DK22Pac Posted May 15, 2013 Share Posted May 15, 2013 (edited) Screen says it all. Before|After DOWNLOAD Edited January 6, 2016 by DK22Pac Igor Bogdanoff, Alexander, spartaque12 and 17 others 20 Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/ Share on other sites More sharing options...
Stryfaar Posted May 15, 2013 Share Posted May 15, 2013 (edited) Sweet! Nice job! Thanks for this. Been waiting for this for a long time. The mirror looks jagged on the 'after' screen though? Edited May 15, 2013 by JF-Mir2 Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062511933 Share on other sites More sharing options...
DK22Pac Posted May 15, 2013 Author Share Posted May 15, 2013 AA is enabled, but you won't see it in the mirror. However, you have correct reflection image there. Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062511945 Share on other sites More sharing options...
Stryfaar Posted May 15, 2013 Share Posted May 15, 2013 Ah, yeah, great work on it. Is there any way to enable AA on mirrors? Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062512225 Share on other sites More sharing options...
Nori Yaro Posted May 15, 2013 Share Posted May 15, 2013 Great mod, is it possible to make Anisotropic Filtering for SA? Not many modders use mip maps and without them it look bad. Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062512895 Share on other sites More sharing options...
DK22Pac Posted May 16, 2013 Author Share Posted May 16, 2013 (edited) Anisotropic Filtering requires mipmaps itself. Default RenderWare 'texture-reader' provides auto-generating of mipmaps, but GTA uses another 'reader'. PS Small CLEO-script to control anti-aliasing level. {$CLEO}const USERLEVEL = 0@ CHEAT = 1@v I = 5@ MAXLEVEL = 6@ MAXLEVELNM = 7@ CURRLEVEL = 8@ CURRLEVELNM = 9@ TIMERA = 32@ INFOTEXTTIME = 2000 VK_I = 73 endvar I : int MAXLEVEL : intendTIMERA = 2001while true wait 0 for I = 0 to MAXLEVEL 0AD3: string CHEAT "A%dA" I if 0ADC: test_cheat CHEAT then 0AA5: call 0x7F8A90 num_params 1 pop 1 I TIMERA = 0 end end if or 0AB0: key_pressed VK_I TIMERA < INFOTEXTTIME then 0A8D: MAXLEVEL = read_memory 0x8E242C size 4 virtual_protect 0 0A8D: CURRLEVEL = read_memory 0x8E2430 size 4 virtual_protect 0 0A8D: MAXLEVELNM = read_memory 0x8E2434 size 4 virtual_protect 0 0A8D: CURRLEVELNM = read_memory 0x8E2438 size 4 virtual_protect 0 0AD1: show_formatted_text_highpriority "Current AA level: %d/%d Non-mask: %d/%d" time 100 CURRLEVEL MAXLEVEL CURRLEVELNM MAXLEVELNM endend Enter A<level>A (like a cheat). Example: A4A. Press I to get additionl info. Edited May 17, 2013 by DK22Pac FrannDzs and spaceshape 2 Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062515855 Share on other sites More sharing options...
damiann69 Posted May 16, 2013 Share Posted May 16, 2013 Next nice small fix which it is mandatory to have. Thanks. Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062516778 Share on other sites More sharing options...
Gramps Posted May 16, 2013 Share Posted May 16, 2013 Default RenderWare 'texture-reader' provides auto-generating of mipmaps, but GTA uses another 'reader'. Wasn't this going to be a feature of SA::Render? Kennethmt 1 Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062518624 Share on other sites More sharing options...
Link2012 Posted May 17, 2013 Share Posted May 17, 2013 Great fix man Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062519162 Share on other sites More sharing options...
Stryfaar Posted May 17, 2013 Share Posted May 17, 2013 PS Small CLEO-sctipt to control anti-aliasing level. Nothing happens whenever I type 'A4A' nor 'A8A' nor any other numbers. But I do get this when holding down 'I'. What does D/D mean? Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062519712 Share on other sites More sharing options...
DK22Pac Posted May 17, 2013 Author Share Posted May 17, 2013 Go to Tool->Options->Formats and set "Case converting" to "As is". Then compile. Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062519917 Share on other sites More sharing options...
Stryfaar Posted May 17, 2013 Share Posted May 17, 2013 It works fine now. Thanks. But every time I change the AA level, the game crashes. Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062519939 Share on other sites More sharing options...
MasterHK Posted July 20, 2013 Share Posted July 20, 2013 (edited) Anyone knows that What's work of this section of code? 0AA5: call 0x7F8A90 num_params 1 pop 1 I Edited July 21, 2013 by MasterHK Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062803192 Share on other sites More sharing options...
quechus13 Posted July 20, 2013 Share Posted July 20, 2013 This is really cool! You need to do a fix for the swimming and car flipping aswell as flying! Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062803521 Share on other sites More sharing options...
aStiffSausage Posted July 20, 2013 Share Posted July 20, 2013 You need to do a fix for the swimming and car flipping aswell as flying! Explain yourself. There's a mod to stop cars from burning when they are upside down if you mean that, but what about the others? Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062803582 Share on other sites More sharing options...
quechus13 Posted July 20, 2013 Share Posted July 20, 2013 You need to do a fix for the swimming and car flipping aswell as flying! Explain yourself. There's a mod to stop cars from burning when they are upside down if you mean that, but what about the others? I'm talking about the FPS Bug where if GTA SA goes higher than 60 FPS it screws the game up. You can't swim underwater and you can't do a barrel roll on a car to pass the driving school. Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062803623 Share on other sites More sharing options...
aStiffSausage Posted July 20, 2013 Share Posted July 20, 2013 Oh. All I know about how San Andreas engine works, it's not based on a "time-clock", but instead "FPS-clock" for physics. Meaning that different FPS will result in different physics. Might sound wierd, but it's true, and that's the reason, for example MTA, uses in-built FPS-limit. Though, I don't know if it'll be easy to fix as it might need re-calculating the physics... I'm not a programmer. Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062804081 Share on other sites More sharing options...
Silent Posted July 20, 2013 Share Posted July 20, 2013 Oh. All I know about how San Andreas engine works, it's not based on a "time-clock", but instead "FPS-clock" for physics. Meaning that different FPS will result in different physics. Might sound wierd, but it's true, and that's the reason, for example MTA, uses in-built FPS-limit. Indeed, you're right about the FPS clock thing. I once thought about locking that 'clock' to constant 30 FPS, but I'm sure the game would go crazy then. I've only tested it in III, but with 150-200+ FPS gravity seems to be weaker Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062804390 Share on other sites More sharing options...
quechus13 Posted July 20, 2013 Share Posted July 20, 2013 Oh. All I know about how San Andreas engine works, it's not based on a "time-clock", but instead "FPS-clock" for physics. Meaning that different FPS will result in different physics. Might sound wierd, but it's true, and that's the reason, for example MTA, uses in-built FPS-limit. Indeed, you're right about the FPS clock thing. I once thought about locking that 'clock' to constant 30 FPS, but I'm sure the game would go crazy then. I've only tested it in III, but with 150-200+ FPS gravity seems to be weaker LOL if only that happened in real life lol. I don't know why R* never fixed this issue. Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062804430 Share on other sites More sharing options...
Silent Posted July 21, 2013 Share Posted July 21, 2013 They never future proof their games and didn't care about what happens when your FPS is above 100 (with 1500+ FPS on faded out screen game almost freezes) Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062806400 Share on other sites More sharing options...
Chilean Dawg Posted July 22, 2013 Share Posted July 22, 2013 Windows 8 Pro x64, GTX 680. Crashes when getting into the wardrobe / SA-MP. Tried with "Vanilla" GTA SA only using this with Silent's ASI Loader and still crashes when getting into the wardrobe. Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062813933 Share on other sites More sharing options...
ThirteenAG Posted July 23, 2013 Share Posted July 23, 2013 Windows 8 Pro x64, GTX 680. Crashes when getting into the wardrobe / SA-MP. Tried with "Vanilla" GTA SA only using this with Silent's ASI Loader and still crashes when getting into the wardrobe. It crashes for me too, no idea why though. Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062815939 Share on other sites More sharing options...
Chilean Dawg Posted July 23, 2013 Share Posted July 23, 2013 Does anyone here got Windows XP to test? Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062818485 Share on other sites More sharing options...
Alt Posted July 23, 2013 Share Posted July 23, 2013 XP/2003, NVidia GTX 650 Crashes even with disabled AA. Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062819806 Share on other sites More sharing options...
mikros1 Posted August 25, 2014 Share Posted August 25, 2014 very nice Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1066077525 Share on other sites More sharing options...
Reyks Posted August 25, 2014 Share Posted August 25, 2014 very nice Indeed, this is a very nice bump. Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1066080109 Share on other sites More sharing options...
theNGclan Posted August 26, 2014 Share Posted August 26, 2014 (edited) I'm sorta glad this thread got bumped otherwise I never would've found this. It works great without any issues. Props to DK! Edited August 26, 2014 by theNGclan Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1066082812 Share on other sites More sharing options...
Alexander Posted August 27, 2014 Share Posted August 27, 2014 I'm sorta glad this thread got bumped otherwise I never would've found this.Same here.Good work, DK. Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1066089017 Share on other sites More sharing options...
mirh Posted December 21, 2014 Share Posted December 21, 2014 In what cases would the problem (it's just the black box in the reflection, right?) arise? Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1066687316 Share on other sites More sharing options...
user deleted Posted December 25, 2014 Share Posted December 25, 2014 (edited) deleted Edited October 9, 2022 by 7qb0 Link to comment https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1066711273 Share on other sites More sharing options...
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