Snoops27 Posted October 12, 2014 Share Posted October 12, 2014 (edited) There's ENB for real time reflections. PS2 has a nice style Edited October 12, 2014 by snoops26 Link to comment Share on other sites More sharing options...
SilverRST Posted October 12, 2014 Share Posted October 12, 2014 (edited) F*ck ENB, we want that old crappy low-end stone-age PS2 reflections! We want dust, we want to eat trash! Edited October 12, 2014 by SilverRST Igor Bogdanoff, Concavax, Snoops27 and 3 others 6 Link to comment Share on other sites More sharing options...
KawakSallas Posted October 12, 2014 Share Posted October 12, 2014 There's ENB for real time reflections. PS2 has a nice style That's the problem, after ENB no one care about other ways of graphics modding. Plus, the majority of the modders in this community tends to take the coding way. Snoops27 1 Link to comment Share on other sites More sharing options...
VERSA Posted October 12, 2014 Share Posted October 12, 2014 (edited) I don't like how ENB does the reflections, but I do like the reflections in UltraThing, but even there it's far from perfect. At the moment no one did a good and stable reflections for SA, only some unfinished attempts. Edited October 12, 2014 by VERSA Ash_735 and Snoops27 2 Link to comment Share on other sites More sharing options...
Snoops27 Posted October 12, 2014 Share Posted October 12, 2014 (edited) Agreed. Real time fancy reflections do not fit the atmosphere of SA. Maybe we should start a petition to get a coder into making PS2 style reflections that won't leave us high and dry lol 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 Perfect reflections for old gta's is obviously reflections from lcs and vcs - that's how sa reflections should look like. Nights744 1 Link to comment Share on other sites More sharing options...
The Hero Posted October 12, 2014 Share Posted October 12, 2014 (edited) Maybe we should make a new thread for the reflections. Anyway, I tried to find out how the reflections are done on the PS2. They're rendered in three passes. The first pass is the diffuse pass and is rendered as expected. The second pass renders the blue-brown environment map by adding it to the already rendered frame. This map seems to be multiplied by 0x6 (by use of vertex colors) always to darken it. The third pass renders the specular dot by adding it as well but I'm not sure what the vertex colors are (quite low as well, at least the ones I've seen). The first and second pass are rendered with the first and second UV set, the third pass uses generated coordinates, that's expected. Finding this stuff is a bit annoying. I'm using PIX with pcsx2 and try to interpret the D3d calls/state. On the PC a vehicle is rendered in one pass with three textures. The second UV set is no longer animated with Dexx's plugin, I don't know why. Also the generated UV set is wrong, it's done as D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR, which is not what the PS2 does. To find out the correct calculation one would probably have to dig into the PS2's VU1 prog So, what's to do: - find out where the vertex colors for the second and third pass come from (also look at pcsx2's the pixel shader) - find a way to do the same on PC - find out why on the PC the second UV set is not transformed with Dexx's patch (and fix it) - find out how the third UV set is generated on the PS2 and implement on PC (probably with a shader) I really hope there are people who can do this, that would be amazing. I hope I'll be able to find out better how the PS2 renders things but I can't implement them on PC, this is above me. Someone should probably start by looking into the code in which Dexx inserted his code. BTW: Does anyone know how one can prevent the game from pausing when it becomes inactive? It would be nice to be able to change values with ollydbg and see the results interactively. Edited October 12, 2014 by THE HERO danilo_ol, Snoops27, mirh and 3 others 6 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...
TJGM Posted October 12, 2014 Share Posted October 12, 2014 (edited) Maybe we should make a new thread for the reflections. I'd also recommend making a thread for this mod in the Showroom too, it could be a community project. Edited October 12, 2014 by TJGM VERSA and Snoops27 2 Link to comment Share on other sites More sharing options...
_CP_ Posted October 12, 2014 Share Posted October 12, 2014 As far as I know, Dexx is still an active user, so maybe you could ask him with this issue. Snoops27 1 Link to comment Share on other sites More sharing options...
The Hero Posted October 12, 2014 Share Posted October 12, 2014 I already talked to him when we made the first patch I posted here. He doesn't have much time and is probably not too interested in this project. Maybe Silent can work one this, considering the great work he has already done. 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...
El Dorado Posted October 12, 2014 Share Posted October 12, 2014 Maybe we should make a new thread for the reflections. I'd also recommend making a thread for this mod in the Showroom too, it could be a community project. GTA SA: PS2 to PC research project TJGM and Snoops27 2 Link to comment Share on other sites More sharing options...
Snoops27 Posted October 12, 2014 Share Posted October 12, 2014 I want this so much I'm willing to pay money for it lol. Link to comment Share on other sites More sharing options...
El Dorado Posted October 12, 2014 Share Posted October 12, 2014 I know people who can get things done, starting at 50 pounds Snoops27 1 Link to comment Share on other sites More sharing options...
Snoops27 Posted October 12, 2014 Share Posted October 12, 2014 £50?? I was thinking maybe £10 - £20 lol Link to comment Share on other sites More sharing options...
TJGM Posted October 12, 2014 Share Posted October 12, 2014 Maybe we should make a new thread for the reflections. I'd also recommend making a thread for this mod in the Showroom too, it could be a community project. GTA SA: PS2 to PC research project Not a bad idea, I say go for it. But if you do make the thread, with the new rules we'd like all topics to have tags in the title now. So it should look something like "[sA] PS2 to PC research Project". Snoops27 1 Link to comment Share on other sites More sharing options...
El Dorado Posted October 12, 2014 Share Posted October 12, 2014 (edited) Dat paint skills EDIT - Well... the black background should be translucent Edited October 12, 2014 by format c: Concavax and Snoops27 2 Link to comment Share on other sites More sharing options...
TJGM Posted October 12, 2014 Share Posted October 12, 2014 (edited) My play on words is so amazing. EDIT: Forgot the research project part. I feel like I'm designing kids posters. Edited October 12, 2014 by TJGM Neddo, rainlys, Snoops27 and 4 others 7 Link to comment Share on other sites More sharing options...
Gramps Posted October 13, 2014 Share Posted October 13, 2014 (edited) If you like the PS2 version so much why don't you just go play the PS2 version on a.. PS2! Edited October 13, 2014 by TJGM Snoops27 and ThirteenAG 2 Link to comment Share on other sites More sharing options...
SilverRST Posted October 13, 2014 Share Posted October 13, 2014 If you like the PS2 version so much why don't you just go play the PS2 version on a.. PS2! </sarcasm> Because I do not want to be hit by a tree when flying and the map is loading!!11!1!!! Snoops27, VERSA, Gramps and 1 other 4 Link to comment Share on other sites More sharing options...
El Dorado Posted October 13, 2014 Share Posted October 13, 2014 (edited) I was trying to edit the timecyc to correct some annoyances, like sun color values set as 255 0 0 (the normal would be 255 128 0) and found a bug. After you edit the timecyc, the plugin read some values wrong. These examples are taken using the PC timecyc and his correspondent plugin Original. Modified only a cycle, SF Sunny 7 AM, sun corona 255 128 0, instead of 255 0 0. I don't touched LA cycles at all. EDIT - PLOT TWIST! Said bug won't happen if editing timecyc manually, or via CFG editor. So a possible fix would be up to in game timecyc editor Edited October 13, 2014 by format c: Neddo, Kalvin and Nights744 3 Link to comment Share on other sites More sharing options...
Gramps Posted October 13, 2014 Share Posted October 13, 2014 (edited) Post it in his thread, higher chance of him seeing the bugs that you've found sooner. Edited October 13, 2014 by Methical Link to comment Share on other sites More sharing options...
The Hero Posted October 13, 2014 Share Posted October 13, 2014 (edited) I stepped through pcsx2's pixel shader and found out that after the vertex colors are multiplied with the sampled texel, they're multiplied by 1.9921875 (= 255/128) again. This means the vertex colors passed to the pixel shader (or rather vertex shader which just converts them to floats) are actually 1.7 fixed point numbers that are converted to the standard 0-255 range. Where the values come from is still a mystery to me, but since they're time and weather dependent they has to be from the timecyc, I'm just not sure which value. It seems I will have to dump, disassemble and dig through the VU1 program that processes vehicles. EDIT: New thread, please post in there regarding PS2 reflections: http://gtaforums.com/topic/742005-san-andreas-ps2-reflections-on-pc/ Edited October 13, 2014 by THE HERO Concavax, VERSA and Snoops27 3 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...
mirh Posted October 13, 2014 Share Posted October 13, 2014 (edited) Finding this stuff is a bit annoying. I'm using PIX with pcsx2 and try to interpret the D3d calls/state. Would the new pcsx2 debugger help in this regard? It's only avaiable in the devel version, but you can find it here (pcsx2-dev-fa3db52, compiled a week ago) And besides @all I hope you are using at least version 1.2, even better last nightlies that are pretty much fixed in about everything Edited October 13, 2014 by mirh Snoops27 1 Link to comment Share on other sites More sharing options...
The Hero Posted October 13, 2014 Share Posted October 13, 2014 (edited) I already built this version myself, but it wouldn't run. That binary works, strange, I hope I can get VS to compile a version that works, I like to make changes to the code. I'm not sure yet how much the debugger will help me (it's certainly cool to have). A VU debugger would be nice. Edited October 13, 2014 by THE HERO 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...
Blackbird88 Posted October 13, 2014 Share Posted October 13, 2014 So any chance of fixing this with high speeds(blur)? VERSA 1 Link to comment Share on other sites More sharing options...
Snoops27 Posted October 13, 2014 Share Posted October 13, 2014 What does the timecycp on the PS2 actually do? Does it work separately to timecyc? or is it just there doing nothing like on the PC Link to comment Share on other sites More sharing options...
danilo_ol Posted October 13, 2014 Share Posted October 13, 2014 (edited) look how the ps2 version on pcsx2 on hardware mode is similar to the pc version http://imgur.com/VUkPhj0 Edited October 13, 2014 by danilo_ol Snoops27 and Neddo 2 Link to comment Share on other sites More sharing options...
Neddo Posted October 13, 2014 Share Posted October 13, 2014 So, can anyone post links for this mod(s) in one post so people can test it and share opinions. I want to see how it looks like with MMGE and 2dfx look how the ps2 version on pcsx2 on hardware mode is similar to the pc version I can't see pic Snoops27 1 Link to comment Share on other sites More sharing options...
Neddo Posted October 13, 2014 Share Posted October 13, 2014 What about rainy weather? I think that this PS2 style smog will make it look much better Link to comment Share on other sites More sharing options...
_CP_ Posted October 13, 2014 Share Posted October 13, 2014 (edited) look how the ps2 version on pcsx2 on hardware mode is similar to the pc version Hardware mode on PCSX2 is missing of post-processing effects, so it looks like PC version. Edited October 13, 2014 by _CP_ Ash_735 and Claude_Lib 2 Link to comment Share on other sites More sharing options...
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