El Dorado Posted October 10, 2014 Share Posted October 10, 2014 (edited) If anyone is interested, here's the PC timecyc (NOT TIMECYCP) with corrected values for rainy countryside 8 pm (Fixed Red Sky) https://www.sendspace.com/file/hri5hj The correct plugin for the PC timecyc is this one http://aap.papnet.eu/gta/lovely2-mod.asi Edited October 10, 2014 by format c: Kalvin, VERSA, Ash_735 and 4 others 7 Link to comment Share on other sites More sharing options...
danilo_ol Posted October 11, 2014 Share Posted October 11, 2014 is it possible to edit the seabed.ipl to stay with the ps2 sun effects, and the pc draw distance? would be perfect Link to comment Share on other sites More sharing options...
lolya Posted October 11, 2014 Share Posted October 11, 2014 is it possible to edit the seabed.ipl to stay with the ps2 sun effects, and the pc draw distance? would be perfect I thought sun sizes are depended on draw distances? I mean, the more longer distance makes sun to look small. I'm not sure about this since I don't know how seabed.ipl works. But I saw this with increased draw distance. Link to comment Share on other sites More sharing options...
Snoops27 Posted October 11, 2014 Share Posted October 11, 2014 (edited) turn down your resolution to 640x480 and turn off AA Black borders with widescreen monitors Edited October 11, 2014 by snoops26 Link to comment Share on other sites More sharing options...
_CP_ Posted October 11, 2014 Share Posted October 11, 2014 (edited) I made a small infographic with timecycle areas, which are in PS2 seabed.ipl: Edited October 11, 2014 by _CP_ Nights744, rainlys, Concavax and 9 others 12 Link to comment Share on other sites More sharing options...
El Dorado Posted October 11, 2014 Share Posted October 11, 2014 (edited) Get rid of timecycle and increase sun sizes on timecyc? Edited October 11, 2014 by format c: Link to comment Share on other sites More sharing options...
_CP_ Posted October 11, 2014 Share Posted October 11, 2014 In IPL tcyc, draw distance is related to sun size (smaller DD - bigger sun etc.), I don't know it could be done separately, maybe timecycle.dat values could help here, I don't know. Link to comment Share on other sites More sharing options...
Snoops27 Posted October 11, 2014 Share Posted October 11, 2014 (edited) Removed clouds. Clouds seemed like they acted as a lining between the top and bottom colours. Don't like it at all. And not to mention the lag.. but I'm wondering if it will destroy the effect of the game hmmm... image post imgur PS2 image url upload EDIT: Removed cloud1 only. The random cloud line. Here if anybody would like it. https://www.sendspace.com/file/lohlgb Edited October 11, 2014 by snoops26 rainlys, inadequate and Neddo 3 Link to comment Share on other sites More sharing options...
The Hero Posted October 11, 2014 Share Posted October 11, 2014 (edited) I wonder if someone could remove the clouds through an exe-hook rather than by removing the texture. Edited October 11, 2014 by THE HERO Snoops27 1 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
inadequate Posted October 11, 2014 Share Posted October 11, 2014 (edited) Stream ini extender also can remove the clouds. Edited October 11, 2014 by inadequate Snoops27 1 Link to comment Share on other sites More sharing options...
Snoops27 Posted October 11, 2014 Share Posted October 11, 2014 I found it interesting cloud1 is in the PS2 particle but not used. Also PS2 particle is about 100kb and the PC version is 600kb because they got ported into BMP. PS2 have JPG. but TXD workshop can't import JPG Link to comment Share on other sites More sharing options...
VERSA Posted October 11, 2014 Share Posted October 11, 2014 PS2 has bottom clouds too, it's just more rarely to see but they are there. Snoops27 1 Link to comment Share on other sites More sharing options...
Snoops27 Posted October 11, 2014 Share Posted October 11, 2014 (edited) Oh that's very strange. Edited October 11, 2014 by snoops26 Link to comment Share on other sites More sharing options...
El Dorado Posted October 11, 2014 Share Posted October 11, 2014 I'm still wondering about the sun in San Fierro, is really intended to be this way? Anyone a have a PS2 screenshot for comparison? Link to comment Share on other sites More sharing options...
Snoops27 Posted October 11, 2014 Share Posted October 11, 2014 (edited) host images Edited October 11, 2014 by snoops26 Link to comment Share on other sites More sharing options...
VERSA Posted October 11, 2014 Share Posted October 11, 2014 (edited) Anyone a have a PS2 screenshot for comparison?From emulator. And yes PS2 has the same sun in SF in this particular time period. And about bottom clouds. Here they are in PS2: Edited October 11, 2014 by VERSA inadequate, mirh, Snoops27 and 1 other 4 Link to comment Share on other sites More sharing options...
inadequate Posted October 11, 2014 Share Posted October 11, 2014 (edited) PS2 has bottom clouds too, it's just more rarely to see but they are there. Exactly. Edited October 11, 2014 by inadequate Snoops27 1 Link to comment Share on other sites More sharing options...
Snoops27 Posted October 11, 2014 Share Posted October 11, 2014 Oh lol. Strange how that works compared to PC version then hmmm Link to comment Share on other sites More sharing options...
inadequate Posted October 11, 2014 Share Posted October 11, 2014 (edited) Oh lol. Strange how that works compared to PC version then hmmm And sad how the PS2 version kicks out the PC version. EDIT: Versa, I see you runs PCSX2 on sofware mode, well on my PC when I switch to software mode I get this ghosting effect: You know any fix or something? Which is your version of PCSX2? Edited October 11, 2014 by inadequate Snoops27 1 Link to comment Share on other sites More sharing options...
KawakSallas Posted October 11, 2014 Share Posted October 11, 2014 Now I wonder why rockstar cut this effect for PC. To the modders who recreated it: Anything game-breaking that needed to be fixed? Snoops27 1 Link to comment Share on other sites More sharing options...
VERSA Posted October 11, 2014 Share Posted October 11, 2014 Versa, I see you runs PCSX2 on sofware mode, well on my PC when I switch to software mode I get this ghosting effect: You know any fix or something? It seems that there's no fix for it right now. I have this bug too. I was just lucky to not catch it on my screens. inadequate 1 Link to comment Share on other sites More sharing options...
Neddo Posted October 11, 2014 Share Posted October 11, 2014 Did you find any configs with google for PCSX2? I found some very useful advice for GT4 Link to comment Share on other sites More sharing options...
Link2012 Posted October 11, 2014 Share Posted October 11, 2014 (edited) All those finds on this thread is amazing, great work you guys are doing over there!Here's my little piece of contribution TCYC Section DocumentationSo, I found it very interesting that a completly ignored section for all this time was so important and used on PS2, I ended up having to take a under the hood look at it.Notice nothing here has been tested, it's all conclusions taken from reading the game code, sorry if anything is not exactly right.The TCYC section (by R* namings, Time Cycle Modifier section) is used to do interpolations between the time cycle properties that would end up used at the time and extra colours. It also used to override some time cycle properties such as the farclip. bbox_sup_x, bbox_sup_y, bbox_sup_z, bbox_inf_x, bbox_inf_y, bbox_inf_z, farclip, extra_colours, extra_colours_factor, unused, unknown1, unknown2 Bounding Box (float: bbox_sup_x, bbox_sup_y, bbox_sup_z, bbox_inf_x, bbox_inf_y, bbox_inf_z)Those are kind of obvious, the bounding box of the area to modify the time cycle.Notice all of the next properties goes interpolating depending on how distant you are to the bounding box.Far Clip (integer: farclip)This basically overrides the farclip from the current cycleIf this value is equal to 0, no overriding takes place.On internal calculations it gets clamped to the value of the current cycle farclip, so it doesn't get greater than it.Interpolation Cycle (integer: extra_colours)This specifies which extra colour cycle the current cycle colors should be interpolated with on this bounding box zone.The value should be between 0 and 16 (why the f*ck R* used 850?), or -1 for no cycle interpolation.Values between 0 and 7 relates to EXTRACOLOURS_1 coloring and 8 to 15 relates to EXTRACOLOURS_2For example:A value of 0 means it should interpolate with EXTRACOLOURS_1.MidnightA value of 1 means it should interpolate with EXTRACOLOURS_1.5PMA value of 8 means it should interpolate with EXTRACOLOURS_2.MidnightA value of 9 means it should interpolate with EXTRACOLOURS_2.5PMand so onThe parameter is only interpolated if the same extra colours parameter is different from 255. For example: The interpolation with EXTRACOLOURS_1.Midnight.SkyTop won't happen because their values are set to 255 (important: only the red value is checked, so if the red is 255 and the rest isn't, it'll get ignored anyway).Additional Notes:By fixing the 850 the game uses, it is the same as 10 (EXTRACOLOURS_1.6AM)I find it weird that the interpolation line doesn't change according to the time, it's always fixed.Interpolation Factor (float: extra_colours_factor)This is the interpolation factor for the extra_colours situation, it should be between 0.0 and 100.0For example:A factor of 0, will output the same colours as in the current cycleA factor of 100, will output the same colours as in the extra colours cycle (as specified in extra_colours param)A factor of 50, will output a 1/2 mix of the current color and the extra colour.Additional Notes:The game only used 0 by default, meaning the extra_colours parameter ends up ignoredUnused (float: unused) (optional, default = 100)Either it's unused or I didn't see any calculation using it.Unknown (float: unknown1, unknown2) (optional, default = 1)Not sure what's this, but it interpolates with some internal cycle values when this parameter is not equal to 1.0 Notice if unknown2 gets specified, it gets used instead of unknown1.Child Bounding BoxesA bounding box can have one child bounding box. Basically the relationship is: The unknown parameter will be taken from the one that is not equal to 1.0 The farclip parameter will be taken from the one that is not equal to 0.0 There happens to have a interpolation between the parent and the child farclip Edited October 11, 2014 by LINK/2012 rainlys, _CP_, mirh and 11 others 14 Link to comment Share on other sites More sharing options...
Snoops27 Posted October 12, 2014 Share Posted October 12, 2014 (edited) if anybody has the black bars problem when playing at a low res on a widescreen monitor like I did, this fixed it for me (nvidia) probably works the same on amd. Just change aspect ratio to full screen. it's weird 800x600 is not so bad lol and it fits the atmosphere of the game quite well. free photo upload Edited October 12, 2014 by snoops26 Link to comment Share on other sites More sharing options...
Claude_Lib Posted October 12, 2014 Share Posted October 12, 2014 (edited) I dunno, I would prefer playing with black borders on sides but keeping proper aspect ratio. Maybe even using no scaling (1:1 pixel). Edited October 12, 2014 by Claude Liberty Snoops27 1 Link to comment Share on other sites More sharing options...
Tikhung Posted October 12, 2014 Share Posted October 12, 2014 Thank you guys so much. I always thought the PC version of GTA SA missed the atmosphere of the PS2 version. Snoops27 and Neddo 2 Link to comment Share on other sites More sharing options...
KawakSallas Posted October 12, 2014 Share Posted October 12, 2014 (edited) About PS2 vehicles "reflections", aren't they the same as the PC "sheen", just rendered differently? I mean, on PC it is white, PS2 looks like lustrous There are any documentation about this? Edited October 12, 2014 by KawakSallas Snoops27 1 Link to comment Share on other sites More sharing options...
inadequate Posted October 12, 2014 Share Posted October 12, 2014 ^ I hope someone has documentation or information about of the PS2 reflections on PC. Silent, Ash_735, Wesser, LINK/2012 help! Snoops27 1 Link to comment Share on other sites More sharing options...
Snoops27 Posted October 12, 2014 Share Posted October 12, 2014 (edited) Lol yeah. We've been fighting for this for a long time now! Edited October 12, 2014 by snoops26 Link to comment Share on other sites More sharing options...
VERSA Posted October 12, 2014 Share Posted October 12, 2014 I've noticed that ps2 reflections is some kind of taboo in gta modding. No one takes this aspect seriously and almost no one trying to do something (except DexX). But in my opinion there's more reasons to make good and realistic real time reflections than ps2 fake reflection, but no one is taken this job too (again except some people, but they never finish their work). Concavax and danilo_ol 2 Link to comment Share on other sites More sharing options...
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