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[SA] Mobile to PC research project


Blackbird88
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Eh some of this stuff is fixed in 1.07 like the radio stations glitching and playing only ads and the vehicle rotations and it runs fairly good on my S4 with GPE ROM.

The mod bringing back stations does work, because I listen to Radio LS and K-DST and all songs from PC are there.

And it does support 1080p (50% scaling here for better performance)

http://i.imgur.com/aRcRerl.png

I have no idea what you mean by 3D grass that isn't on PC that much anyway compared to PS2.

Sprinting is definitely f*cked up though.

Edited by Blackbird88
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Igor Bogdanoff

Vehicle rotations is fixed for you? For me it's not :(

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Eh some of this stuff is fixed in 1.07 like the radio stations glitching and playing only ads and the vehicle rotations and it runs fairly good on my S4 with GPE ROM.

The mod bringing back stations does work, because I listen to Radio LS and K-DST and all songs from PC are there.

And it does support 1080p (50% scaling here for better performance)

http://i.imgur.com/aRcRerl.png

I have no idea what you mean by 3D grass that isn't on PC that much anyway compared to PS2.

Sprinting is definitely f*cked up though.

-The mod doesn't work for me. I even installed it just as instructed. It could be due to the fact that I put it on my SD card, but I don't remember.

-I can tell on my game that it isn't 1080P when I max the resolution.

-PS2, PC, and Xbox have the 3d grass. Mobile does not.

 

I also forgot to mention that Android has a bug where some textures appear to be a mint green color when they aren't supposed to.

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Are there any investigations in car reflections? I'd really like to have it, it fits perfectly with SA. ENB takes up so much memory and it looks plain.

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Are there any investigations in car reflections? I'd really like to have it, it fits perfectly with SA. ENB takes up so much memory and it looks plain.

Well we finally got PS2 reflections. I don't think there is any research at the moment. ENB reflections don't work properly. NT Authority is researching the color mod. There is a chance that he or DK might look into reflections. It would be nice to get reflections, and possibly the detail overlays on the original PC version.

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Car reflections and the colors is something I really want. Hopefully in 10 years we'll get another HERO :D

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That shiny character shader is horrendous, it makes CJ's afro haircut look like a plastic helmet, very silly. But the car reflections look nice, would be awesome to see them on PC.

jYzLR2j.png

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That shiny character shader is horrendous, it makes CJ's afro haircut look like a plastic helmet, very silly. But the car reflections look nice, would be awesome to see them on PC.

I agree with you there. What would be a good thing though is being able to control how intense it is. So during rainy weather, it is there, but during sunny weather it is much less visible. I'd say it would look fine if it was toned down during sunny weather.

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The thing which must 'control' it is called 'specular map'. It defines a specular intensity for each texture texel so you can apply that shininess just for some parts of a texture.

 

Per-vertex specular highlighting can be achieved even without shaders, since it's a part of D3D9 fixed-pipeline lighting.

8jEvi2jm.png

https://www.mediafire.com/?lp6hwznuc0u18wv

I've moved some parameters to the .ini so you can play with them.

Edited by DK22Pac
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Igor Bogdanoff

DK22Pac, can please fix you shadow settings extender? I mean like shadows should be loaded even the car or ped or something else is not in your FOV because it sometimes doens't show shadows even car is in your FOV. Ambulance is good example.

 

21cyohe.png
16iwjys.png

 

I hope you understand

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It would butcher performance. These shadows are f*cking heavy already.

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Biggest problem with the SSE is that building's shadow are flickering like mad and if you disable them it disables the vanilla building shadows as well. It'd be better if they were applied only to vehicles and left buildings alone.

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Igor Bogdanoff

It would butcher performance. These shadows are f*cking heavy already.

5 meters outside of FOV wouldn't kill perfomance so much when already in default render distance is 500 meters (or I thinks it's meters).

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I dont really know how is that detected but if the shadow is only drawed for the objects in screen, maybe adding an error margin...

________________

| _____________ |

| | | | <- rendering space

| | SCREEN | |

| |____________| |

|_______________|

something like that?

Edited by YOEL_44
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Niko_Bellic_IV

The thing which must 'control' it is called 'specular map'. It defines a specular intensity for each texture texel so you can apply that shininess just for some parts of a texture.

 

Per-vertex specular highlighting can be achieved even without shaders, since it's a part of D3D9 fixed-pipeline lighting.

8jEvi2jm.png

https://www.mediafire.com/?lp6hwznuc0u18wv

I've moved some parameters to the .ini so you can play with them.

Your mod plus the "PerPixelLighting" CLEO mod = Graphics card blowing up. JK, your mod its well done man.. Edited by Niko_Bellic_IV
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Igor Bogdanoff

And something for sse, option for disable real time shadows for interios? Because sometimes they are bugged like in the barber shop

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The thing which must 'control' it is called 'specular map'. It defines a specular intensity for each texture texel so you can apply that shininess just for some parts of a texture.

 

Per-vertex specular highlighting can be achieved even without shaders, since it's a part of D3D9 fixed-pipeline lighting.

-snip-

https://www.mediafire.com/?lp6hwznuc0u18wv

I've moved some parameters to the .ini so you can play with them.

Well I'm impressed, started messing around with the settings and actually made the effect look really natural:

 

BjUGwaK.png

 

Settings:

[MAIN]bUpdatePermanently = 0fSpecColor_R = 0.05fSpecColor_G = 0.05fSpecColor_B = 0.05iSpecPower = 30

Amazing work as always DK :^:

Edited by Reyks

jYzLR2j.png

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The thing which must 'control' it is called 'specular map'. It defines a specular intensity for each texture texel so you can apply that shininess just for some parts of a texture.

 

Per-vertex specular highlighting can be achieved even without shaders, since it's a part of D3D9 fixed-pipeline lighting.

-snip-

https://www.mediafire.com/?lp6hwznuc0u18wv

I've moved some parameters to the .ini so you can play with them.

Well I'm impressed, started messing around with the settings and actually made the effect look really natural:

 

BjUGwaK.png

 

Settings:

 

[MAIN]bUpdatePermanently = 1fSpecColor_R = 0.05fSpecColor_G = 0.05fSpecColor_B = 0.05iSpecPower = 30
Amazing work as always DK :^:

 

I think you should set bUpdatePermanently to 0 because with 1, the ini file getting read in every frame. (performance loss) Edited by nyolc8
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I think you should set bUpdatePermanently to 0 because with 1, the ini file getting read in every frame. (performance loss)

You're right :p, my game was stuttering a bit and now its fixed.

jYzLR2j.png

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The thing which must 'control' it is called 'specular map'. It defines a specular intensity for each texture texel so you can apply that shininess just for some parts of a texture.

 

Per-vertex specular highlighting can be achieved even without shaders, since it's a part of D3D9 fixed-pipeline lighting.

8jEvi2jm.png

https://www.mediafire.com/?lp6hwznuc0u18wv

I've moved some parameters to the .ini so you can play with them.

Great job, thanks

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I may be wrong, but I think the mobile/360 version has specular lighting on weapons as well.

jYzLR2j.png

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The thing which must 'control' it is called 'specular map'. It defines a specular intensity for each texture texel so you can apply that shininess just for some parts of a texture.

 

Per-vertex specular highlighting can be achieved even without shaders, since it's a part of D3D9 fixed-pipeline lighting.

8jEvi2jm.png

https://www.mediafire.com/?lp6hwznuc0u18wv

I've moved some parameters to the .ini so you can play with them.

my settings:

 

[MAIN]bUpdatePermanently = 0fSpecColor_R = 0.055fSpecColor_G = 0.055fSpecColor_B = 0.055iSpecPower = 10
screenshots with my settings: http://imgur.com/a/UR7vx#0 Edited by nyolc8
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Format C: do you need help im good in TXD WS i could help you but im bad in english im from germany

i am too lol

oh wait... everyone is, lol

Edited by darthvader20011
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Hello everyone. How about to add a camera as a Vice City? Since on the mobile version of the camera is very similar to it. Here is a comparison:

Mobile:
grandtheftauto_1016304.png

PC mod:FQ4T-avG8Qg.jpg

{$CLEO}0000:while true    wait 250    if         Player.Defined($PLAYER_CHAR)    then        if            Actor.Driving($PLAYER_ACTOR)        then                03C0: [email protected] = actor $PLAYER_ACTOR car             0441: [email protected] = car [email protected] model             09EF: set_behind_camera_autoposition_mode_for_car_model [email protected] distance 1.0 altitude_multiplier 1.0 angle_X 0.18        end    end end
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Niko_Bellic_IV

 

The thing which must 'control' it is called 'specular map'. It defines a specular intensity for each texture texel so you can apply that shininess just for some parts of a texture.

 

Per-vertex specular highlighting can be achieved even without shaders, since it's a part of D3D9 fixed-pipeline lighting.

8jEvi2jm.png

https://www.mediafire.com/?lp6hwznuc0u18wv

I've moved some parameters to the .ini so you can play with them.

my settings:

 

[MAIN]bUpdatePermanently = 0fSpecColor_R = 0.055fSpecColor_G = 0.055fSpecColor_B = 0.055iSpecPower = 10
screenshots with my settings: http://imgur.com/a/UR7vx#0 Nice settings, I'll be using them. One question, how did you do to make the game have that blue filter overlaying? I think it looks cool... Is it a ENB pallete?
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