DexX Posted November 30, 2008 Author Share Posted November 30, 2008 Err, there's no point in such a high draw distance for the reflection camera (fCamdist). The reflection draw distance is limited by the games overall draw distance. If you have a stock game, its pointless to put it at 1000 or higher. i'll add options in the future to use the default rendering code for the buildings, since i think many of you just want shiny cars. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058689218 Share on other sites More sharing options...
juscal Posted November 30, 2008 Share Posted November 30, 2008 (edited) ~snip~ since i think many of you just want shiny cars. Damn straight. Shame I can't even get that to work. No matter what I try, I always seem to have trouble with the car reflections. One second it's black cars, I change a setting and then it's bright/dark blue cars. :S Plus plants and all that dont show up Come to my house and fix it for me, DexX? Edited November 30, 2008 by juscal Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058689267 Share on other sites More sharing options...
ikt Posted November 30, 2008 Share Posted November 30, 2008 Err, there's no point in such a high draw distance for the reflection camera (fCamdist). The reflection draw distance is limited by the games overall draw distance. If you have a stock game, its pointless to put it at 1000 or higher. i'll add options in the future to use the default rendering code for the buildings, since i think many of you just want shiny cars. Lol, i use a draw-distance increasing thing. What makes my SA crash if i fly high. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058689301 Share on other sites More sharing options...
Kiabbo Posted November 30, 2008 Share Posted November 30, 2008 DexX, I do what you say me to do, but now when I click gta_sa.exe the game crashes automatically. When I remove the dll, the one with 116kb, who have in the sagfx03_pr, the game works normally... What should I do? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058689478 Share on other sites More sharing options...
_CP_ Posted November 30, 2008 Share Posted November 30, 2008 (edited) I use a trick and mod works. But i found 1 bug. If I look on north, my game lags but if I look on east, game not lagging. Can you fix that Dexx? Edit. If your graphic card don't have 2.0 shaders download this: http://www.speedyshare.com/550509782.html, change came to cubemap.dds, paste it to exitra_resources/textures folder. Cubemap have a big resolution: 6144x1024 pixels. Edited November 30, 2008 by City_Poke912 Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058689814 Share on other sites More sharing options...
ikt Posted November 30, 2008 Share Posted November 30, 2008 (edited) I use a trick and mod works.But i found 1 bug. If I look on north, my game lags but if I look on east, game not lagging. Can you fix that Dexx? Edit. If your graphic card don't have 2.0 shaders download this: http://www.speedyshare.com/550509782.html, change came to cubemap.dds, paste it to exitra_resources/textures folder. Cubemap have a big resolution: 6144x1024 pixels. What trick did you use? And where was that trick for? You are quite ehm.. nor very clear about what you are saying. Edited November 30, 2008 by ikt Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058690108 Share on other sites More sharing options...
Darecki Posted November 30, 2008 Share Posted November 30, 2008 Haha! I don't believe it! Finally got this thing working What did I do? I've loaded it through ENB Series dll loader And everything works. But.. There is one 'but'. It only works fine, when ENB series is off, when I try to turn it on, this happens: However, it still doesn't run without bugs, sometimes reflections are not dynamic, they disappear or game crashes. And.. Bumpmapping also works! (W/o ENB it didn't work, all textures were gone) But it's slow as turtle... Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058690495 Share on other sites More sharing options...
_CP_ Posted November 30, 2008 Share Posted November 30, 2008 I tried this and... WORKS! Thanks man Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058690501 Share on other sites More sharing options...
riquenunes Posted November 30, 2008 Share Posted November 30, 2008 Thanks a lot man, you made my day I tought this was never gonna work on my ati Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058690628 Share on other sites More sharing options...
ikt Posted November 30, 2008 Share Posted November 30, 2008 (edited) Yep. It is slow. BUT IT'S WORKING! The only huge drawback is that i get around 0.5FPS. Woet. http://s329.photobucket.com/albums/l399/iktNL/SA%20GFX/ Pix Edited November 30, 2008 by ikt Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058690956 Share on other sites More sharing options...
CHILLI Posted November 30, 2008 Share Posted November 30, 2008 thanks you SOOOOOO much for saying that Darecki! now I can use the mod without any problems! and I dont really find any bugs (except the bad normals on the map, but oh well. R* didnt make it like that from the beggining so who cares?). my GPU is a NVIDIA 7300 GS so it lags like HOLY S**T but it looks just fine. I will get a lot better GPU for christmas so yah. I can enjoy it by then thanks for this awesome mod Dexx! the very BEST graphics hack ever made so far! not to be rude, but ENB sucks! this rules! Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058690962 Share on other sites More sharing options...
.:Rodrigo:. Posted December 1, 2008 Share Posted December 1, 2008 (edited) How can I load Dexx's .dll throguh ENB? I already tried it and the game doesn't start. What I did was throwing Dexx's .dll in the data folder and then used this config in enbseries.ini: Edit: Fixed it It works!! Awesome work Dexx. Everything works, including normals, the only problem is that when I set iBuildpipe to 3 the game gets slow, but that's my problem Edited December 1, 2008 by .:Rodrigo:. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058691434 Share on other sites More sharing options...
DexX Posted December 1, 2008 Author Share Posted December 1, 2008 (edited) What did I do?I've loaded it through ENB Series dll loader Hmm? Whats this then? I know of his mod, but not a dll loader for it.. link? A bit strange that it works for some people, without a loader, but not others. ah well, if it works, it works. However, it still doesn't run without bugs, sometimes reflections are not dynamic, they disappear or game crashes. Known bug. when the reflections stop "updating", get out of the car, and walk into the vehicle (like you're trying to push it). When you're outside a vehicle, the reflections are generated from the position of the nearest vehicle. it might take a few seconds, but they should "catch up". And.. Bumpmapping also works! (W/o ENB it didn't work, all textures were gone) But it's slow as turtle... It's generating a normal, for every pixel, of every building road and tree that you see on screen, including LODs. Then it applies lighting to said pixel. You bet its slow Turn the building pipe to 0. If your graphic card don't have 2.0 shaders download this: Besides the resolution, and the images themselves, the only difference is that your image isn't dxt-compressed (your cubemap is x8r8g8b8 - uncompressed, my cubemap is dxt1 compressed). If thats an issue, i'll simply change the stock cubemap format in the future. the very BEST graphics hack ever made so far! not to be rude, but ENB sucks! this rules! Please, no. I respect him and his work, and he has features i don't have, and probably won't (depth of field, water hacking, and his dynamic shadow system looks a bit more robust than my attempt). Edited December 1, 2008 by DexX Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058691573 Share on other sites More sharing options...
JORDAN_BENNETT Posted December 1, 2008 Share Posted December 1, 2008 (edited) *****************Screenies whilst in Alien city*******************8 realreflections disabled=90 fps realreflections enabled= 70 fps fcamdist=1000 cubesize=256 Apart from the settings above I used game4life's configs *************************************************88 ************************************************* These were taken @ cubesize=1024 (wondering why game didn't crash at this point) realref=enabled fps=30 wow cubesize at 1024 and no lag! for some reason my favourite speedometer mod (as seen on page 51 of this forum) is incompatible with Alien city mod Edited December 1, 2008 by JORDAN_BENNETT Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058691888 Share on other sites More sharing options...
ikt Posted December 1, 2008 Share Posted December 1, 2008 Pics (again) http://s329.photobucket.com/albums/l399/iktNL/SA%20GFX/ Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058691956 Share on other sites More sharing options...
juscal Posted December 1, 2008 Share Posted December 1, 2008 Ok, I'm sick of trying to get this to work by fiddling around with the settings. I'm going to re-install SA, and if it works after that, I think everyone can assume that some particular mod that most people use stuffs around with this mod. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058691976 Share on other sites More sharing options...
JORDAN_BENNETT Posted December 1, 2008 Share Posted December 1, 2008 (edited) nice pics there ikt Our cars are now being rendered more and more realistically with advancement in DeXx's gfx mod..... Instead of mere "shininess" DeXx's gfx mod reveals refined/toned surfaces and textrues (of vechicles that is) manifesting into "almost" photo realistic scences........ The only discrepancy......the shadows which are formed by my vehicles are weak....and even weaker in ikt's pics (you have to look really really close to see 'em)...... I'm hoping that with more hardcoding, DeXx's gfx mod will produce fully rendered scenes, rich rich in shadow, occlusion, bloom, depth of field, and even water alteration, as accomplished by his redoutable opponent, Vorontsov. Note: should one of you guys discover means/configs by which one can enhance shadow, relate this to us. Ahhh just look at that...... Edited December 1, 2008 by JORDAN_BENNETT Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058691986 Share on other sites More sharing options...
JORDAN_BENNETT Posted December 1, 2008 Share Posted December 1, 2008 (edited) Finally hacked sa gfx preview 0.3, to enable real reflections on every single vehicle, even the usually unreflective ones, while realreflection is at 10000000000000. How I did this ? Config: iCubesize 256 iEnablerealrefs 1000000000 fCamdist 1000.0 fFresnelref 1.0 fFresneledge 1.0 fSpecpower 40.0 fSpecbase 0.1 bReplaceref 1 bReplacespec 0 fVehnewref 0.5 fVehnewspec 0.35 iUsealphatest 100000000 hAlpharef 0x40 iVehiclepipe 0 iBuildpipe 0 bPs2refmaps 1 hScreenkey 0x74 hCubekey 0x75 ******************Screenies************* I didnt know if it was possible to change Enablerealrefsfrom bolean ( prompting san andreas user to enter 0/1) to integer (prompting san andreas user to enter any whole number without decimal)...essentially here's the change: before----> bEnablerealref after------> iEnablerealref In the same manner also changed Usealphatest to an integer accepting variable. I also discovered that changing Enablerealrefs to an integer accepting variable prompted for faster frames per second, hence having a much much less severe effect on performance. In essence via this hack, one can use cubesize to be 512, with little or no lag in comparison to if such an individual used sa gfx without this little shortcut I discovered. Before implementing this hack I discovered, I noticed that the same car I'm driving in the pic, was unreflective. Problem solved! Hope this'll help you guys in achieving more realistic rather than just shiny/blurry reflections!!!!!!!!!! DeXx atleast the issue of non-relfectiveness on each and every vehicle is now solved......now concentration can be pointed towards strong shadow formation, and maybe water manipultaion!!! or maybe my little discovery has caused water manipulation.....I'm not sure, but if you guys choose to use my config...check if water is better lookin........I'm using ALien city mod.....teleport mod is incompatible......here go or hence I cannot bother to reach sea to find out!!!1 who would have guessed changing variable type would produce this result...seriously I swore the game would have crashed or sumting... DeXx good luck on completing t he mod.........I'll still be doing sum more hacking and testing and changing........... Oh shoot I double posted.....sorry admin...wuz just so exited Edited December 1, 2008 by JORDAN_BENNETT Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058692040 Share on other sites More sharing options...
DexX Posted December 1, 2008 Author Share Posted December 1, 2008 Do not use that hack. The naming convention is simply to make the config file more readable, and prevent users from inputting invalid data - which is exactly what you're doing. Changing the prefix from b to i or any other value, will not change the type of data that the game needs or expects. Besides that, when the dll looks for the variable, it will fail the test (because you changed the name), and either not read the data at all, or it will read it incorrectly, possibly producing..."unpredictable" results. Finally hacked sa gfx preview 0.3, to enable real reflections on every single vehicle, even the usually unreflective ones~ http://pix.nofrag.com/f/a/e/95615ece3da993...7210808c7tt.jpg Actually, the Infernus is reflective already. I showed my own version of it several pages ago. All my game vehicles are bone-stock and unmodified. Vehicle materials If a vehicle is non-reflective, the best solution is to to re-export it from an art package (3dsmax, gmax, zmodeler2, etc), with the appropriate material settings. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058692079 Share on other sites More sharing options...
JORDAN_BENNETT Posted December 1, 2008 Share Posted December 1, 2008 Mr. DexX agreed....such a hack may indeed produce "unpredictable" results, as your graphic mod has varying effects on the multifarious PC types. I must concur that the infernus was "reflective" before hack, but however, I believe it was only very shiny, and was unaffected when it came to the reality department. So it was shiny but not in depth, which the hack did "unpredictably" that is..... I hope you complete this mod successfully..........stronger shadows would be desirable........... Luckily for me, "unpredictably" the right data were read, signified by the fact that it increased the sharpness and realness of the cars in scenes, but not at the cost of performance.... Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058692427 Share on other sites More sharing options...
Rugshtyne Posted December 1, 2008 Share Posted December 1, 2008 I managed, that my card can have REAL REFLECTIONS (i already saw that on NFS Carbon) !! But. There's a bug - dark blue cars and no plants.. So i don't know how i could fix this. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058692586 Share on other sites More sharing options...
DexX Posted December 1, 2008 Author Share Posted December 1, 2008 try it with the enb sereies dll-loader....thing, that was mentioned by darecki on the last page, and see if it helps. and someone tell me more about that dll, or wtf darecki was on about so i can stop giving vague advice like this Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058692652 Share on other sites More sharing options...
ikt Posted December 1, 2008 Share Posted December 1, 2008 Has anyone tried using another dll loader? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058692931 Share on other sites More sharing options...
gta_rodney Posted December 1, 2008 Share Posted December 1, 2008 try it with the enb sereies dll-loader....thing, that was mentioned by darecki on the last page, and see if it helps. and someone tell me more about that dll, or wtf darecki was on about so i can stop giving vague advice like this in the enbseries.ini that come with boris'mod there is [PROXY]EnableProxyLibrary=1InitProxyFunctions=1ProxyLibrary=/*here name of another dll*/ So it can loads two d3d9.dll if you change the name of the second and put its name on ProxyLibrary propriety Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058692941 Share on other sites More sharing options...
Darecki Posted December 1, 2008 Share Posted December 1, 2008 Okay, I'll explain it better A first, download ENB Sereis from its site (I hope everyone knows it, if not - there's a topic about this mod in Miscellaneous section. Then, rename the SAGFX dll from d3d9.dll to d_d3d9.dll (for example), put it in the main SA directory Open enbseries.ini, and you have these lines: [PROXY] EnableProxyLibrary=0 InitProxyFunctions=1 ProxyLibrary= Change it to this: [PROXY] EnableProxyLibrary=1 InitProxyFunctions=1 ProxyLibrary=d_d3d9.dll That's all! (Of course you have to do the normal things - putting enb series into gta and the SAGFX files) Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058692948 Share on other sites More sharing options...
.:Rodrigo:. Posted December 1, 2008 Share Posted December 1, 2008 (edited) try it with the enb sereies dll-loader....thing, that was mentioned by darecki on the last page, and see if it helps. and someone tell me more about that dll, or wtf darecki was on about so i can stop giving vague advice like this Boris added that dll loader to be able to load 3rd party .dll s. All you have to do is rename Dexx's hack dll to whatever you want, then put it in your GTA SA root folder and load it through enbseries.ini like this: [PROXY]EnableProxyLibrary=1 InitProxyFunctions=1 ProxyLibrary="dll name here" For example: [PROXY]EnableProxyLibrary=1 InitProxyFunctions=1 ProxyLibrary=Dexxd3d9.dll EDIT: Oh.... It seems I'm the third guy explaining this sorry.... Edited December 1, 2008 by .:Rodrigo:. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058692961 Share on other sites More sharing options...
3niX Posted December 1, 2008 Share Posted December 1, 2008 Well... Indeed... it works with no problems now. @DexX - I suggest updating the first page with the new dl-link and how-to info. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058693114 Share on other sites More sharing options...
ikt Posted December 1, 2008 Share Posted December 1, 2008 (edited) Lol, who wants some 96MB big cubemap files? Cubemap resolution = 2048. Yep, i don't see the point of it but i just tried it and my game didn't crash. (well, making those costed me 45 seconds. screen froze 45 seconds) Just some small framedrops. Still playable. I made two, one in LS and one on the road from LS -> LV via the forest. Rarring them into 1 RAR file and hoping the file isn't too big. Oh, i included some pics. And the file itself is just 14 MB big. Link here: http://www.megaupload.com/?d=RU70SD8D Dunno if someone wants to upload this on his/her site. Pics: http://s329.photobucket.com/albums/l399/iktNL/SA%20GFX/ Edited December 1, 2008 by ikt Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058693394 Share on other sites More sharing options...
Flat Face Posted December 1, 2008 Share Posted December 1, 2008 (edited) ya know what would be cool... if we cpuld have 1 d9o9 wtc w/e dll and the others all named differently, it would make life so much easier.... lol EDIT:i got it working .. like installed and the game running, i see no difference. Edited December 1, 2008 by Flat Face Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058693456 Share on other sites More sharing options...
Kiabbo Posted December 1, 2008 Share Posted December 1, 2008 OMG I make it work on my MODDED GTA SA! I was on my last hope to make cool refs so I put the archives in the GTA folder... And WOW LOL ROLFMAO SUPA DUPAH REFLECTIONS!!!!1111!1!!11 But my currently settings sux, someone have cool cubemaps or config? Ikt, what config you used with that cubemaps that you posted? Thanks Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/35/#findComment-1058694325 Share on other sites More sharing options...
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