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Happy Holidays from the GTANet team!

STIPPLE


supermortalhuman
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supermortalhuman

I can't do this right now for various reasons, and it's driving me crazy for a month now because it's so god damned easy and I can't test it.

 

If you look through your IV files you will find a texture archive named STIPPLE

 

It appears to me that this is the sh*t that makes shadows look like crap at a low resoluton and that makes objects like trashcans look like dots as you drive up to them etc etc etc

 

Someone, could you please eliminate these textures completely and take screen shots for me? I can not run the game at the moment, some hardware failures and I am not using a good video card because of it. Can someone completely alpha mask those stipple and then post results? I appreciate it, because it's driving me nuts seeing those textures, and seeing that they are pretty consistent with the "holey" models and stippled shadows...

 

If indeed that makes a difference, I will sh*t bricks.

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Dvt-MedShot

Doesn't change anything at all (I changed the texture to fully white). And it doesn't have to do anything with the shadows, as it otherwise wouldn't be called "stipple".

But btw my shadows don't look that horrible... I use 1.0.3.0 and Environment mod:

 

user posted image

 

 

 

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I tried it too. Here the default texture again:

user posted image

 

I changed it to:

user posted image

 

Pro:

- Better framerate

- it affects the shadows (see the blocks):

user posted image

 

Contra:

- The trees too sad.gif

user posted image

 

But I'll keep trying!

 

DasMatze

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I tried it too. Here the default texture again:

user posted image

 

I changed it to:

user posted image

 

Pro:

- Better framerate

- it affects the shadows (see the blocks):

user posted image

 

Contra:

- The trees too sad.gif

user posted image

 

But I'll keep trying!

 

DasMatze

LOOOLL, i lol'd hard! I saw the first pic, i though "hey sweet!", i scrolled down, then i read the about the tree's, haha

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Its the texture used to transit the alpha transparency. IF you look closer at the objects with alphas (some fences/trees) you will see they are grainy/noisy edges.

 

Look at this mod, by DexX:

 

Smoother Trees, Fences, Rails

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I made half the pic black, half the pic white and now it's f*cked up. biggrin.gif No problems with trees (and shadows aren't caused by the stipple problem, the shadows just suck by themselves, they can't be helped). But playing with the view distance made me see what the game does. Now i'm trying something else. smile.gif

 

Oh.

Close = Full thing

Twice the distance = object gone.

 

KAY I GOT IT!!

 

Black = Transparant

White = Solid

 

Everything between = Solid

Now we should get to know what the trees use and then make that black. Everything else = white.

Edited by ikt
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Its the texture used to transit the alpha transparency. IF you look closer at the objects with alphas (some fences/trees) you will see they are grainy/noisy edges.

 

Look at this mod, by DexX:

 

Smoother Trees, Fences, Rails

ohh thanks for the tip, love it smile.gif

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- it affects the shadows (see the blocks):

!

Weird. It didn't affect my shadows at all when i made that mod. I really wish R* would have used separate stipple textures for the trees, shadows, and other transparent objects.

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- it affects the shadows (see the blocks):

!

Weird. It didn't affect my shadows at all when i made that mod. I really wish R* would have used separate stipple textures for the trees, shadows, and other transparent objects.

your mod rox..! icon14.gif gj

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- it affects the shadows (see the blocks):

!

Weird. It didn't affect my shadows at all when i made that mod. I really wish R* would have used separate stipple textures for the trees, shadows, and other transparent objects.

Yeah, i kinda improved your mod without knowing it. tounge.gif

Top row: The most upper right 8x8 pixels have to be black to make the trees and fences smooth, the upper left 8x8 pixels have to be black to make the world visible. The rest has to be white to disable the pixelated distance.

 

And i did this all myself biggrin.gif

 

http://www.gtagarage.com/mods/show.php?id=7136

Edited by ikt
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The most upper right 8x8 pixels have to be black to make the trees and fences smooth

Aha...

 

the upper left 8x8 pixels have to be black to make the world visible.

...the shadow? The shadow is applied to everything in the world...

 

The rest has to be white to disable the pixelated distance.

Maybe we should keep this normal? The pixel fade in seems better than the popin that occurs.

 

I hadn't thought of separate parts of the image being used for different stuff ingame, i assumed it used the image as a whole.

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supermortalhuman

Wow, so they mapped them in sectors too? This is getting interesting. At the very least, a good Gaussian blur on every tex might be a cool test to see if it is worth doing a more refined solution (8x8 areas will smudge, I'm sure it will produce unwanted artifacts on the images and it's not worth rebuilding each one unless you know it works and smooths things).

 

Or, Higher resolution images with stipple that maintains the same definition = smaller dots all around = much smoother. Can larger images be put into IV yet, or still limited to existing sizes? (turn each 8x8 to 16x16, effectively each 64x64 [iirc, or 32x32?] becomes 128x128 = a forced higher resolution display/smoother)

 

Scaling sounds like a good option to me because as DexX said, without the stippled stages, pop in is back from the old games (now we know why there is less pop in! that is a different pop in than I complained about personally though - late model loads always killed me in the old games, and IV on the xbox before installing it was possible did that too). Scaling the images up will greatly smooth them, though I doubt it's even necessary on a good 2500+ pixel resolution.

 

And thank you for testing this for me, it was eating my brain.

Edited by supermortalhuman
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The most upper right 8x8 pixels have to be black to make the trees and fences smooth

Aha...

 

the upper left 8x8 pixels have to be black to make the world visible.

...the shadow? The shadow is applied to everything in the world...

 

The rest has to be white to disable the pixelated distance.

Maybe we should keep this normal? The pixel fade in seems better than the popin that occurs.

 

I hadn't thought of separate parts of the image being used for different stuff ingame, i assumed it used the image as a whole.

Well, yes.. Now i see the poping in is annoying. tounge.gif And the picture is divided in segments. And The upper left is not shadow, it's the transparency of fully loaded map objects. Cars remain the same. Don't know about players. But making that white causes the world to be see-through. You can't see anything. And when you're outside, you can see vehicles.

 

And now you're mentioning it, i also though of increasing the resolution, but i'm lazy. I'll try it. But now i have to fix my internets, only my wireless things work.

 

Update:

Working on a 512x512 pic pith grids of 128*128.

 

I need better software than paint.

Edited by ikt
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supermortalhuman

AH! it goes from fully transparent to fully solid, a 16 step UV animation of sorts! AWESOME details! Can't wait to see your work smile.gif

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AH! it goes from fully transparent to fully solid, a 16 step UV animation of sorts! AWESOME details! Can't wait to see your work smile.gif

You're allowed to help. tounge.gif Just export the image (or create one yourself) in a size of a power of 2. 512x512. or something. I'm getting sleepy. tounge.gif Paint is not a nice tool to work with.

 

Does someone know a photo-editing program with a nice grid?

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supermortalhuman

Gimp is free, Gimp Shop intends to totally mimic Photoshop and does a good job at it.

 

I would totally help out but it would be such a tease to not even be able to test it. I think it's better if I sit this one out and watch the magic wink.gif

 

Maybe to just re size the texture itself and then to fix it. You can maybe resize it, then take samples from the original and start building the blocks with more blocks.

 

Also, I suggest you try this with something a little smaller maybe, if I recall the original sizes right, it really should not take much at all to improve this effect.

 

(in fact, I assume they used these small simple ones just so that they could 'improve' the next games - beat them to the punch with one size higher)

Edited by supermortalhuman
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Crap, importing bigger textures than there already is isn't possible. Or is it? I use OpenIV.

SparkIV also doesn't allow to import bigger textures, it auto-resized down to 32*32.

Edited by ikt
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Dvt-MedShot

 

Crap, importing bigger textures than there already is isn't possible. Or is it? I use OpenIV.

First of all Open IV sucks, as it is buggy as hell. So use SparkIV for most of texture changes.

Second, with G-Texture you can import textures with a higher resolution than the original texture. wink.gif

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Crap, importing bigger textures than there already is isn't possible. Or is it? I use OpenIV.

First of all Open IV sucks, as it is buggy as hell. So use SparkIV for most of texture changes.

Second, with G-Texture you can import textures with a higher resolution than the original texture. wink.gif

Thanks biggrin.gif

 

Edit: Can someone convert this to a dds file?

user posted image

 

DXT1, no mipmaps.

 

DDS converter 2.1 won't do it.

I HATE VISTA.

Edited by ikt
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supermortalhuman

Absolutely, I'm doing this now. BRB.

edit: already done, didn't see page two tounge.gif

Edited by supermortalhuman
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CptPusheen

Once I tried to make transparent version of stipple texture... 16x16 canvas and 16 black blocks in it... every with different transparency factor... from 0% transparent at upper left corner to 100% at lower right. Then converted it to dds5 format and made wtd file. But engine refused to use stipple texture in other format that dds1 so as a result there were no edges at all whatsthat.gif

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Once I tried to make transparent version of stipple texture... 16x16 canvas and 16 black blocks in it... every with different transparency factor... from 0% transparent at upper left corner to 100% at lower right. Then converted it to dds5 format and made wtd file. But engine refused to use stipple texture in other format that dds1 so as a result there were no edges at all whatsthat.gif

GTA IV's engine only allows 2-bit stipple things at 32*32 tounge.gif

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