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[SA] Mobile to PC research project


Blackbird88
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Blackbird88

​I don't like how Mobile Shadows is behind a Russian site.

I don't like it either, but DK never uploaded the newest version to GTAG and I won't touch his mods.

 

Can someone tell me where to put outline_highpriority_text.cs "addon"?

Either CLEO folder (GTA San Andreas\CLEO)

Or in modloader (modloader\outline\outline_highpriority_text.cs)

 

Also make sure you have the CLEO library installed in both cases ;)

 

FYI don't doublepost everywhere. Use the Edit button.

Edited by Blackbird88
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Is there a similar thread for GTA III and Vice City?

Kind of. III/VC mobile are mostly same as Xbox ports.

GTA III Xbox mod

GTA VC Anniversary mod

 

Maybe I should download the Anniversary mod from here instead? http://www.gtagarage.com/mods/show.php?id=24914

​Last updated 13 May 2015.

Edited by Binding of Isaac
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Blackbird88

 

 

Is there a similar thread for GTA III and Vice City?

Kind of. III/VC mobile are mostly same as Xbox ports.

GTA III Xbox mod

GTA VC Anniversary mod

 

Maybe I should download the Anniversary mod from here instead? http://www.gtagarage.com/mods/show.php?id=24914

​Last updated 13 May 2015.

 

That one is different from the one I posted. Never heard of it myself. You might as well give it a try :)

Edited by Blackbird88
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Someone have a fix for this? Is annoying, is fixed on PS2 version. :p

 

Day

 

 

LLcqmvB.jpg

 

 

 

Night

 

 

3OGeSlg.jpg

 

 

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I can not get it all set. Who can give a link to an installed game, with all of this?

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Blackbird88

I can not get it all set. Who can give a link to an installed game, with all of this?

Define "all". What exactly is giving you problems? It's as straightforward as it can get.

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I can not get it all set. Who can give a link to an installed game, with all of this?

Define "all". What exactly is giving you problems? It's as straightforward as it can get.

 

 

It turned out to only install the HUD. You can upload the file sharing installed game?

Edited by Alexey594
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Blackbird88

 

 

I can not get it all set. Who can give a link to an installed game, with all of this?

Define "all". What exactly is giving you problems? It's as straightforward as it can get.

 

 

It turned out to only install the HUD. You can upload the file sharing installed game?

 

No I can't. That's not allowed. What game version do you have? Do you have all the stuff listed in first post at bottom like ASI loader etc.?

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Bmxismylife123x

I don't suppose there's someone who has uploaded the gta3.img with all the textures inside of it by now? It's been a time since I last asked.

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I can not get it all set. Who can give a link to an installed game, with all of this?

Define "all". What exactly is giving you problems? It's as straightforward as it can get.

 

 

It turned out to only install the HUD. You can upload the file sharing installed game?

 

No I can't. That's not allowed. What game version do you have? Do you have all the stuff listed in first post at bottom like ASI loader etc.?

 

My version 1.0. I don't know about installing it, I alone will never be able to set it all up. I'm from Russia, and in English I really do not understand without an interpreter.

Edited by Alexey594
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I don't understand, what is so hard, to download your files from the folder with the game, where everything is ready. 3 folders in which it's all there.


SnimoJPG_4338877_17682251.jpg All I need, is 3 these folders.


Snidsfymok_7185000_17682335.jpg

Edited by Alexey594
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Blackbird88

Lol do you actually think I am dumb enough to replace game files? The folders you marked are all default for me. NO CHANGES there.

I use modloader so I'd basically upload what is already in first post.

Do you have ASI loader and Mod Loader from first post? Stop avoiding the question or I won't help you. Just get those and copy the mods in modloader folder. It should work with your EXE.

Left is SA folder, Right is modloader folder.

1YbCda5.png?1saySKaH.png?1

 


I don't suppose there's someone who has uploaded the gta3.img with all the textures inside of it by now? It's been a time since I last asked.
It's not 2005 anymore. Directly editing IMGs is pointless waste of time and can only causes issues. Use modloader and you don't need to download 1 GB gta3.img just for bunch of textures :sigh:
Edited by Blackbird88
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Bmxismylife123x

 

Lol do you actually think I am dumb enough to replace game files? The folders you marked are all default for me. NO CHANGES there.

I use modloader so I'd basically upload what is already in first post.

Do you have ASI loader and Mod Loader from first post? Stop avoiding the question or I won't help you. Just get those and copy the mods in modloader folder. It should work with your EXE.

Left is SA folder, Right is modloader folder.

1YbCda5.png?1saySKaH.png?1

 

 

I don't suppose there's someone who has uploaded the gta3.img with all the textures inside of it by now? It's been a time since I last asked.
It's not 2005 anymore. Directly editing IMGs is pointless waste of time and can only causes issues. Use modloader and you don't need to download 1 GB gta3.img just for bunch of textures :sigh:

 

65 gigs of GTA 5 from steam wasn't an issue for me, took me 2 and a half hours to download it let alone 1 silly GB, and MTA doesn't support plugins such as that so I have to rely on old school modding.

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Blackbird88

Any decent MTA server doesn't allow modified files anyway. Also if you want to do it that much noone is stopping you as long you don't post it here as modpacks aren't allowed. I sure won't do it.

Edited by Blackbird88
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Someone have a fix for this? Is annoying, is fixed on PS2 version. :p

 

Day

 

 

LLcqmvB.jpg

 

 

 

Night

 

 

3OGeSlg.jpg

 

 

 

Sorry, but someone know something about this. :p

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Blackbird88

Wrong thread? Also what is happening there? Does it magically swap texture or what? :D

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Someone have a fix for this? Is annoying, is fixed on PS2 version. :p

 

Day

 

 

LLcqmvB.jpg

 

 

 

Night

 

 

3OGeSlg.jpg

 

 

 

Sorry, but someone know something about this. :p

 

Doesn't happen in my game:

 

Q04bAR7.jpg

 

Try messing around with your SkyGfx settings, pretty sure it's related to that.

 

Here's my settings:

 

 

[skyGfx]; there are two internal configurations;  keySwitch switches between them (makes it easy to switch back and forth for comparison);  keyReload reloads this ini in the other configuration and switches to it.;  keyReloadPlants does the same as F11 but reloads plants.dat as well (default 1)enableHotkeys=1; set the key bindings, see https://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx for which hex values to use;  e.g. F1-F12: 0x70-0x7B (default F10, F11, F12)keySwitch=0x79keyReload=0x7AkeyReloadPlants=0x7B; use PS2 ambient color. This means the greatest ambient color channel is added to all channels again which makes the scene brighter (default 1)ps2Ambient=1; emulate the PS2 way of texture modulation. In practice this means the world and grass will be brighter (default 1)ps2ModulateWorld=0ps2ModulateGrass=1; enables dual pass to fix alpha issues (emulates PS2 behaviour). This could affect performance (default 1); NOTE: set TwoPassRendering=0 in SilentPatch when using dualPassWorld=1dualPassWorld=1dualPassDefault=1dualPassVehicle=1dualPassPed=1; add current ambient light to grass color like on the PS2 (default 1)grassAddAmbient=1; fixes the grass placement bug in the PC version. There is hardly a reason to disable this (default 1)fixGrassPlacement=1; loads only one grass model (grass0_1.dff) like on the PS2, the PC loads four models (cannot be toggled at runtime) (default 1)oneGrassModel=0; enables or disables backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance (default 0)backfaceCull=0; selects the vehicle pipeline to be used. 0 = PS2, 1 = PS2 with PC environment map, 2 = PC (default 0)vehiclePipe=0; selects the world object pipeline to be used, this only changes the building reflections. 0 = PS2, 1 = fixed PC (these two should be almost the same), 2 = PC;  -1 disables the pipeline override of this mod (in this case this setting cannot be changed at runtime) (default 0)worldPipe=0; selects the postfx color filter. 0 = PS2, 1 = PC, 2 = None (default 0)colorFilter=0; set to 1 if you're using a PC timecyc.dat or to 0 for a PS2 timecyc.dat or any timecycp.dat (cannot be toggled at runtime) (default 0)usePCTimecyc=1; overrides blur offset from stream.ini (comment out to use values from stream.ini);  to disable blur set these to 0blurLeft=   0blurTop=    0blurRight=  0blurBottom= 0; scales blur and radiosity offsets from 640x480 to current resolution (default 1)scaleOffsets=1; enables or disables radiosity (when commented out uses pe_bRadiosity from stream.ini)doRadiosity=0; use a downsampled texture for the radiosity effect (width and height / 4) like on the PS2 (default 1)downSampleRadiosity=0; part of radiosity texture outside the border of the current frame in each direction (default 16);  16 units = 1 pixel in the downsampled texture (scaled appropriately when not downsampled by the above setting)radiosityOffset=0; intensity of radiosity (default 2.0)radiosityIntensity=0.0; renders Vice City Stories PS2 trails instead of San Andreas radiosity (scaleOffsets and downSampleRadiosity apply as well, radiosityOffset=0 will disable blur) (default 0)vcsTrails=0; settings for VCS trails (default 80 and 38)trailsLimit=80trailsIntensity=38; disable high quality shadows (cannot be toggled at runtime) (default 0)disableHQShadows=1; disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime) (default 0)disableClouds=1; enables a hack to get rid of specular reflections on wheels. A solution to this problem would be to use better DFFs, but for the lazy here is the ini-switch (cannot be toggled at runtime) (default 0)uglyWheelHack=1; these three control the grass; farDist is the distance before which grass is visible (default 60.0)farDist=60.0; between farDist and farDist+fadeDist grass will be faded in (default 20.0)fadeDist=20.0; a multiplier for the density (plants.dat reload needed) (default 1.0)densityMult=1.0

 

 

jYzLR2j.png

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Wrong thread? Also what is happening there? Does it magically swap texture or what? :D

 

At day the texture is fine and at night other texture is present, lol wut?

 

@Reyks: Hmm, strange. I modified all skygfx settings and nothing. You can send me your des_n.txd and des_ne.txd please?

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@Reyks: Hmm, strange. I modified all skygfx settings and nothing. You can send me your des_n.txd and des_ne.txd please?

Sure, it's from YOEL's pack so he may have fixed this texture already idk, anyways here ya go:

https://www.sendspace.com/file/9082tb

 

Also make sure you have Two-Pass rendering off in SilentPatch if you have it enabled in SkyGfx, using both at the same time can cause some textures to be darker than they should.

jYzLR2j.png

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Lol do you actually think I am dumb enough to replace game files? The folders you marked are all default for me. NO CHANGES there.

I use modloader so I'd basically upload what is already in first post.

Do you have ASI loader and Mod Loader from first post? Stop avoiding the question or I won't help you. Just get those and copy the mods in modloader folder. It should work with your EXE.

Left is SA folder, Right is modloader folder.

 

Well, let's say I have these programs, but I don't know how to use them.

mokJPG_8352617_17691941.jpg

Upload folder in which you have changes, in file sharing. Modloader folder.

Edited by Alexey594
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Blackbird88

Err my modloader folder contains the mods from the first post. There is no need to upload same thing twice.
1) Get Silent's ASI loader from the first post
2) Copy the files to your SA folder (It should ask you to overwrite vorbisFile.dll DO IT)
3) Get Mod Loader from the first post
4) Copy the the files to your SA folder again so you have modloader.asi next to gta-sa.exe
5) Download let's say radar mod for example.

6) Copy the folder containg the mod into modloader folder

 

If you can't do this then I'm afraid I can't help you. This is as simple as it gets. Simple drag and drop.

Edited by Blackbird88
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  • 2 weeks later...

Hey, BlackBird!

 

I'm a huge fan of your work here, it's making me enjoy San Andreas that much more.

 

You see, I wasn't a fan of the "User Track Station" thing to me, it just never felt natural with the game. So I went over to the game's files and changed the sad old "User Track Station" into the "Mixtape" of the mobile version.

 

I've changed every single instance that "User Track Station" was written into GTA and changed it into "Mixtape", I also swapped the "User Track Station" logo with an updated version of the Mixtape logo that feels more in-line with the other radio logos of GTA San Andreas. Figuring that not everyone would like it, I also decided to design several alternate versions to collide with everyone's tastes.

 

Check it out and see if you like it enough to put it on your awesome list:

 

https://www.dropbox.com/s/7xtrjijnzpb932j/Mixtape.rar?dl=0

 

I hope you enjoy it!

Edited by DalekCaan
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Blackbird88

Cool stuff indeed. I forgot they added this to iOS version. Good job!
BTW you should've included Mod Loader link in your Readme if you released this somewhere else too as it's better not to replace default game files. Just a heads up :)

Added to first post. It looks fine to me.

If you have better name for the mod feel free to come up with something. I really dunno how to make it more obvious what it does just from title :D

Edited by Blackbird88
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Thanks! Hey, I think the title you chose is quite nice! It can't possibly be more descriptive of what the mod does.

 

I agree with everything you said, I'll update the Readme with a link to the Mod Loader, and while I'm at it, I'll make a separate fronten1.txd to each version so TXD Workshop won't be needed anymore.

 

EDIT: Done, whole new version with all those features I mentioned that is much easier to install. This time, you're required to choose which Mixtape you want instead of making one them default. I think this is the best way to do it, though.

 

Link:

 

https://www.dropbox.com/s/a4prehllw0e32az/Mixtapes.rar?dl=0

Edited by DalekCaan
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Blackbird88

Updated the link! Thanks for your changes :)

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CriminaL277

Thanks! Hey, I think the title you chose is quite nice! It can't possibly be more descriptive of what the mod does.

 

I agree with everything you said, I'll update the Readme with a link to the Mod Loader, and while I'm at it, I'll make a separate fronten1.txd to each version so TXD Workshop won't be needed anymore.

 

EDIT: Done, whole new version with all those features I mentioned that is much easier to install. This time, you're required to choose which Mixtape you want instead of making one them default. I think this is the best way to do it, though.

 

Link:

 

https://www.dropbox.com/s/a4prehllw0e32az/Mixtapes.rar?dl=0

I am using your Mixtape, this is so good, thank you. :)

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Thank you, CriminalL277! I'm glad you liked it! :lol:

 

So, for anyone who wants to have their shadows a little closer to the mobile version with a better framerate and less glitches, these are the optimal settings I found after spending a lot of time tweaking. I changed the values so the shadows wouldn't disappear when moving the camera far away from them, and also changed their color a little bit to make them seem more natural. They look a lot more like the mobile version now.

 

Mobile Shadows.ini (Non-Performance Version)

 

 

 

 

; version 2.0.0 by DK22Pac, vol-gta.com [sTENCIL_SHADOWS]MaxShadows=500             ; default 64MaxDistance=250.0          ; default 50.0FlagIgnoreSomeShadows=1    ; default 1DisableBuildingShadows=0   ; default 1DisplayShadowsAtLowSettings=1 ; default 0;[sTENCIL_SHADOWS_COLOR]R=0                        ; default 0G=0                        ; default 0B=0                        ; default 0A=100                      ; default 50;[REALTIME_SHADOWS]DisplayShadowsAtLowSettings=1 ; default 0CombineRealTimeShadowsWithStencil=1 ; this will draw real-time shadows with stencilMaxDistance=80.0          ; default 15.0CreateBlur1=1              ; default 1 , game crashes if disabledBlurLevel=0                ; default 4CreateBlur2=0              ; default 1RasterSize=11              ; default 7 ; these 2 used for each CShadowData, 6 means 64x64 size, 7 - 128x128, ...BlurRasterSize=9           ; default 6RasterSize2=11              ; default 6 ; these 2 used for CShadowManagerBlurRasterSize2=9          ; default 6GradientMax=255            ; default 128 , enable CreateBlur2 if you want to see itGradientMin=255            ; default 64ShadowBoundSphere=10.0      ; default 2.0ShadowBoundSphereInAir=50.0 ; default 2.0ShadowZDistanceLimit=8.0   ; default 4.0ShadowZDistanceLimitInAir=50.0 ; default 4.0ShadowSunZLimit=0.6DrawVehicleDefaultShadowWithRealTime=1 ; default 0, doesn't work if DisableVehicleDefaultShadow is disabledDisableVehicleDefaultShadow=0 ; default 0EnableShadowsShader=1      ; gives an ability to change ped/vehicle shadows color. It must be enabled if you enabled "CombineRealTimeShadowsWithStencil"!ShadowIntensityNightFactor=0.6ShadowIntensityCloudsFactor=0.8MoreThanOnePlayer=0 ; Use for SA:MP

 

 

 

Mobile shadows.ini (Performance Version)

 

 

 

; version 2.0.0 by DK22Pac, vol-gta.com [sTENCIL_SHADOWS]MaxShadows=500             ; default 64MaxDistance=250.0          ; default 50.0FlagIgnoreSomeShadows=1    ; default 1DisableBuildingShadows=1   ; default 1DisplayShadowsAtLowSettings=1 ; default 0;[sTENCIL_SHADOWS_COLOR]R=0                        ; default 0G=0                        ; default 0B=0                        ; default 0A=100                      ; default 50;[REALTIME_SHADOWS]DisplayShadowsAtLowSettings=1 ; default 0CombineRealTimeShadowsWithStencil=1 ; this will draw real-time shadows with stencilMaxDistance=80.0          ; default 15.0CreateBlur1=1              ; default 1 , game crashes if disabledBlurLevel=0                ; default 4CreateBlur2=0              ; default 1RasterSize=11              ; default 7 ; these 2 used for each CShadowData, 6 means 64x64 size, 7 - 128x128, ...BlurRasterSize=9           ; default 6RasterSize2=11              ; default 6 ; these 2 used for CShadowManagerBlurRasterSize2=9          ; default 6GradientMax=255            ; default 128 , enable CreateBlur2 if you want to see itGradientMin=255            ; default 64ShadowBoundSphere=10.0      ; default 2.0ShadowBoundSphereInAir=50.0 ; default 2.0ShadowZDistanceLimit=8.0   ; default 4.0ShadowZDistanceLimitInAir=50.0 ; default 4.0ShadowSunZLimit=0.6DrawVehicleDefaultShadowWithRealTime=1 ; default 0, doesn't work if DisableVehicleDefaultShadow is disabledDisableVehicleDefaultShadow=0 ; default 0EnableShadowsShader=1      ; gives an ability to change ped/vehicle shadows color. It must be enabled if you enabled "CombineRealTimeShadowsWithStencil"!ShadowIntensityNightFactor=0.6ShadowIntensityCloudsFactor=0.8MoreThanOnePlayer=0 ; Use for SA:MP

 

 

 

The performance version will give you a very noticeable boost of about 20FPS, and all the shadow flickering glitches will be there if you choose it. However, like in the mobile version, lightposts, trees and bridges won't have shadows.

 

Comparison shots:

 

Vanilla Shadow Settings Extender:

 

 

 

 

DIhXcez.jpg?1

 

 

 

Tweaked Shadow Settings Extender:

 

 

 

 

zONxLKz.jpg?1

 

 

 

Actual Mobile Version:

 

 

 

aKlZrsE.jpg?1

 

 

 

EDIT:

 

Shouldn't this be added to this thread? It's from the mobile version, and it looks great. (The fronten1 file from that mod will replace the mixtape, however)

Edited by DalekCaan
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