stonecoldcrazy Posted December 22, 2007 Share Posted December 22, 2007 (edited) hi, sorry for streching the page I didint know how to use thumbnails. I found out I have uploaded the nmap.dds file wrongly and the real nmap1.dds is in this file: http://www.farsiupload.com/file/farsiuploa...34994604318.rar I have a problem.I dunno what files I should place in gta ( i mean i dunno which file is the newest ). I have a geforce 6200 garffic card and it supports shader model 3.0 so what should i use? You Should use The Shader 2a Version I Think Heres The Link: [snip - Please just refer to the first post of the topic, where the newest links will always be] And If you Are Talking About the Normal Maps you made Left Click The File Hit Propertys And Check The Modifyed Date Edited December 22, 2007 by DexX Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057349620 Share on other sites More sharing options...
morsolo Posted December 23, 2007 Share Posted December 23, 2007 How do you edit the .dds files? I remember it being somewhere here, but I can't find it again. (Always there when you're not looking but never there when you are) Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057350153 Share on other sites More sharing options...
johnny404 Posted December 23, 2007 Share Posted December 23, 2007 How do you edit the .dds files? I remember it being somewhere here, but I can't find it again. (Always there when you're not looking but never there when you are) some program called iRipper Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057350393 Share on other sites More sharing options...
JostVice Posted December 23, 2007 Share Posted December 23, 2007 I used the way DexX told me to try the effect on map objects, here its: http://i144.photobucket.com/albums/r161/Jo...ce/Glassing.jpg I think there is no problem telling the way: export the model as a vehicle part, with normals. Then be sure in GTA material there is reflection and all that... Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057350556 Share on other sites More sharing options...
myster92 Posted December 23, 2007 Share Posted December 23, 2007 I found out I have uploaded the nmap.dds file wrongly and the real nmap1.dds is in this file: http://www.farsiupload.com/file/farsiuploa...34994604318.rar This is bump map, this mod need normal map. If use bump map with mod, then car surface have some bags. Jost_Vice Wow, cool! Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057350744 Share on other sites More sharing options...
ParoXum Posted December 23, 2007 Share Posted December 23, 2007 Ok, got my own tests with ref+nmaps on static objects ingame, that's looking good. Last thing we need now is a specular ability I assume the rest can be tweaked into shaders, like parallax depth, and others tweaks. Picie : You can see a light coming from the left on the rock, following the rock normal map. Again, big up to DexX, Continue the great work. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057351691 Share on other sites More sharing options...
nabo45 Posted December 23, 2007 Share Posted December 23, 2007 Thats just awesome, i really need to learn how to add those normal maps. Anyway great work DexX, and yeah. All we need now is specular lightning on static objects. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057351697 Share on other sites More sharing options...
ehsan_zt Posted December 23, 2007 Share Posted December 23, 2007 I found out I have uploaded the nmap.dds file wrongly and the real nmap1.dds is in this file: http://www.farsiupload.com/file/farsiuploa...34994604318.rar This is bump map, this mod need normal map. If use bump map with mod, then car surface have some bags. Jost_Vice Wow, cool! Sorry I didnt understand what u said . Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057351719 Share on other sites More sharing options...
Darecki Posted December 24, 2007 Share Posted December 24, 2007 Oh my god! It dosen't look like gta! Great work, I'm wondering how GTA could be with those shaders ona ground, buildings, glass etc... Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057352704 Share on other sites More sharing options...
GamerShotgun Posted December 24, 2007 Share Posted December 24, 2007 Well, i guess the GTA community helps GTA to stay alive... I mean... the modders like DeXx! And of course ParoXum and JostVice... Their modeling and mapping skillz are great.. This applies to the other developers of gostown too! BTW, Happy holidays! Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057352903 Share on other sites More sharing options...
donvito Posted December 24, 2007 Share Posted December 24, 2007 Ok, got my own tests with ref+nmaps on static objects ingame, that's looking good. Last thing we need now is a specular ability I assume the rest can be tweaked into shaders, like parallax depth, and others tweaks. Picie : You can see a light coming from the left on the rock, following the rock normal map. Again, big up to DexX, Continue the great work. yeah dude,thats what i'm waiting for i think i must try it on my models Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057353446 Share on other sites More sharing options...
Claude GTA3 Posted December 24, 2007 Share Posted December 24, 2007 Can weapons have specular and bumpmaps like in FPS' in GTA? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057353913 Share on other sites More sharing options...
rebel_36 Posted December 25, 2007 Share Posted December 25, 2007 you could have spec on weapons ever since, i dont see why youd put bump maps on everything though, imo they only look good on map objects, stone walls etc Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057355260 Share on other sites More sharing options...
CHILLI Posted December 25, 2007 Share Posted December 25, 2007 (edited) OOOHHH MAN! this mod is so awesome man! 3D metal render on car/bike models, shading on everything the right way. like the chassis is shiny and the wheels just reflecting most of the sun! soo awesome! *happy tears and cant leave the PC* You Dexx! YOU made my christmas wooohoo! just one word to explain how I love this: OWNAGE!! edit: could you possibly make this also compatible with mta? or how you call it... just make it work in mta can you? Edited December 26, 2007 by CHILLI Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057355440 Share on other sites More sharing options...
derty Posted December 25, 2007 Share Posted December 25, 2007 http://files.filefront.com/DDS+Converter+2...;/fileinfo.html For anyone in need, as I see above. I've used it quite a bit for various things. It's nice. edit: in fact, you could incorporate this into your first post for new readers who want to make a dds, as this linkage is destined for to be buried. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057356095 Share on other sites More sharing options...
CHILLI Posted December 26, 2007 Share Posted December 26, 2007 I've noticed that this mod is using a 3D render image. but though it's hardcoded(?) but that source code will that work to add 3D render images? cuz I think I want 3D rendered tires, that rubber part. or could you be nice making it in the next update? greetz, CHILLI Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057357227 Share on other sites More sharing options...
JP3 Posted December 27, 2007 Share Posted December 27, 2007 (edited) You can put the metallic effect with the lighting of the world of sa_vehgfx>> sa_lighting.asi in cars. Sa_lighting.asi + Metallic effect + sa_pipeline_low.asi If possible could send me. Edited December 27, 2007 by JP3 Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057358142 Share on other sites More sharing options...
JP3 Posted December 27, 2007 Share Posted December 27, 2007 What mode is this? Where can I download it? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057358239 Share on other sites More sharing options...
DexX Posted December 27, 2007 Author Share Posted December 27, 2007 I've noticed that this mod is using a 3D render image. but though it's hardcoded(?) but that source code will that work to add 3D render images?cuz I think I want 3D rendered tires, that rubber part. or could you be nice making it in the next update? I have no idea what you're talking about. 3d render image...? You can put the metallic effect with the lighting of the world of sa_vehgfx>> sa_lighting.asi in cars. Sa_lighting.asi + Metallic effect + sa_pipeline_low.asi If possible could send me. I can barely understand you, but there is no world lighting. As i mention in the readme, only one light is supported for now. btw, don't double post, edit your last post. the mod is Gostown el edito; About adding spec to guns and map objects; what you can do right now, is re-export the object you want spec on, as a vehicle upgrade piece (assuming Kams material + 3dsmax - I don't know the zmod equivalent) and the game will render the object with the same code that it renders vehicles with. I did that with the shotgun (chromegun) in my game, and it's what paroxum is doing in that screenshot he posted. If i had total control the content creation pipelines i could, in theory, make the game look however i wanted (normal mapped buildings, etc). but having to support R* models and custom models is a pain in the ass. no one wants to re-export all their models, and rightly so. So for questions like "can you add spec/normal maps to <whatever>", the answer is Yes - if you or someone else is willing to re-export the model. This does not apply to pedestrians, whose code i have no plans on altering and is not currently supported. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057358785 Share on other sites More sharing options...
JP3 Posted December 27, 2007 Share Posted December 27, 2007 (edited) / / Ideas for GTA / / 1 - Cars using brake (slippage) to 10 meters to avoid shots that may occur due to speed. 2 - clouds in height lower. 3 - ****************** 4 - The driver may die with a beating depending on the intensity and the damage (speed). 5 - Characters soft when dead as in CS. 6 - Posts resistant to beats. 7 - In the sea as the more deeper darkness. 8 - Tires are in the position of the vehicle that was left when stopped. 9 - CJ vulnerable as pedestrians. 10 - Length of time of some greater purpose as smoke, explosion, marking tires on the asphalt. 11 - sky with colors more real when-day in the game. 12 - The rapid run more cars in traffic. 13 - dirty image in the place of the damage in the car. 14 - Image of hole in the car with bullets when they throw it and if five bullets reaching the front of the car he no longer works. 15 - CJ can sit on the ladder as walking or lying down as if walking on the beach. 16 - effects as objects such as smoke or not weed through the structure of the vehicle. Edited January 1, 2008 by JP3 Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057359733 Share on other sites More sharing options...
CHILLI Posted December 27, 2007 Share Posted December 27, 2007 dexx, what I mean with 3D render is that the dirt/dents on the new cars looks 3d. so then it renders each car with new 3d dents right? sorry if I confused you there. all I want is the same process on the rubber of the cars that is using them (vehicletyres128). make them looks 3d also, if possible. do you understand now? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057359917 Share on other sites More sharing options...
JostVice Posted December 27, 2007 Share Posted December 27, 2007 JP3 stop daydreaming... most of those stuff is hard made-able (havok engine for physics) and other stuff can be made if you look out (sky colors, etc) but anyway, this thread isn't your one... Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057360029 Share on other sites More sharing options...
DexX Posted December 28, 2007 Author Share Posted December 28, 2007 2 - clouds in height lower.4 - The driver may die with a beating depending on the intensity and the damage (speed). 10 - Length of time of some greater purpose as smoke, explosion, marking tires on the asphalt. These ideas are the only ones i see as maybe being possible. But i am not going to do them. 11 - sky with colors more real when-day in the game. Edit timecyc.dat file, which controls the color of the sky. Do not post any more requests, i already know what i am going to do with this mod, and where it is going. chilli, you're saying you want the normal map on the tires, so there would be bumpy tread? The only way that will be possible, is if you re-export every car that you want to see bumps on, and that would only be possible on a later version. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057360359 Share on other sites More sharing options...
JP3 Posted December 28, 2007 Share Posted December 28, 2007 (edited) 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; 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.. ..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; That is what happens when map objects are dynamically lit by the sunlight, without normals. I am prepared to improve the lighting of the game and where appropriate create another map. Dexx could give me some tips. Dexx any new listing reflected in real time on vehicles? You added spec to map objects and forms with which to light from the sun becomes dynamics on the map, but also creates dynamic shadows as buildings? GTA with lighting and shadows as the image of the game below. Edited December 28, 2007 by JP3 Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057360689 Share on other sites More sharing options...
Claude GTA3 Posted December 28, 2007 Share Posted December 28, 2007 Quit dreaming. It is IMPOSSIBLE to make SA look like ColinMcRae... Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057360830 Share on other sites More sharing options...
DexX Posted December 28, 2007 Author Share Posted December 28, 2007 I am prepared to improve the lighting of the game and where appropriate create another map.Dexx could give me some tips. No. I removed that code, and have little interest in re-lighting the ENTIRE f*ckING MAP, help or no help. Dexx any new listing reflected in real time on vehicles? If you don't see any updates, then there are none. You added spec to map objects and forms with which to light from the sun becomes dynamics on the map, but also creates dynamic shadows as buildings? No. GTA with lighting and shadows as the image of the game below. Not going to happen. The game just isn't meant to work like that. Even gta4 doesn't look quite like that. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057360976 Share on other sites More sharing options...
JP3 Posted December 28, 2007 Share Posted December 28, 2007 (edited) I've noticed that this mod is using a 3D render image. but though it's hardcoded(?) but that source code will that work to add 3D render images?cuz I think I want 3D rendered tires, that rubber part. or could you be nice making it in the next update? I have no idea what you're talking about. 3d render image...? You can put the metallic effect with the lighting of the world of sa_vehgfx>> sa_lighting.asi in cars. Sa_lighting.asi + Metallic effect + sa_pipeline_low.asi If possible could send me. I can barely understand you, but there is no world lighting. As i mention in the readme, only one light is supported for now. btw, don't double post, edit your last post. the mod is Gostown el edito; About adding spec to guns and map objects; what you can do right now, is re-export the object you want spec on, as a vehicle upgrade piece (assuming Kams material + 3dsmax - I don't know the zmod equivalent) and the game will render the object with the same code that it renders vehicles with. I did that with the shotgun (chromegun) in my game, and it's what paroxum is doing in that screenshot he posted. If i had total control the content creation pipelines i could, in theory, make the game look however i wanted (normal mapped buildings, etc). but having to support R* models and custom models is a pain in the ass. no one wants to re-export all their models, and rightly so. So for questions like "can you add spec/normal maps to <whatever>", the answer is Yes - if you or someone else is willing to re-export the model. This does not apply to pedestrians, whose code i have no plans on altering and is not currently supported. Current version (12/19/07):shader model 2a version (use if your card supports shader model 2a, or above) shader model 2.0 version (Only use if your card does not support shader models higher than 2.0) Read the included readme. If your computer nags at you about missing "d3dx9_31", be sure you are using the latest version of DirectX. If it still nags, use this; www.3dhole.com/gtafiles/pipeline/d3dx9_31.rar Source (Only for 2a version): sagfx01_sdk.rar - shader 2a Source requires renderware graphics sdk to re-compile. Was built against rw 3.6.0.3. More details are in this post Legacy (outdated) stuff; sagfx_prealpha sa_vehgfx oct 2007 (pre-shaders) Old stuff from here down. ~~~ This post is NOT for VC, it is for SA. It does NOT concern realtime reflections. Due to a misunderstanding, i'm releasing this a bit sooner than i had planned, but it's a significantly improved graphics hack-thingy for SA. Download READ the readme. I only tested this on a cracked, american 1.0 exe. You may not redistribute, or re-release the file(s) in any way. Infact, if your ideas involve more than linking to this post, i don't approve it. There are 2 textures you need to concern yourself with; extra_textures\cubemaps\cubemap.dds extra_textures\cubemaps\cubemap2.dds Cubemap2.dds, will be used in every vehicle material that uses those goddamn uv2-reflections, with the "xvehicleenv128" image. Cubemap.dds, will replace any other image that is used as a reflection map on the vehicles, most notably "vehicleenvmap128" For consistency sake, both images are identical. Feel free to replace these textures at will, infact i encourage it (please share your results!). These images were used mainly as a test for me, and while they are ok, i know much better results can be achieved. Save your cubemaps as DXT1 compressed cubemaps, no alpha channel (or 1-bit if that's your only option), and no mipmaps. Screenshots, showing both cubemap reflections and improved spec lighting: ~ sa_vehcubemap.asi It replaces the textures vehicles use for reflections, with cubemaps. This could be done via a txd edit, but there is some work that needs to be done in memory to get the images to display correctly. and there isn't a txd tool out at the moment, that can import cubemaps, so this will have to do (REspawn's does import .dds files, but it is not importing cubemaps correctly at the moment). sa_lighting.asi The lighting asi file works the same way as its VC counterpart, where all the lights in the scene cast accurate spec, and not just the sunlight. The effect is mainly noticeable (obviously) at night, but i have noticed some occasional weirdness where only certain parts of a vehicle will get spec; say the bonnet and the boot, but NOT the doors, despite using the same material. i have no clue why this happens (besides the complete f*ckhole that is the SA rendering pipeline), and it isn't consistent. If you don't like the lighting, or it seems glitchy, simply delete the lighting asi file. When I talked of metallic effect I mentioned the texture nmap.dds. I asked if it would be possible to add a metallic texture with the lighting of the remaining sa_vehgfx the cubemaps in the shadows of the new version. In short: It cubemaps, and the lighting of the first published version of sa_vehgfx with shadows and texture of the metal latest version sagfx01_sm2_rel. This is because the lighting of the first version reflects on the vehicle of the lighting poles and other cars that do not see possible in the new version where the vehicle this a lighting itself which leaves an impression of excess lighting even the night where there you have so much light. Lighting version of the first version more metallic texture and cubemaps remaining. sa_lighting.asi The lighting asi file works the same way as its VC counterpart, where all the lights in the scene cast accurate spec, and not just the sunlight. The effect is mainly noticeable (obviously) at night, but i have noticed some occasional weirdness where only certain parts of a vehicle will get spec; say the bonnet and the boot, but NOT the doors, despite using the same material. i have no clue why this happens (besides the complete f*ckhole that is the SA rendering pipeline), and it isn't consistent. If you don't like the lighting, or it seems glitchy, simply delete the lighting asi file. Edited December 28, 2007 by JP3 Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057361578 Share on other sites More sharing options...
Darecki Posted December 28, 2007 Share Posted December 28, 2007 Yes, cars are too shiny.. It doesn't look well when you drive across the dark country road and the cars shines like traffic lights Hehe Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057362055 Share on other sites More sharing options...
ikt Posted December 28, 2007 Share Posted December 28, 2007 Thats true... I liked the old thing, but that makes the game lagg if there were many cars on the screen.... But how can i replace the nmap without making those things appear om my car? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057362504 Share on other sites More sharing options...
javi13 Posted December 30, 2007 Share Posted December 30, 2007 (edited) @ Dex I just tryed using the sa_lighting.asi again, and now when i use it i dont lag, not a problem or anything but maby you can explain it? My specs are GeForce 4 MX440, AMD Duron 1100Mhz processor, 256Mb RAM. Edited December 30, 2007 by javi13 Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/7/#findComment-1057365080 Share on other sites More sharing options...
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