ikt Posted December 30, 2007 Share Posted December 30, 2007 @ 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. Tell more Because if I use it I still haave a hel of a lot lagg.. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057367409 Share on other sites More sharing options...
javi13 Posted December 31, 2007 Share Posted December 31, 2007 @ 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. Tell more Because if I use it I still haave a hel of a lot lagg.. Well at the time of posting, i tweaked that card sooo much, using a program called NvHardpage, i had AA on x4, no lag, but if i did it x2 via the game, i got heaps of lag, maby that contributed to it, i have a GeForce 7600GT AGP now, and 700 something MB RAM, i can run it at full res, full evrything and no lag Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057368676 Share on other sites More sharing options...
JP3 Posted December 31, 2007 Share Posted December 31, 2007 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. The shadow of the cars is based where is the sunlight? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057368902 Share on other sites More sharing options...
DexX Posted December 31, 2007 Author Share Posted December 31, 2007 The shadows are not altered at all. Could you...like...stop posting in this topic? You aren't contributing anything to the topic but inane requests and pointless questions. Do not respond to this post either. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057369960 Share on other sites More sharing options...
javi13 Posted January 1, 2008 Share Posted January 1, 2008 (edited) EDIT: sorry, just saw the post saying that you already know of this. Edited January 1, 2008 by javi13 Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057370360 Share on other sites More sharing options...
JP3 Posted January 1, 2008 Share Posted January 1, 2008 Okay if you think questions are useless with respect Dexx you are an idiot. Also sorry if you do not have the ability to imagine or dream or even try to create things that seem impossible. Try to at least make that suggestion regarding sa_vehgfx because some people involved were interested in this topic. >> Posted: Dec 28 2007, 14:34 Since I already retreat this topic. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057371430 Share on other sites More sharing options...
DexX Posted January 1, 2008 Author Share Posted January 1, 2008 So, have a happy near year? perhaps you stayed out late and got smashed. Well i stayed up late, smashing more of SA's code (i literally just got this stuff working within the last 12 hours). Specifically, i implemented some kind of half-assed post effect system. First test, using a simple shader that inverts the image colors: This was seriously bright. But it worked, and was the first post effect that i've gotten to work. So, now that it works, let's try something a bit more complex.. Bloom^. Actually, it's really really BAD bloom. i took an example from nvidia, and hacked it up real fast as a test. The taxi doesn't look too bad, but the bright areas, like in the previous screens, are waaay too bright. nice, subtle effect on the heli. The BG, is blindingly bright. Los Santos (yes, all of los santos) is essentially unplayable atm, unless you want to go blind. it needs work, alot of work, but some version of bloom will is possible, and should be included in a future version of this mod. Just so we're clear; THIS bloom example is just a proof of concept for me. whatever i release, whenever i release it, will not look like this. Good way to start out the new year for me ed; Okay if you think questions are useless Not all questions, just the ones i've already answered in this topic, or in the readme. Also sorry if you do not have the ability to imagine or dream or even try to create things that seem impossible. Ok, if you think you can make SA look like Colin McRae, be my guest. However as one of the only people, if not the only person who is actively re-writing the rendering code for the game, i think i know a bit more about what is feasible than most people. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057371444 Share on other sites More sharing options...
Darecki Posted January 1, 2008 Share Posted January 1, 2008 Man, It look awesome! Did you try to make shader-based reflections on the water? It also will look great IMO btw. When you will have finished all those graphic improvements, SA could look like GTA4 PS. sorry for my bad english Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057371490 Share on other sites More sharing options...
Arvis Posted January 1, 2008 Share Posted January 1, 2008 Last screenshot... looks like bloom effect, is it? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057371542 Share on other sites More sharing options...
-/TNT\- Posted January 1, 2008 Share Posted January 1, 2008 Yeah, dude, it's bloom. DexX: Looks like someone loves going into the new year with a bang! Loving the bloom effect, if that's what a quick hack is, the processed result is going tobe pretty awesome. To be honest, I'm more excited about this than GTA: IV! Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057371572 Share on other sites More sharing options...
JP3 Posted January 1, 2008 Share Posted January 1, 2008 Ok DexX my sincere apologies! You are making one the great work! Happy New Year! Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057371579 Share on other sites More sharing options...
CHILLI Posted January 1, 2008 Share Posted January 1, 2008 (edited) omfg! now there's only 1 or 2 things left: fix world lightning, and a smoother motionblur! and ofcourse fix this cool bloom effect, I never thought this was possible, until now! keep it up king-of-GTA-graphics=DexX! message fix: I know the world lightning task wont be easy or possible, so that's not really needed at the moment/yet. but I think the motionblur can be made smoother, cause I think all of you have noticed those wierd lines around the motion blurred objects Edited January 1, 2008 by CHILLI Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057371589 Share on other sites More sharing options...
JP3 Posted January 1, 2008 Share Posted January 1, 2008 (edited) Hey DexX is possible to create an archive of collision or modify the collision of a vehicle in order to identify or include the vehicle as a "mass of modeling" where hits can cause damage in the structure depending on the intensity and weight of each vehicle. Look a little of this idea: "Project for the creation of a second file of collision for vehicles in GTA SA, where the damage will be presented in real aspects depending on the intensity of the beat. Mal schedule but I think this issue is linked to create a file that identifies or encompassing the vehicles as a "mass of modeling" where hits can cause damage in the structure depending on the intensity and mass that each type of vehicle was assigned to handle. A "mass of modeling" if shapes in accordance with the format of the object that touched. To be more real this file from work if possible collision with a collision that is already embedded in each car as this most often presents destructive aspects in terms of doors, ..., and the "mass of modeling" then serve to strengthen with deformation of the vehicle, it would junction of Destruction + Creep. One possible example of logical damage in a region of "mass of shape": % Of damage in the region, reached its "mass of modeling" ... New kgcar = weight of the vehicle; Kmcar = new speed of the vehicle; New Damage_kg; New damage Kgcar/100 = Damage_kg; If kmcar> = 15 then Damage If not Damage = 0 .. If "mass of modeling" receive damage> = 1 then warp region in harm% ... " This question is only to determine if someone has already seen some mod that does something like this, or if someone knows how. Thank you for your attention! Edited January 1, 2008 by JP3 Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057371670 Share on other sites More sharing options...
JP3 Posted January 1, 2008 Share Posted January 1, 2008 (edited) ***** Edited January 3, 2008 by JP3 Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057371712 Share on other sites More sharing options...
DexX Posted January 2, 2008 Author Share Posted January 2, 2008 Hey DexX is possible to create an archive of collision or modify the collision of a vehicle in order to identify or include the vehicle as a "mass of modeling" where hits can cause damage in the structure depending on the intensity and weight of each vehicle. <snip> This question is only to determine if someone has already seen some mod that does something like this, or if someone knows how. Didn't i ask you not to post in this topic? This is what i was talking about. it is completely offtopic, and not up my alley. I don't know how the collision system works, and have no interest in learning. It has not been done so far, and given what i know about my capabilities, and the capabilities of others it will not get done. Seriously, piss off. And for the love of god, learn how to use the quote feature. Quoting my entire post (don't) AND re-quoting 2 of the images again is just pointless. It makes the page difficult to scroll through. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057372675 Share on other sites More sharing options...
GamerShotgun Posted January 2, 2008 Share Posted January 2, 2008 Hey DexX! First, i want to wish you a happy new year.. Second: That bloom effect is very cool in my opinion. Will it look like VCS after you've get rid of the brightness problems? Anywayz, just wanted to say, nice work! Keep it up and don't mind the idiots! On a side note, Alexander Blade has just made some kind of motion blur thingy which could look cool with bloom? What do you think? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057373081 Share on other sites More sharing options...
ParoXum Posted January 2, 2008 Share Posted January 2, 2008 Very promising hacks. Keep up the good work. If wanted, I can prepare a map which will be a good base for tests.(not onlyfor bloom but for normal lighting too) Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057373400 Share on other sites More sharing options...
JostVice Posted January 2, 2008 Share Posted January 2, 2008 Yay, loving those tests! anyway watching the bloom looks like a advance, lets hope you get em synced with the weather, will be good. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057373507 Share on other sites More sharing options...
Claude GTA3 Posted January 2, 2008 Share Posted January 2, 2008 What exactly is bloom? BTW,Dexx,are Bumpmaps possible for GTA's? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057373524 Share on other sites More sharing options...
Arvis Posted January 2, 2008 Share Posted January 2, 2008 As i know it's HDR effect (Hight Dynamic Range) Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057373540 Share on other sites More sharing options...
ParoXum Posted January 2, 2008 Share Posted January 2, 2008 As i know it's HDR effect (Hight Dynamic Range) No it's not. Bloom is a kind of easier postprocess than HDR. And the goal isn't the same at all. A pic showing the HDR range format capabilities : http://upload.wikimedia.org/wikipedia/en/t...-_exposure.jpeg I'm not good enough to explain the process in english. But wikipedia will help you with it. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057373580 Share on other sites More sharing options...
CHILLI Posted January 2, 2008 Share Posted January 2, 2008 @Claude: bloom is some sort of glow in the envinorment. the lighter the area is, the more bloom (glow) will like 'cut' into the darker areas. as you can see pretty well on the last picture of DexX's latest pictures, just look a bit above the helicopter and you'll see! and the bump map, I think, is that nmap.dds is being projected onto cars and make the dirt/dent on them look 3D when it's actually just an image that's cutting the light in a way so the eye thinks it's 3D. so in short: bloom=glow in the envinorment. bump map=makes objects look 3D, when it's just a image cutting the light. and DexX, for god sake! as I said before: you rock! Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057373728 Share on other sites More sharing options...
JP3 Posted January 2, 2008 Share Posted January 2, 2008 Okay, use properly the way of summons. While my answers I try to talk about the subjects discussed this topic. But I think I create a topic related to the subject collision because if I get advances can provide something for you. While the work of flowering is getting very good, I will continue to accompany it. Congratulations! Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057374542 Share on other sites More sharing options...
Darecki Posted January 2, 2008 Share Posted January 2, 2008 I'm wodering.. If you're working on bloom in SA, maybe you can use some code from mod in this topic? http://www.gtaforums.com/index.php?showtopic=245900 (Oblivion fakeHDR) Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057374796 Share on other sites More sharing options...
venom_69 Posted January 5, 2008 Share Posted January 5, 2008 Woah! man this looks amazing i'm gonna try it soon. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057383361 Share on other sites More sharing options...
ehsan_zt Posted January 6, 2008 Share Posted January 6, 2008 I have a problem.here is a pic of it: notice the lines on the side of this car.its like some squers are turning on cars surface or sth like that.i dunno if this is my problem or not .help me plz. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057385655 Share on other sites More sharing options...
Darecki Posted January 6, 2008 Share Posted January 6, 2008 What graphic card do you have? Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057385987 Share on other sites More sharing options...
GamerShotgun Posted January 6, 2008 Share Posted January 6, 2008 I think DexX already said it'll look funky on standard GTA cars, because those are low poly... Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057386026 Share on other sites More sharing options...
ikt Posted January 6, 2008 Share Posted January 6, 2008 Did you change the bumpmap? (nmap.dds) Because that can cause the problems... Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057386494 Share on other sites More sharing options...
ehsan_zt Posted January 6, 2008 Share Posted January 6, 2008 my garphics card is geforce 6200 128mb. and yes i have changed nmap.dds but even before that i had the same problem . and I think that i ve seen somewhere the shader is perpixel if so it shouldnt make any difference between low poly cars and high poly ones. Link to comment https://gtaforums.com/topic/303855-alphatest-sa-gfx/page/8/#findComment-1057386559 Share on other sites More sharing options...
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