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[REL|SA] Multi-sampling FIX


DK22Pac

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Screen says it all.

Before|After

97NKxkL.png

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Edited by DK22Pac
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Sweet! Nice job! Thanks for this. smile.gif Been waiting for this for a long time. The mirror looks jagged on the 'after' screen though?

Edited by JF-Mir2
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AA is enabled, but you won't see it in the mirror. However, you have correct reflection image there.

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Ah, yeah, great work on it. cookie.gif Is there any way to enable AA on mirrors?

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Great mod, is it possible to make Anisotropic Filtering for SA? Not many modders use mip maps and without them it look bad.

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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 by DK22Pac
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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?

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Great fix man

 

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PS Small CLEO-sctipt to control anti-aliasing level.

Nothing happens whenever I type 'A4A' nor 'A8A' nor any other numbers. confused.gif But I do get this when holding down 'I'. What does D/D mean?

 

user posted image

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Go to Tool->Options->Formats and set "Case converting" to "As is".

Then compile.

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It works fine now. Thanks. But every time I change the AA level, the game crashes. confused.gif

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  • 2 months later...

Anyone knows that What's work of this section of code?

 

0AA5: call 0x7F8A90 num_params 1 pop 1 I

 

Edited by MasterHK
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This is really cool!

 

You need to do a fix for the swimming and car flipping aswell as flying!

 

icon14.gificon14.gif

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aStiffSausage
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?

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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.

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aStiffSausage

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. tounge.gif

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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.gif

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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.gif

LOL if only that happened in real life lol.

 

 

I don't know why R* never fixed this issue.

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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) tounge.gif

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Chilean Dawg

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.

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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.

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  • 1 year later...

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 by theNGclan
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I'm sorta glad this thread got bumped otherwise I never would've found this.

Same here.

Good work, DK.

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  • 3 months later...

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