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[Alpha|Test] SA Gfx


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um.. um.. um... I'm new here, but I've been reading ALL your posts in this topic, damn, that pixel-by-pixel shading looks "o my god good!" I've wanted that since I started modding, I love to drive the buffalo and infernus!

though, the specular lightning on the rims have been like, on the infernus, only the reflective 'spokes' have been reflecting light, and the buffalo's rims dont have any specular at all... but with this mod, it will be like playing the Xbox one!

 

why?

scroll down a bit why!

 

 

 

 

because, on the Xbox, all the materials on the cars have been reflecting light, so with this mod, it dont look that 'smooth' but still reminds about it's graphics! please upload it soon! I'm in need of this since ever I noticed this "bug" on the cars! suicidal.gifinlove.gif

 

Dexx, you're my man! without you SA would be nothing! greetz, and keep it up!

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alright nublets pay attention. i'll clarify the reflections once and for all.

 

cubemap: texture loaded from a file, that has 6 surfaces. In GTA, it is not possible to create a real-time reflection using cubemaps (the only dynamic textures i can create with Renderware are 2d - i tried creating the cubetexture directly in directx, but i can't seem to cast it to a RwRaster...). if i use a cubemap reflection, the reflection will not be real time. it's one or the other.

 

garage reflections: the garage reflections are only meant to work indoors for 2 main reasons:

-they mess with the sky if used outdoors

-they are very very, extremely slow. when i had these partially working, i could only use 1-2 vehicles at a time while driving around the map more than that and the game was unplayable.

 

If there are realtime reflections, they will be of a method not mentioned here (because i don't know it yet...), assuming i can find one that is both fast, and bug-free.

 

now, on to other news;

user posted image

That, is a normal/specular mapped (mapped as in a normal map, and a specular map are being used) material with cubic reflections and a diffuse map (the textures are meant to show off the effect, not to look realistic). Yes i said it was normal-mapped. and i will save everyone some time by saying that it's not going out for beta any time soon (at least a week, possibly longer - there are some major bugs). between irc and PMs i've received, i already know who's on the list or not.

 

oh yea, since you think i'm a god, you can stop throwing your virgins into active volcanos - just send them to me rampage_ani.gif

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The links should work now.

 

ed;

This just fixes the previous links, for files that were released a while ago. the phong/shader/normmap per-pixel lighting stuff isn't out yet (i haven't even let people start testing it privately...). read my previous posts for a more detailed explanation.

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sry for this question but it seems i'm too stupid for finding the right link for your update^^

 

i only found this one,but it seems to be old: http://www.3dhole.com/gtafiles/sa_vehgfx.rar

 

so can you please post the link for the new one?

 

 

 

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I downloaded your mod .I ve done alot of things to dl it and atlast I gave the link to one of my friend to dl it for me and he did.I think it worth this effort.

 

it was great but i have a question.I saw cube maps on net and they were like + but yours is like a _ so why is that?

I noticed that when the texture is rotating after sometime(or angel) it jumps.I mean it is like it is reseted after some movements(I hope I can say what I mean confused.gif )

and why are there in extra images folder 2 images ?which one should I edit?

cant u use the reflection system like in mafia?cuz i think it was very good.

 

I only have your specular and reflection fix.did ya release the bump map thing or per pixel lightening?

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dexx, why dont you make a beta test in the forum? then people can see how it is, and what needs to be fixed.

like in other car models I've seen, people say what needs to be fixed that the maker dont allways notice.

why not with this one? give us a try!

and for you great work so long, a little present: cookie.gif and some cola too! Shifty41s_beerhatsmilie2.gif

 

happy greeties- CHILLI

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dexx, why dont you make a beta test in the forum? then people can see how it is, and what needs to be fixed.

like in other car models I've seen, people say what needs to be fixed that the maker dont allways notice.

why not with this one? give us a try!

and for you great work so long, a little present: cookie.gif and some cola too! Shifty41s_beerhatsmilie2.gif

 

happy greeties- CHILLI

Don't you worry, DexX has a few people testing private beta's, trying to iron out the bugs.

He will not release a public beta due to the fact there are WAY to many bugs, and it can EASILY crash your game.

 

DexX is going to need a lot more than a cookie and drink, I can tell you that. wink.gif

cookie.gifcookie.gifcookie.gifcookie.gifcookie.gif ? biggrin.gif

 

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thanks for that, I thought he was still doing it himself without any help.

and this mod is a good one! you're right, he deserves cookie.gif x10 and all my chokolate and a lot of cola

to cool down the heat when working this hard! but what else to expect? dexx and paradoxum (sorry for not knowing your name that good) know what they are doing! just look at the gostown project!

this gonna be a big mod, to force the materials to reflect light. ownage! wink.giflol.gif

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I have a question about the specular light in Vice City. Just curious:- Is there any way to have 2 (or more) instances of the specular lighting? What I mean is, could you have one which has the "multiplier" and "power" set quite low to give a smaller, much broader lighting effect, and another with these values set high for a stronger, thinner specular highlight?

 

I think that would give quite a nice effect.. for example I tried using your old d3d8 "xbox like graphics" mod in conjunction with the .asi and the result was OK.. ish: The d3d8.dll is much less accurate and having that legal notice every time you run vice city gets annoying..

 

 

 

Edit: Basically you just have two "vc_speclight.asi" files set to use 2 different config files.

Edited by g30dud3
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Update DexXy: I've been playing with whatever I can, no joy on the new stuff. The old cubemaps work fine even on this different Gcard...I think you've called it right, my Gcard has shader issues. I'll take a look on the box when I get some time to venture into the attic.

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EDIT: It looks unbelievably shiney! cookie.gifcookie.gif (My personal preference: Make the level of shininess somewhere between the default effect and this effect. Off to figure out how to open the file... nVidia related, I think I read)

 

Forgive my ignorance but can someone explain...

 

This affects default R*-made vehicles in SA but will it do anything funky to 3rd party vehicle replacements? EDIT: Yes, apparently it will. confused.gif Need screenshots? Or is that dependent on the vehicle itself? EDIT: Maybe? Some have their own shiney reflections... hence my need for clarification. I don't understand how it works. blush.gif

 

Also wondering, will the cars now match carmods (added from garages)? EDIT: Yes, yay!

 

Insight would be most appreciated, thanks.

-Midnightz

Edited by Midnightz
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Questions:

 

1,

 

 

Something else i starting working on in the last few days, changing the size of the shadowmap for the ped shadows;

user posted image

Ped shadows with a 1024 shadowmap. The game renders a shadowmap for each character onscreen, so it can get slow when alot appear and you use a large sized map.

 

I don't like throwing a bunch of incomplete files around (not publicly anyway), so i'll drop that in the next release of what is now entitled; 'SA GFX', which will include the cubemap mod, improved spec lighting (if your box can handle it) the shadows, and a few other details, like license plate texture filtering.

 

How did you do this/is it included in the lastest download?

 

2,

 

Where is the latest download? I've searched and can't find it, is it on another website?

 

 

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You can create a lighting more real to the headlights of the vehicles in front GTA SA?

As something to illuminate objects such as buildings, trees, ground ...

And if possible increase the angle of illumination.

I think you can leave the game more real and that image headlight of particle.txd would be just another addition visual!

What is the link that Ped shadows?

Edited by JP3
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I will try to answer the questions for DexX

 

evilrex: 1 its not included in the download, and has he said, he changed the size of the lightmap of peds, they are generated for each ped, in the next release you will be able to edit the size of the lightmap by changing a number in a INI file. For me, 256-512 is stable and looks far better than original one.

 

JP3: I have to say your english is not very good... well, from what I understand: you want a better illumination for the headlights of cars... but in what style? IMO it cant be made better, some engines uses a vertex illumination, via vertex colors or something, but that way it will need a more highpoly models. and actually in SA the models 'get illuminated' when a headlights spots them. to edit the TXD files you can use TXD workshop or G-TXD.

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You can create a lighting more real to the headlights of the vehicles in front GTA SA?

As something to illuminate objects such as buildings, trees, ground ...

And if possible increase the angle of illumination.

I think you can leave the game more real and that image headlight of particle.txd would be just another addition visual!

What is the link that Ped shadows?

But we can do better lighting for the front headlights of vehicles without involving file txd?

If possible might do this?

And disclose a link to the download.

 

Thanks.

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You can create a lighting more real to the headlights of the vehicles in front GTA SA?

As something to illuminate objects such as buildings, trees, ground ...

And if possible increase the angle of illumination.

I think you can leave the game more real and that image headlight of particle.txd would be just another addition visual!

What is the link that Ped shadows?

But we can do better lighting for the front headlights of vehicles without involving file txd?

If possible might do this?

And disclose a link to the download.

 

Thanks.

Giving the impression of like a full-beam? Would be useful for Gostown for one I reckon.

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the problem is, renderware lighting is terrible. it's optimized to light only objects that are within the player's view and the radius of the light. Consider the following image;

user posted image

In this image we have the road (white, selected) 2 lights, and a van with a spotlight. The pivot point of the road (green/yellow lines) does not fall within the radius of any of the lights and, in renderware, would not be illuminated. But, even if it did..

user posted image

..lighting at that point, where the object center falls within the radius of the light, would only be calculated for the immediate area. Only small objects can be effectively lit in real time. The edges of the road in this example, will never, ever be lit, since they are outside the radius of the light.

 

There is also the issue of normals. every object that gets dynamic lighting, with or without my mod, needs to have normals. most of the SA map objects do not. i have no interest in trying to hack the renderware lighting, and i don't know anyone willing to re-export the entire SA map if i did. in short, there's a very good reason why R* chose the method they did.

 

Btw, i did try to add spec to map objects. the results are not at all good;

user posted image

That is what happens when map objects are dynamically lit by the sunlight, without normals.

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Then would only be possible to increase the angle of lighting is published in each vehicle separately?

Unable to add a light as the poles of the game in front headlamp of the vehicle?

The lights on poles illuminate objects then putting this property in the car will work?

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