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[Alpha|Test] SA Gfx


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JORDAN_BENNETT

****************more pics*****************

 

 

user posted image

 

 

 

 

user posted image

 

 

 

user posted image

 

 

 

 

user posted image

 

 

 

 

user posted image

 

 

 

 

user posted image

 

 

 

user posted image

 

 

 

 

 

Guys I indubitably feel that you should try my hack.....

 

before

icubesize=1024

bEnablerealreflections=1

------>major lag<----------

 

***********************

 

after

icubesize= 1000000000000000000000000000000000000000000000000000000

iEnablerealreflection= 10000000000000000000000000000000000000000000000

------------>absolutely no lag +better rendered vehicles<----------------------------

 

 

 

Though I highly respect and believe in DexX, the facts are there; before my hack I could only put cubesize to 1024, before the game crashed after about 10 minutes...however with my little tweak, cubesize can now be unlimited (having miniature increments of change per 1000000000 in increase) and now vehicles look more refined, minus blotchy reflections and better rendered......try this yourself....save u're default/favourite config sumwhere on u're pc, then apply my settings....if it works....and cars llok even better, then keep it it's u're choice....if not pay no more attention to any more of my posts.......

 

 

But as DexX says, or rather types, results may be unpredictable...so use hack at own risk, but if ya want ta take a chance to get the maximum outta this pre release, use hack(DexX says not to) or don't.

Edited by JORDAN_BENNETT
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icubesize= 1000000000000000000000000000000000000000000000000000000

iEnablerealreflection= 10000000000000000000000000000000000000000000000

------------>absolutely no lag +better rendered vehicles<----------------------------

I just tested this. You want to know what it actually does?

Internally, iEnablerealreflection bEnablerealrefs is set to zero. Your giant number disables real reflections. Since they're disabled, the huge-ass number for the cubesize is never used (the dynamic cubemap is only created if real reflections are turned on), which is good, because most video cards cannot create textures bigger than 4096. If that number was used to create the dynamic cubemap, the function that creates the cubemap would fail, and theres a 99% chance that the dll would crash.

 

 

but if ya want ta take a chance to get the maximum outta this pre release

As evidenced by your screenshots, the real reflections are disabled with your "hack". Besides not being the "maximum", If the real reflections cause too much of a performance hit, just set bEnablerealrefs to 0. Thats what its there for.

 

I'll be adding security checks in the future, to verify config data is in a valid range.

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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

Dunno, i deleted. tounge.gif

 

Somewhat edited:

 

iCubesize 2048bEnablerealrefs 1fCamdist 1000.0fFresnelref 5.0fFresneledge 2.0fSpecpower 50.0fSpecbase 0.1bReplaceref 0bReplacespec 1fVehnewref 10.5fVehnewspec 0.75bUsealphatest 0hAlpharef 0x40iVehiclepipe 3iBuildpipe 0bPs2refmaps 0hScreenkey 0x74hCubekey 0x75

 

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Ok, I've made a breakthrough with the crashing.

 

Apparently, the crashing is corresponding to a particular modification that is not related to SA_GFX wow.gif

I did a complete re-install using my stock backup I always keep in handy, re-downloaded the mod and didn't change ANYTHING.

 

Well, I changed the .exe to Hoodlum and I applied Alexander Blade's "No-Intro" patch, but that's all.

The game ran fine in all lighting conditions at any time at any place, interesting...

 

I guess I'll just slowly re-install all my mods and see when it crashes, I will report on my findings ASAP.

 

 

Update (9:51PM):

Upon installing "New Great Effects" mod and "Detailed Radar Mod" the game has started crashing again, I am in the process of an isolation test.

 

Update (10:07PM):

The files inserted into gta3.img from the "New Great Effects" mod are causing the crashes, which file exactly I am unaware, but I bet it's a .txd (i.e. A Texture)

 

Update (10:22PM):

Game just crashed with a stock gta3.img, WTF? Sometimes is just runs and others it doesn't... Back to square one...

Edited by morsolo
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JORDAN_BENNETT

 

I just tested this. You want to know what it actually does?

Internally, iEnablerealreflection bEnablerealrefs is set to zero. Your giant number disables real reflections. Since they're disabled, the huge-ass number for the cubesize is never used (the dynamic cubemap is only created if real reflections are turned on), which is good, because most video cards cannot create textures bigger than 4096. If that number was used to create the dynamic cubemap, the function that creates the cubemap would fail, and theres a 99% chance that the dll would crash.

I'll be adding security checks in the future, to verify config data is in a valid range.

 

 

By the way Mr. DexX, wht were the results of your testing?

 

@ DexX:

Aren't those images on those 2 vehicles real enough?

 

See for your self guys...in my opinion, a "realreflection" occurs when an object reflects some aspect of it's environment....

clearly in screenshot below, both vehicles are reflecting a building nearby, hence a [/u]real reflection is made.

 

 

 

user posted image

 

 

 

Clearly, real reflections weren't disabled as DexX stipulates...and this can be evidenced in pic above.

 

 

 

This is how I'm arguing it, based on DexX's own saying:

Since cubesize is only enabled when Enablerealreflectionss are on, obviously can't "on" be considered as punching in an integer into an integer accepting value? (must be an integer accepting value since hack or else game would have crashed)

It would seem that placing i(integer) instead of b(bolean) enabled cubesize to be enabled to limitless amounta. As DexX says, when enablerealrefs is on that is the only time when cubesize can be anabled. Cubesize and realrefs are evidenced by pic above.......

 

 

 

Choose...use hack and see for yourself the good change that will be brougt upon your game...

Edited by JORDAN_BENNETT
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~SNIP~

 

See for your self guys...in my opinion, a "realreflection" occurs when an object reflects some aspect of it's environment....

clearly in screenshot below, both vehicles are reflecting a building nearby, hence a reflection is made.

 

~SNIP~

I'll handle this DexX smile.gif

The building you are seeing 'reflected' is not the building in the game, it is the bumpmap image, which is used when Real Reflections are turned OFF.

 

But hey, without proof, I'm just some crackpot, so here is the proof. I have converted the Cubemap to a PNG, here it is:

user posted image

 

I have circled the part of interest, if you get that part and rotate it, you get the image you saw in your screenshot:

user posted image

 

This proves that your 'hack' did nothing but disable - or crash - the real reflections and everything DexX said above is correct and validated.

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JORDAN_BENNETT

I must finally concede, and fully concur with DexX's ideology, because such an ideology is absolute. I concede because I was incognizant or unaware of the factum that bump mapping images replaced real reflections in game, when real reflections are disabled.

 

So in summary, you guys win. After all,, I've only commenced playing Gta sa since May after my Csec/CXC exams (By the way I got six distinctions and 2 credits......School S.T.G.C. I was awarded too!!!) and although I have learnt to fully mod gta sa in about 1 month, I am not fully knowledgeable upon the game with all it's aspects....bump mapping etc...

 

So sorry if I have unnecessarily occupied space on this forum topic, I just wanted to modify configs which enabled for Enablerealrefs to be on whilst cubesize the same, at a high level, without costing any performance what so ever...

 

 

I'll spare about 1 day out of my time to browse and try to assimilate all the tutorials on this site....by then, I will post no more fatuity.

 

Lo siento.....My sincere apologies....

 

 

 

Wait o' minute I take all that back...Unless someone can prove that the infernus below has a bump mapping image of an alien city light post, my apologies are withheld for now!!!!!!!!!!!!!!!!!!!!!!!!!!!

 

 

mad.gifmad.gif

user posted image

mad.gifmad.gif

 

 

 

Now tell me...isn't this real reflection? Some oone negate this please....some one tell me different....is this not real reflection?!!?!??!??!??!??!??!?!????!?!??!

 

 

 

I knew it...my hack did indeed mean new significant discovery.........heh heh biggrin.gif

Edited by JORDAN_BENNETT
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Well...

 

user posted image

 

Notice the sky picture... where the lamppost is? Its the 3rd picture on the right.

 

Also, you speak english very strangely. Loosen your lingo bro.

 

Oh, and Ive notice a few strange occurances with some cars... it seems like some have a weird bumpmap allover them which soon disappears.

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Well...

 

user posted image

 

Notice the sky picture... where the lamppost is? Its the 3rd picture on the right.

 

Also, you speak english very strangely. Loosen your lingo bro.

 

Oh, and Ive notice a few strange occurances with some cars... it seems like some have a weird bumpmap allover them which soon disappears.

Savanna? biggrin.gif It looks kinda horrible on some cars..

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Now tell me...isn't this real reflection? Some oone negate this please....some one tell me different....is this not real reflection?!!?!??!??!??!??!??!?!????!?!??!

No.

 

user posted image

user posted image

Real. If i drive in front of another building, the reflection will reflect whatever building i'm near. when the time of day changes, and the sky goes from blue to purple to orange to blue again etc, you'll see the difference in these reflections.

 

user posted image

user posted image

Not real (uses cubemap.dds in textures folder). This is what you have. no matter where you go on the map, or what time of day it is, your reflections will be exactly the same.

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2048 is very playable, but 4096 makes the game crash right after loading. tounge.gif

Lol, a man after my own heart. Nothing like pushing it till it crashes, also my philosophy on SA modding.

Previously my main ref mod was one of the older versions with Cubemaps as it kept good FPS, but now I can have real refs without any real noticable frame rate drop so this one is a keeper. icon14.gif

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Finally real reflection work with my fx 5200, using enbseries loader.

 

user posted image

 

 

iCubesize	256bEnablerealrefs	1fCamdist	500.0fFresnelref	3.0fFresneledge	1.0fSpecpower	40.0fSpecbase	0.1bReplaceref	0bReplacespec	0fVehnewref	0.2fVehnewspec	0.35bUsealphatest	1hAlpharef	0x40iVehiclepipe	0iBuildpipe	0bPs2refmaps	0hScreenkey	0x74hCubekey	0x75

 

Edited by game4life
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2048 is very playable, but 4096 makes the game crash right after loading. tounge.gif

Lol, a man after my own heart. Nothing like pushing it till it crashes, also my philosophy on SA modding.

Previously my main ref mod was one of the older versions with Cubemaps as it kept good FPS, but now I can have real refs without any real noticable frame rate drop so this one is a keeper. icon14.gif

biggrin.gif

Did someone get any higher resolutions? Dexx sais something like that 4096 was the max. But for me it seems 2048. Well, 2048 is like 2 times my GTA resolution... I don't see really much improvement with higher than 2048, but pushing it to its limits is fun. xD

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New screenshot using new config

 

user posted image

user posted image

 

 

iCubesize 128bEnablerealrefs 1fCamdist 800.0fFresnelref 3.0fFresneledge 1.0fSpecpower 20.0fSpecbase 0.1bReplaceref 1bReplacespec 0fVehnewref 0.4fVehnewspec 0.35bUsealphatest 1hAlpharef 0x40iVehiclepipe 0iBuildpipe 0bPs2refmaps 0hScreenkey 0x74hCubekey 0x75

 

 

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JORDAN_BENNETT

Solution A---------> Try setting cubesize to 128 (your graphics card may not be 3.0 compatible, hence unable to render game on default cubesize in gta sa gfx 0.3 pre-release.

 

Solution B---------> Try disabling Enablerealrefs ( Perhaps your RAM with graphics card isn't powerful enough to render game whilst Enablerealrefs is on.

 

Solution C---------> Try setting Vehiclepipetype to 0 ( Same reason as either or both of the above)

 

 

Solution C----------> Try setting Buildiingpipetype to 0. (Same reason as either or both of the above)

 

Solution D ----------> Try a combination of all the defined solution con-currently.

 

 

Solution E-----------> Stick to previous version of sa gfx 0.2 alpha test\

 

 

Solution F-----------> Await DexX's advice..........

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Oh. I think i know what is causing Building pipetype 3 lagg. Setting the refs to 2048. I just tested it on 2 (lol) and it worked without huge lagg. smile.gif

 

DexX bangs head against desk
facedesk.gif

Actually that reminds me..

 

Dexx sais something like that 4096 was the max. But for me it seems 2048.

It depends on the card. For most modern day cards it should be 4096, and it def. should not be less than 2048.

 

 

hi dexX when i start up gta it crashes yes i got hoodlum us exe

I only tested it successfully against the shark/stefan188 exe. Check the readme file for details.

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Oh. I think i know what is causing Building pipetype 3 lagg. Setting the refs to 2048. I just tested it on 2 (lol) and it worked without huge lagg. smile.gif

 

DexX bangs head against desk
facedesk.gif

Actually that reminds me..

 

Dexx sais something like that 4096 was the max. But for me it seems 2048.

It depends on the card. For most modern day cards it should be 4096, and it def. should not be less than 2048.

 

 

hi dexX when i start up gta it crashes yes i got hoodlum us exe

I only tested it successfully against the shark/stefan188 exe. Check the readme file for details.

It runs fine on the Hoodlum exe for me, although the rest of my SA is heavily moddified and could have something keeping it stable.

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I was discussing with DexX about the amount the game needs to re-render when I had another one of my wacky ideas!

 

I thought back to my Need for Speed: High Stakes modding days how cars that were made up of too many polygons would crash the game, so I thought...

"What if the reflections are forcing the game to go overboard with the polygons?"

 

We currently have no idea what is causing the crashes, so we decided to roll with it and DexX suggested I turn my draw distance all the way down so the game would render less.

Immediately I noticed a difference, sure it looked worst, but something I didn't notice, something I didn't see... CRASHING! There were no crashes! I added more mods, I changed more settings - NO CRASHES!

So, I turned the Draw Distance all the way back up, got in a Hydra and flew around for a bit, BANG! And that wasn't the plane, the game crashed.

 

So sure, the crashes could possibly be stopped (or reduced) by reducing Draw Distance, but what use are cool graphical mods if you need to turn the graphics DOWN!?

But then I noticed something, there is a zBuffer issue where if there is a particle effect (say a fire), the lod objects (far away) come to the front and you see them infront of object right in front of you.

If the draw distance is down, there is less lod objects, if there's less lod objects there is less zBuffer issues...

 

So I told DexX to try to fix the zBuffer issues, because at the moment... It's our best bet smile.gif

 

I'm in the process of setting up a vBulletin Bug Tracking Forum over at my site which I may or may not release, it depends on what DexX plans to do in the future and now.

Cheers,

- Morsolo

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