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MAD BOSS

GTA:VC Dynamic Shadows!

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MAD BOSS

It's been said dozens of times that Vice City DO HAS engine that can handle dynamic shadowing of its models. icon14.gif

 

You can see it clearly in this cutscene: Youtube: Sunshine Autos

 

 

 

Anyways, I am gonna try to find out what triggers it with some testing:

  • Check the Cutscene models and it's hiearchy, dummies etc via ZModeler 2
  • Replace Tommy's cutscene model with a Hilary's to see if a shadow has changed, in a way of a size and shape
  • Study on the opcodes used before the cutscens, while it lasts and after it finishes
Anyone who has a wish to participate in this, or has knowledge about the topic named above, please post as any help is more then welcome icon14.gificon14.gif Edited by kikiboy95

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MAD BOSS

There is no such a difference between ingame and CS models, except that the cutscene ones have more "bones", especially in the head area.

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TheSiggi

Its a cutscene... they're animated... means: whatever you see in cutscene doesn't has to be ingame

 

cutscenes are splitted into several files: data files and .ifp files they tell the engine what to do smile.gif

but your right about the bones: in cutscenes the actors perform more detailed animations - especially their face rquieres more details

 

Edited by The_Siggi

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MAD BOSS

 

cutscenes are splitted into several files: data files and .ifp files they tell the engine what to do smile.gif

 

 

Does this means that the shadows are programmed and not trigerrable?

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TheSiggi
yep, and you can't use the CS objects of SA (e.g.) aswell

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MAD BOSS

I don't need SA cutscene objects, why did you mention it?

 

I've tested the engine a bit to see if there IS a difference with different sized models and their shadows. There IS, so the shadows AREN'T programmed. they DO EXIST. Proof:

 

user posted image

 

 

 

You can see here that the shadow of a player in pic 1 is bigger because the model is bigger, and the opposite is with pic 2, where player has smaller and thinner shadow bcz the model it uses is Mercedes Cortez.

 

It looks like a good discovery to me smile.gif

 

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spaceeinstein

There's an opcode that disables those shadows during cutscenes. I have no idea where I recorded it but it's one of the unknown opcodes that only shows up right before the cutscene plays. These shadows had been known for a long time but as far as I know no one managed to get the shadows working outside cutscenes.

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MAD BOSS

 

There's an opcode that disables those shadows during cutscenes. I have no idea where I recorded it but it's one of the unknown opcodes that only shows up right before the cutscene plays.

Is it this one?

 

0418: (unknown) $207 1

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spaceeinstein

Damn, it's a typo. It's suppose to be 0522.

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TheSiggi

 

I don't need SA cutscene objects, why did you mention it?

 

I've tested the engine a bit to see if there IS a difference with different sized models and their shadows. There IS, so the shadows AREN'T programmed. they DO EXIST. Proof:

 

user posted image

 

 

 

You can see here that the shadow of a player in pic 1 is bigger because the model is bigger, and the opposite is with pic 2, where player has smaller and thinner shadow bcz the model it uses is Mercedes Cortez.

 

It looks like a good discovery to me smile.gif

Well it still means its in the cutscene smile.gif

EDIT://

 

I had a word with an effect moder once and he told me that cutscenes in general use differnt effects than the game itself ... seems to be hardcoded stuff

 

yes, i don't know why, but cutscenes uses different effects than game D:

 

 

Edited by The_Siggi

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MAD BOSS

EDIT: Yeah, I think it's inside it too... The worst place possible tounge2.gif

Space gave us a good hint, 0522 really triggers the off for shadows. If someone could track memory adresses via this opcode, we could find a segment for shadows, right?

Edited by kikiboy95

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TheSiggi

sure its exe stuff... just have a look at this:

these are the parameters read out by the engine while running the cutscene of Sunshine cars

 

 

 

 

 

15,0f,65.4704,65.4704,65.4704,0.03125f,65.4704,65.4704,65.4704,5.6625f,65.4704,65.4704,63.4008,5.7f,54.4322,56.5019,54.4322,15f,54.4322,54.4322,54.4322,15.0313f,54.4322,54.4322,54.4322,32.0625f,54.4322,54.4322,51.6508,32.1313f,39.5978,42.3792,39.5978,34.8625f,39.5978,39.5978,34.1017,35.2f,10.2855,15.7816,10.2855,38.6625f,10.2855,10.2855,15.7816,38.7f,39.5978,34.1017,39.5978,45.5313f,39.5978,39.5978,42.3792,45.5625f,54.4322,51.6508,54.4322,53.9312f,54.4322,54.4322,54.4322,;2,0f,0.0,0.0,0.0,53.9312f,0.0,0.0,0.0,;16,0f,0.25383,7.73849,0.396386,0.25383,7.73849,0.396386,0.25383,7.73849,0.396386,0.03125f,0.25383,7.73849,0.396386,0.25383,7.73849,0.396386,0.25383,7.73849,0.396386,5.6625f,0.25383,7.73849,0.396386,0.25383,7.73849,0.396386,-0.364653,9.41844,0.447879,5.7f,-3.04475,16.6982,0.671015,-2.42626,15.0183,0.619522,-3.04475,16.8558,0.671015,15f,-3.04475,17.5386,0.671015,-3.04475,17.381,0.671015,-3.21821,16.8819,0.803706,15.0313f,-3.9699,14.0363,1.3787,-3.79643,14.693,1.24601,-3.9699,14.0363,1.3787,32.0625f,-3.9699,14.0363,1.3787,-3.9699,14.0363,1.3787,2.28497,11.9971,1.28165,32.1313f,29.3894,3.16072,0.861093,23.1345,5.19989,0.958145,29.3894,3.16072,0.861093,34.8625f,29.3894,3.16072,0.861093,29.3894,3.16072,0.861093,26.1731,4.27094,0.914079,35.2f,12.2359,9.08192,1.14368,15.4521,7.97169,1.0907,12.2359,9.08192,1.14368,38.6625f,12.2359,9.08192,1.14368,12.2359,9.08192,1.14368,9.59377,9.96494,1.31566,38.7f,-1.85524,13.7914,2.06088,0.78684,12.9084,1.8889,-1.85524,13.7914,2.06088,41.1f,-1.85524,13.7914,2.06088,-1.85524,13.7914,2.06088,-1.85524,13.7914,2.06088,45.5313f,-1.85524,13.7914,2.06088,-1.85524,13.7914,2.06088,-1.99596,12.6786,1.83592,45.5625f,-2.60574,7.8565,0.861093,-2.46502,8.9693,1.08605,-2.60574,7.8565,0.861093,53.9312f,-2.60574,7.8565,0.861093,-2.60574,7.8565,0.861093,-2.60574,7.8565,0.861093,;16,0f,-7.29777,17.0073,2.13833,-7.29777,17.0073,2.13833,-7.29777,17.0073,2.13833,0.03125f,-7.29777,17.0073,2.13833,-7.29777,17.0073,2.13833,-7.29777,17.0073,2.13833,5.6625f,-7.29777,17.0073,2.13833,-7.29777,17.0073,2.13833,-7.04492,16.0735,1.94395,5.7f,-5.94927,12.0269,1.10162,-6.20211,12.9607,1.29601,-5.94927,12.1845,1.10162,15f,-5.94927,12.8673,1.10162,-5.94927,12.7097,1.10162,-5.93783,13.3356,1.15945,15.0313f,-5.88824,15.3647,1.41002,-5.89969,14.8965,1.3522,-5.88824,15.3647,1.41002,32.0625f,-5.88824,15.3647,1.41002,-5.88824,15.3647,1.41002,-7.65397,12.1995,1.69858,32.1313f,-15.3055,-1.5164,2.94898,-13.5397,1.64881,2.66043,-13.4621,1.71432,3.02828,34.8625f,-5.47403,15.7141,3.37188,-7.31743,12.4834,3.29259,-5.50394,15.6346,3.00965,35.2f,-5.63358,15.2904,1.43999,-5.60366,15.3699,1.80222,-5.63358,15.2904,1.43999,38.6625f,-5.63358,15.2904,1.43999,-5.63358,15.2904,1.43999,-5.63175,15.2797,1.38774,38.7f,-5.62386,15.2331,1.16136,-5.62568,15.2439,1.21361,-5.62386,15.2331,1.16026,41.1f,-5.62386,15.2331,1.15548,-5.62386,15.2331,1.15658,-5.62386,15.2331,1.15531,45.5313f,-5.62386,15.2331,1.15459,-5.62386,15.2331,1.15476,-5.62568,15.2439,1.2081,45.5625f,-5.63358,15.2904,1.43999,-5.63175,15.2797,1.38647,-5.63358,15.2904,1.43999,53.9312f,-5.63358,15.2904,1.43999,-5.63358,15.2904,1.43999,-5.63358,15.2904,1.43999,;;

 

 

Well, that assumes somone actually can figure out which memor address, reads which parameters, and when and what for aswell tounge.gif

 

EDIT://2

 

this video ( I know its sa but that doesn't matter) shows the set of problem:

if you watch the cutscene, the effect of Tenpennys shotgun looks quite normal, but because the cutscene is viewed sort of ingame (the cammera settings, and also effects are merged onto the player, which stands in the front of the scene) the cutscene effect is loaded viewed as a real effect tounge2.gif

So I doubt the cutscene effects and shadows can appear ingmae...at leaset not controlled

 

 

 

 

 

Edited by The_Siggi

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MAD BOSS

Lol, that's one screwed up pile of numbers...At least for me. No way I could hack it in 10 years.

 

I was thinking in a sec of making coordinates like those there, from the center of cutscene location. But then again, what would it produce? It doesen't have to do with animation itself alot, bcz that one is inside of an IFP.. I guess.

 

I was more thinking we can find some adresses for cutscenes inside an exe, if someone could hack those??

 

 

 

EDIT: Strange vid.. I get your point of view now. But it still doesen't mean that there are NO shadows for dynamic objects in Vice, maybe they are just turned off for better performance. PCs nowadays are way too powerfull and they could handle few-K polygoned objects easily. At least peds with shadows would be cool.....

 

And the shadows in cutscenes... They are not 100% detailed, they are more like low quality ones. But still smoking well done. Gotta find 'em!!!

Edited by kikiboy95

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spaceeinstein

user posted image

user posted image

You can sometimes see really odd movements during cutscenes when the camera is not usually pointed in that direction. Put this somewhere during the cutscene to make this happen

 

02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 02A3: enable_widescreen 0

 

There are loads of hardcoded stuff related to cutscenes, one of them is not being able to control the player.

Edited by spaceeinstein

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TheSiggi

mercie_blink.gif man spaceeinstein.... there's always something new to impress us lol.gif

 

Well, actaully i'm confused now notify.gif

Are these shadows made by cutscene data files or by the game? monocle.gif

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MAD BOSS

 

Well, actaully i'm confused now  notify.gif

Are these shadows made by cutscene data files or by the game?  monocle.gif

I'm confused too... But as I've tested it, shadows do correspond to the size of a model, so they are not codded animations, or textures or whatever.. But how are they made? mercie_blink.gif

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spaceeinstein

I lol'd at this

I got this by accident. I got busted while the cutscene played and respawned but the cutscene was still playing so this happened.

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MAD BOSS
I lol'd at this

 

I got this by accident. I got busted while the cutscene played and respawned but the cutscene was still playing so this happened.

Hahah, you're crazy dude biggrin.gif We now know the shadows can exist in gameplay, just need to trigger them colgate.gif

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TheSiggi
Watch the video again, you'll see that the game still assingns the custom shadows to tommy while the cutscene actors still got the more detailed ones.... so we can't eliminate the hardcoded thingy yet

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MAD BOSS
Watch the video again, you'll see that the game still assingns the custom shadows to tommy while the cutscene actors still got the more detailed ones.... so we can't eliminate the hardcoded thingy yet

I said ingame, not on Tommy. So this means it must be a way to attach it on player's model aswell cutscene has it.

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TheSiggi
No, they custom shadows are assigned to $PLAYER_ACTOR, while more detailed shadows are still assigned to the cutscene models... Edited by The_Siggi

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NTAuthority

... these shadows likely only exist on cutscene-created objects, and would be hard to get to work on normal pedestrian objects. Obviously it's not linked to the cutscene-controlled camera and whatnot, as that's just one of the few preparing effects of a cutscene.

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MAD BOSS
No, they custom shadows are assigned to $PLAYER_ACTOR, while more detailed shadows are still assigned to the cutscene models...

Did I say that Tommy has detailed shadows? No, I said those cutscene shadows are visible even while Tommy(player) is active, so they CAN exist in controllable world (ingame), it just needs trigger to be found and enable INGAME models to use the shadowing also.

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TheSiggi
When I said Tommy I meant the player... no, not as long as its hardcoded and nearly nobody is still doing memory address documtation on VC

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MAD BOSS
not as long as its hardcoded and nearly nobody is still doing memory address documtation on VC

Well, that's the only way we can go here, I fear. That doesen't mean it's impossible. Just look all the memory adresses ppl found here! It's an epic documentation icon14.gif

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MAD BOSS

Still no findings on this topic, after more than a year

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