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[Alpha|Test] SA Gfx


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@ 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 smile.gif Because if I use it I still haave a hel of a lot lagg..

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@ 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 smile.gif 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 tounge.gif

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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.

 

The shadow of the cars is based where is the sunlight?

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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.

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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:

user posted image

user posted image

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..

user posted image

user posted image

Bloom^. Actually, it's really really BAD bloom. i took an example from nvidia, and hacked it up real fast as a test.

user posted image

The taxi doesn't look too bad, but the bright areas, like in the previous screens, are waaay too bright.

user posted image

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 biggrin.gif

 

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.

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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!

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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 confused.gif

Edited by CHILLI
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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 by JP3
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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.

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GamerShotgun

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?

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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.

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@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! biggrin.gif

 

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!

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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!

smile.gif

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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.

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