewspec" to a lower value, maybe 0.1?

 

As I don't have your computer nor graphics card, I'm not sure if what I said will work, but it should if I'm correct in what I'm thinking.

Here's your configuration edited if you're lazy smile.gif

 

 

iCubesize 256bEnablerealrefs 1fCamdist 500.0fFresnelref 0.0fFresneledge 0.0fSpecpower 40.0fSpecbase 0.1bReplaceref 1bReplacespec 1fVehnewref 0.5fVehnewspec 0.1bUsealphatest 0hAlpharef 0x40iVehiclepipe 0iBuildpipe 0bPs2refmaps 0hScreenkey 0x74hCubekey 0x75

 

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JORDAN_BENNETT
Latest release is incompatible with Alien City east v0.3 mod......

 

So far only compatible with un-modded gta_sa copy......

 

And by the way...thanks DeXx, you've come along way.....

 

 

 

 

Actually it is compatible with alien city mod v0.3 east...my bad...

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JORDAN_BENNETT

My Specs:

Windows XP profesional

Intel® Core2Duo CPU T7250 @2.00GHz (2 CPUs)

Memory: 1.14 gigs of RAM

Video Memory: 256 mb

Graphics Card: Mobile 965 express chipset family

 

Game settings:

 

everything maxed (with the exception that anti-aliasing is set to 0)

Mod used: Total conversion Starman Mod+Total conversion ALien City

 

[Your probably wondering wtf..? 2 Total conversion's at once? With Starman mod, there are several .exe files to play from, including GTASA Starman Mod.exe, GTASA Noob Mod.exe, GTASA Calentamiento Global.exe, and six others as well as the normal gta_sa.exe. With each .exe file the game is different. So by default when I select GTASA Starman.exe, the game runs with multifarious varieties of Starman mods, whilst when I run gta_sa.exe the game would run normal, and unmodded by default. However, I simply installed alien city v0.3 east to the normal/unmodded files, so hence when I run gta_sa.exe, alien city will run......see what I'm trying to say here, here go the Starman+ALien City concept manifests.]

 

----------->Screenies<--------------

 

user posted image

 

 

 

 

user posted image

 

 

 

 

 

user posted image

 

 

 

 

 

user posted image

 

 

 

 

DeXx's recent Gfx mods are finally utilizing mirror system....

 

~

Dexx says:

Edit your posts, don't triple post.

Edited by DexX
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the last link u mentioned is working on my computer but I have the same problem (cars are dark blue) as others.It's not light blue which is caused by sky reflection its dark blue and I saw reflections on cars working so i think its something related to shaders.I tried all pipetypes and nothing changed,and my buildings are the same as before !

I'm using windows XP 32-bit,geforce 6200 TD,512mb ram

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Using pipe typens higher than 0 causes everything that is related to map objects and buildings to disappear. Epic failure. Oh, using the lowest settings possible makes the leafs of trees disappear. And somehow thy sky is too blue. Just like a sunny autumn day in the Netherlands.

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Well, I reintalled the game, tryed everything, but when I píck "Start a new game", CJ appears but the cars are normal, without any reflections!

And the message: "Can you see me now? Are you ingame?" keep there, and I can't see "SAGFX 0.3 pre-release"... just the Can you see me...

Why?!

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Well, I reintalled the game, tryed everything, but when I píck "Start a new game", CJ appears but the cars are normal, without any reflections!

And the message: "Can you see me now? Are you ingame?" keep there, and I can't see "SAGFX 0.3 pre-release"... just the Can you see me...

Why?!

Read DeXX's latest post with a download link

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delete your current d3d9.dll file, and replace it with the one in here.

If the problem persists, you're doing it wrong.

 

 

Hey Dexx, could you make a version of only PS2 Refmap? Becouse my card is old (nVidia GeForce 3 Ti200 (64 mb)).

No time, and i doubt it would work properly if the posted results are any indication.

 

 

Using pipe typens higher than 0 causes everything that is related to map objects and buildings to disappear. Epic failure. Oh, using the lowest settings possible makes the leafs of trees disappear

Then keep it at 0. As for the tree leaves, i saw that. if setting "bUsealphatest" to 0 doesn't help, then i don't have an answer.

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Hm.. Works for me, but only half-fine.

user posted image

All cars are black, and there are no alpha textures. But I haven't tried with this ""bUsealphatest" yet.

 

@Garfield 2,

If you're using original SA cars, then it's bug of them, not the hack. They don't have reflection map or something.

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I've tried this new ver, and it works, partially. When I set bEnablerealrefs to 1 I get the same problem as

game4life (cars turn light/dark blue) but everything else works fine.No crashs. After that I tried using the PS2 refs, they work too, but instead of blue cars with refs. I get dark gray cars with refs. confused.gif Also every texture applied to cars is gone in both cases. Once (when using the PS2 refs) the textures on the buildings disappeared suddenly, instead of textures every object had the collision colors.

 

user posted image

user posted image

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settings (black cars)

iCubesize 512

bEnablerealrefs 1

fCamdist 5000.0

fFresnelref 6.0

fFresneledge 3.0

fSpecpower 50.0

fSpecbase 0.1

bReplaceref 1

bReplacespec 1

fVehnewref 0.8

fVehnewspec 0.35

bUsealphatest 1

hAlpharef 0x40

iVehiclepipe 3

iBuildpipe 0

bPs2refmaps 0

hScreenkey 0x74

hCubekey 0x75

 

settings (blue-like cars)

iCubesize 512

bEnablerealrefs 1

fCamdist 10000.0

fFresnelref 5.0

fFresneledge 3.0

fSpecpower 40.0

fSpecbase 0.1

bReplaceref 1

bReplacespec 0

fVehnewref 0.9

fVehnewspec 0.35

bUsealphatest 1

hAlpharef 0x80

iVehiclepipe 3

iBuildpipe 2

bPs2refmaps 0

hScreenkey 0x74

hCubekey 0x75

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