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gajrajgchouhan

GTA SA MOBILE TO PC REFLECTION

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gajrajgchouhan

Hey guys anyone knows to bring that gta sanAndreas mobile cj reflection and other things to pc

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BMWSauberF1.08

i know that _dk made a mobile dff importer for max

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gajrajgchouhan

i know that _dk made a mobile dff importer for max

So???

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BMWSauberF1.08

You can see how the does the car reflect

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gajrajgchouhan

I dont hve gta sa in my mobile how i import dff

Edited by gajrajgchouhan

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TJGM

It doesn't and you can't.

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DK22Pac

Learn ARM

Learn ASM

Learn GTA Engine

Port Mobile code to PC

Simple!

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Musi

Learn ARM

Learn ASM

Learn GTA Engine

Port Mobile code to PC

Simple!

Hold my beer.

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gajrajgchouhan

Any simple way??????

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denis1379

Any simple way??????

Yeap is nothing to do with dff, its about specular lighting mapped everything around it, pointlight - eg.vehiclespecdot in SA , combined with texture like speca in VC or xvehicleenv in other games The same, or similar method use XBOX VC, Same method seems in GTA4. Surely with other names for effects. Rockstar dont quit from old good ideas :]

Edited by denis1379

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Abraham1990

Hello! I'm Mexican, sorry for my English. Well, does anyone know if neo reflections in skygfx can somehow be configured as close to the reflections of the mobile version of GTA

SA?

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denis1379

Sky gfx should be configurable.

 

San Andreas and other Rockstar games are using one of these method, anyone here could caught it? What methods are that we looking for?

https://en.m.wikipedia.org/wiki/Reflection_mapping

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Abraham1990
Posted (edited)

Look, I have all the files in the gta sa windows 10 store. I mean the remastered version. If you want to pass some files and analyze how reflections are encoded?

Edited by Abraham1990

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MB7783

Sky gfx should be configurable.

 

San Andreas and other Rockstar games are using one of these method, anyone here could caught it? What methods are that we looking for?

https://en.m.wikipedia.org/wiki/Reflection_mapping

 

 

Probably mobile reflections use cube mapping, while Skygfx reflections use sphere mapping

 

It is most likely

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edups

I found a mod on gtainside for mobile that changed the max reflections on mobile,and it contained a file called reff.png.It is probably the reflection maps for max,maybe someone could create an asi/dll that could load the file.

Problem is,idk where the original file is on mobile,but i'll try and look for it.

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denis1379

How looks that. png Can you upload it here? SA use reflection from normal with sun effect or another?

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Ash_735

The reflection can't be done by a simple texture, any mod claiming that is just bullsh*tting you. SA Mobile uses cube mapping and additional cameras attached to the vehicle. It's not something that's easy to reverse.

 

However the latest SkyGFX update has vast improvements done to the Neo pipeline which should satisfy most looking for closer mobile reflections.

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Abraham1990

The reflection can't be done by a simple texture, any mod claiming that is just bullsh*tting you. SA Mobile uses cube mapping and additional cameras attached to the vehicle. It's not something that's easy to reverse.

 

However the latest SkyGFX update has vast improvements done to the Neo pipeline which should satisfy most looking for closer mobile reflections.

and what configuration will be put to the neo in the last update?

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denis1379

The reflection can't be done by a simple texture, any mod claiming that is just bullsh*tting you. SA Mobile uses cube mapping and additional cameras attached to the vehicle. It's not something that's easy to reverse.

 

However the latest SkyGFX update has vast improvements done to the Neo pipeline which should satisfy most looking for closer mobile reflections.

Anyone could redoing cube mapping from mobile in 3ds or something to look like those?

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MB7783

@denis1379

 

I do not think that the reflections in the vehicles can be done with 3ds max or any other type of program that does the same, I think that to have mobile reflections we should use the reflections of SAGFX,
the reflections of SAGFX use cube mapping, we would only have to disassemble SAGFX until we get the code lines that use cube mapping reflections, edit them and optimize them so that they are much more similar to mobile reflections, and maybe in some time become completely equal to the mobile reflections.
also is seen many mods in gtainside that make the mobile reflections look much better, all have the file timecyc.dat and timecycp.dat, I suppose that in the movile versions they gave some relevant use to the file timecycp.dat, since that in the PC versions this file is useless for absolutely nothing.
the most probable thing is that the file timecyc.dat is used to control the colors of the environment in the mobile reflections, also I have seen that when replacing the cars in gta sa movile, many usually come with errors, one of the most notable errors is that the vehicles come without reflections, I saw a tutorial on YouTube on how to solve the errors of reflection modifying the models of cars using Zmodeler, I think the tutorial was in Spanish or Portuguese.

 

Sorry for my bad English

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