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Recreating PS2 atmosphere - I've found logic, coders needed


erorcun
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Hi, until now everybody thought there was some secret values inside PS2 ELF file. I hadn't believed that and tried something with RGB2 value exists in timecyc.

 

I had taken the default ENB palette texture and colored it with just RGB2 in photoshop, than enabled palette texture and result:

 

rubk3a.jpg

 

(Note that ENB disables GTA SA PC default post-processing, so there is only palette texture applied) So, PS2 processes RGB2 differently. Although sky just became overexposed, I'm aware.

 

That was at 6 AM. I had taken 7 PM RGB2 and tried it in 7 PM, result:

 

wskyfd.png

 

Nearly same, except sky.

 

(Some pictures taken from Vadim M. PS2-PC comparison)

 

I post that to here because I couldn't solve the palette texture's logic and couldn't make it codable.

 

So, we must,

 

1- Found the way of color correcting sky

2- Find out how we can code palette texture's algorithm within DK's shader api

3- Automatize it with values exists in timecyc

Edited by erorcun
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Seems like you found the secret of the ambient (static and dynamic) colors at least

 

Well, it's something.

 

EDIT - Question, GTA San Andreas for PS3 have the same atmosphere?

Edited by format c:
  • Like 2
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Is this a stock timecycle?

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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Mhm, tried a few values with RGB1/2, however it seems as if the PS2 version ignores RGB1 outright?

return (outColor * RGB1) + (outColor * RGB2); // default SA alpha blending, RGB1 cancels RGB2's orange tint outreturn (outColor * RGB2); // nicely orange, somewhat vibrant, though not vibrant enough (as RGB1 isn't applied)?return (outColor + RGB1) * RGB2; // static minimums aren't the solution either// snip various other crazy attempts GTAF ate due to 'you must enter a post'

sangria.png

^ just RGB2, PLEASANTLYWARM weather at 06:25. try it yourself

If anyone needs a version that loads shaders at runtime, just ask - I'm sure I'm missing some argument. :)

Edited by NTAuthority

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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I got some interesting results with that .asi, but cutscenes looks weird

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Thanks for file. It's better than before, at least we saw greenish sky =D

 

RGB2 needs to be processed in more complex way for me.

 

I will try adding bloom with RGB2 color over that.

Edited by erorcun
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If anyone needs a version that loads shaders at runtime, just ask - I'm sure I'm missing some argument. :)

What about a source code? And is this possible for gta3 and vc? I was looking for a way to make image more vibrant without enb.
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I got a nice PS2 atmospheric warmth during the evening and it looked badass:

 

0vGARoS.png

 

 

That atmosphere is with the lovely.asi?

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If anyone needs a version that loads shaders at runtime, just ask - I'm sure I'm missing some argument. :)

What about a source code? And is this possible for gta3 and vc? I was looking for a way to make image more vibrant without enb.

 

Source code will be available at a later time if I don't forget; GTA3/VC would need either a wrapper to convert D3D8 to D3D9 to run 'high-level' shaders or assembly-language shaders, though cutting out RGB1 could also have been done by merely modifying the alpha blending layer in CPostEffects' function - I just used shaders to be able to mess with the parameters more easily than RW render states.

 

Also if you're intending to add an additional timecycle field you'll still have to do the usual weird hacks for interpolating color sets and an insane dataset similar to the one SA's RGB2 color has.

Edited by NTAuthority

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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we need you to share source code to great developers

And we really need you to shut up for the sake of this forum.

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we need you to share source code to great developers

And we really need you to shut up for the sake of this forum.

 

:lol: get off my d*ck

  • Bruh 1
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we need you to share source code to great developers

And we really need you to shut up for the sake of this forum.

 

:lol: get off my d*ck

 

 

 

Do you even have one,kid? And why is it so hard not to reply,because from what I see,your replies are rather pointless and lead to off topic,just like this.

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we need you to share source code to great developers

And we really need you to shut up for the sake of this forum.

 

:lol: get off my d*ck

 

 

 

Do you even have one,kid? And why is it so hard not to reply,because from what I see,your replies are rather pointless and lead to off topic,just like this.

 

i'm a kid? :lol:

  • excuseme 1
  • Bruh 1
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I actually found out how the effect is done a few months ago and contacted Dexx who implemented it, although it's not bug free. I'm not sure that what I found out is 100% correct since the rendering in pcsx2 is a bit messed up, but it's already damn close.

The formula is this: out.rgb = color*(rgb1 + rgb2*a2)*2

 

This is the latest version he sent me. I'm not sure if he's ok with me posting the source, so this is the binary only for now.

 

http://aap.papnet.eu/gta/d3d9_post.zip

 

Just place the files into your SA directory and hope that it will work with your version of the exe.

He also set the fog far value to constant 450.0 like on the PS2. You can make screenshots for comparison with the unprocessed screen.

The bug I was talking about is that the HUD sometimes disappears (seems to be weather or zone dependent). This is because he didn't know where exactly in the code to do the effect. If it were somehow possible to do it the same place the PC version does it's thing it should look perfect. Maybe someone else can figure that out once the source is released.

 

So, have fun with it.

Edited by THE HERO
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Anyone can post screenshots of this? I am at work and will be home only a lot later and very tempted to see how is it.

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Here is a comparison of the beginning of the game at ~6:53. They are in order: unprocessed, PC effect, PS2 effect with Dexx' and my mod, a screenshot from pcsx2:

start_orig.png

start_pc.png

start_mod.png

start_postproc_pcsx2.png

Edited by THE HERO
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THE HERO, what pcsx2 do you using? That visual bug is fixed for long time ago in a newer builds. GSdx - Enable HW Hacks - Half-pixel Offset - Alpha Stencil

 

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But hardware mode skips postprocessing, and software doesn't support hacks, I think.

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