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SA::Render


DK22Pac
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Petka; Is there any intention to make SSAO ? And , Do the shadows need The Original Shadow to be rendered? I mean , If we deleted the original Shadows , would it affect the Rendered ones? Noop question , But if it won't affect it , Some modders will make the models of SA with no more shadows , and delete existing ones which would boost the game performance a lot :)

Absolutely Great Shadows, Mate , Keep it up :^::^::^:

By the way , Hope that you made settings for the shadows as well as the rest of the effects , Some will like to change them when this mod is released.

Edited by MRZ
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aStiffSausage

@MRZ

I have no idea about SSAO, but PetkaGTA did do some testing with that few months ago. But as far as I know, old shadow mapping won't be used at all, thus old shadow mapping from vehicles, buildings etc. won't affect performance.

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Added PCSS(Percentage-Closer Soft Shadows) and Adaptive Tonemapping with bloom.

pfoz.jpgywff.jpgz9il.jpg
m5kd.jpg 6b6t.jpgsq3u.jpg
Edited by PetkaGtA
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Is this SA anymore? If it wasn't for the HUD, many people would mistake this for IV:SA.

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That second pic, just wow.... I've noticed that the car windows alpha is kinda buggy. Does the car use alpha material, or alpha texture?

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well that's not bug, that's feature(well for this moment, because we render transperent and opaque objects together and it simulates stipple alpha) but anyway some day we can avoid this bug

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well that's not bug, that's feature(well for this moment, because we render transperent and opaque objects together and it simulates stipple alpha) but anyway some day we can avoid this bug

Besides, it's what most developers use as a cheap workaround for alpha transparency on a deferred engine, although others have come up with better solutions.

76561198000404928.png

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Are you guys going to commit these changes to the source tree on Google Code/Sourceforge?

Edited by lpgunit
76561198000404928.png

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Petka does SA::Render add the parallax mapping technique with displacement mapping? That would be really awesome, so we could see realistic walls,... for example.

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If you use my map in this render , its just GTA V :D

nope

 

Are you guys going to commit these changes to the source tree on Google Code/Sourceforge?

well maybe i will upload it today(just because of reinstalling windows several times i didn't load all those tools for MSVS)

anyway... i think to add some more improvements(ssao, post shadow blur(which will blur lighting and ssao too using bilateral blur) and some interesting techniques for lights to make them look a way better(lensflares etc.)) and maybe public release will come

Petka does SA::Render add the parallax mapping technique with displacement mapping?

well... maybe later after public release i will add ability to use DM as alpha chanel of normal maps

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Are you guys going to commit these changes to the source tree on Google Code/Sourceforge?

 

well maybe i will upload it today(just because of reinstalling windows several times i didn't load all those tools for MSVS)

anyway... i think to add some more improvements(ssao, post shadow blur(which will blur lighting and ssao too using bilateral blur) and some interesting techniques for lights to make them look a way better(lensflares etc.)) and maybe public release will come

 

 

KeQRSLl.gif

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@PetkaGta , you can see my Map Change in here , (not all places are shown)

we're not interested in any of your mod packs

pls,leave :whistle:

 

 

@PetkaGtA

great job, as always :r*:

 

 

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@PetkaGta , you can see my Map Change in here , (not all places are shown)

we're not interested in any of your mod packs

pls,leave :whistle:

 

 

@PetkaGtA

great job, as always :r*:

 

 

 

It aint a mod pack, btw , I only told to check out my map !

Edited by Meheraj7
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@Meheraj7 just don't go offtopic ok? if you want to advertise your mod(but whatever you never get money or anything for it) find some other place.

But anyway Cool Guys Don't Look at Explosion :D

zp8k.jpgyjfl.jpgchxu.jpgugav.jpgf64f.jpgoshf.jpg5rqm.jpgxpdc.jpggroh.jpg
k616.jpg2bt5.jpgyjg1.jpg43eg.jpgai3g.jpgqkz7.jpgh14d.jpg2u8f.jpg4mpg.jpg
hel9.jpgu2hs.jpg

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The mod has made another leap forward. Especially the day scenes look really great.

 

The explosions have nice textures but the lighting seems a bit inconsistent because the walls are illuminated but not the ground---as if one was lit by a point light an the other not.

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I'm a little confused about those ice screenshots. Are those screenshots of GTAIV in sun-saoked timecyc mod or just GTAV?

I really can't tell the difference, except there is CJ around lol

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Very impressive to see good old render ware pumping out those graphics. Do you think you may do any of the following in the future?

-III::Render, and VC::Render

-Height Maps (May look weird, and may require next gen quality textures)

-God Rays

-Ambient Occlusion

 

Also do you think it may be possible to remove the feature that lowers the draw distance when you fly high? Also, do you think that shaders could be used on the clouds (along with better textures, maybe some could be ripped from GTA V)?

 

Edit: Is the source code for Revision 99 the newest version, or is it an older version?

Edited by nkjellman
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