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


erorcun
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It's nice, but flickers between ps2 style colour and pc colour when I move the camera around. Controller and mouse

 

14,383,616 bytes

 

EDIT: Flickering was caused by enabling twopassrendering in silentpatch

Edited by snoops26
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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.

 

Default SA formula is already

 

color * (rgb1 + rgb2)

 

so it was only lacking *2 ? That's it? Damn.

 

From my assumptions, NTAuthority can easily do it. He's lovely.asi is bugfree.

 

And thanks for finding formula :)

Edited by erorcun
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What do you mean by 'default formula'? The PC version doesn't even use the RGBA1/2 values from the timecyc.dat as far as I know. Changing them to zero had no effect for me at least. I don't know where the PC game gets its color values from and I don't quite remember how it renders the frame with them but I think it's quite different from the PS2 version.

But this doesn't matter now anyway.

Edited by THE HERO
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What do you mean by 'default formula'? The PC version doesn't even use the RGBA1/2 values from the timecyc.dat as far as I know. Changing them to zero had no effect for me at least. I don't know where the PC game gets its color values from and I don't quite remember how it renders the frame with them but I think it's quite different from the PS2 version.

But this doesn't matter now anyway.

 

It uses; http://gtaforums.com/topic/661961-gta-sa-mobile-to-pc-research-project/page-23?do=findComment&comment=1066289364

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Now wait a minute, I was not good at math while in college, so explain it to me. All there is to do is double the values from CC RBG? Chances there's is no need of a plugin to do it then.

 

And heh, there is still something missing

 

Yi0TTGA.jpg

Fqa5zVn.jpg

Edited by format c:
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Now wait a minute, I was not good at math while in college, so explain it to me. All there is to do is double the values from CC RBG? Chances there's is no need of a plugin to do it then.

 

And heh, there is still something missing

 

Yi0TTGA.jpg

Fqa5zVn.jpg

Doubling could do the job.

 

About images, I don't think we can do that with color correction, it may need sun modification.

(But it's still awesome :( )

 

Could you try copying RGB2 value to RGB1? without using asi or doubling values.

Edited by erorcun
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It's the sun that's wrong. I haven't exactly figured out how it's rendered differently but it's much larger and one pass is rendered without ztest/-write.

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What, CC RGB 2 to CC RGB 1? You mean both with the same values?

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e52VGRM.jpg

 

Sun's a little bigger? (Of course this is without the plugin)

 

Here's the timecyc https://www.sendspace.com/file/2r17p9

 

EDIT - Seabed does the trick. The formula by the hero is correct. However there is a bit of blur/bloom missing.

 

So if anyone are planning to redo the plug'in, apart from fixing the mentioned bugs, could scrap the 450 smog distance... it's really not needed

Edited by format c:
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Only difference between copying RGB2 to RGB1 and Hero's formula is 2xRGB1, so RGB1 makes sense too.

 

It seems Hero already found it months ago. Btw, what's seabed trick?

Edited by erorcun
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Ok, here is the source: http://aap.papnet.eu/gta/d3d9_dll_stripped.zip

I have no idea why you guys are changing values in the timecyc.dat, the file is correct already.

As I said, the sun isn't rendered the same way, that's why it looks different.

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I have no idea why you guys are changing values in the timecyc.dat, the file is correct already.

 

Trying to achieve the same effect without a plug in

Edited by format c:
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Btw, what's seabed trick?

 

 

seabed.ipl contains bigger sun and draw distance from PS2

 

http://www.mediafire.com/download/3dpql7i3a0pddyf/GTA+SA+PS2+Stuff.zip

Omg it makes big difference.

 

There is nothing left. It seems founding PS2's secret took 10 years :D Thanks to everyone.

Edited by erorcun
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@NTAuthority

 

We're awaiting your asi with new formula in Mod Showroom :D

Edited by erorcun
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@format:c?
What did you used to recreate that effect?

HHnErXC.png


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@format:c?

What did you used to recreate that effect?

Uhmm, read thread? Seabed and hero's dll.

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Sadly Alexander's Blade Motion Blur Advanced don't work with that :(

 

CP - Plug'in provided by The Hero, timecycp renamed as timecyc and PS2 seabed.ipl

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...how can seabed.ipl affect the environment?

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@format:c?

What did you used to recreate that effect?

Uhmm, read thread? Seabed and hero's dll.

 

 

I just wanted to get actual files, I have read entire topic few hours ago. It's weird, why seabed.ipl have something to do with draw distance of objects and sun size?

HHnErXC.png


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PC seabed.ipl doesn't have these lines, present in PS2 version

 

tcyc
6.2478, -2892.36, -158.185, 2997.18, -766.354, 141.815, 450, 0, 0, 350, 1
532.768, 742.559, -39.3255, 2932.84, 2803.39, 260.674, 550, 0, 0, 350, 1
-2969.91, -980.713, -133.391, -1675.44, 1555.12, 140.909, 550, 0, 0, 250, 1
2103.31, -12.2417, 0, 2583.41, 309.758, 100, 850, 0, 0, 250, 1
1029.24, -23.6125, 0, 1509.34, 298.388, 100, 850, 0, 0, 250, 1
-2110.79, -84.827, -96.3997, -1910.79, 675.173, 52.6743, 450, 0, 0, 150, 1
-2836.4, 860.261, -92.9883, -2636.4, 1342.18, 56.0855, 450, 0, 0, 150, 1
-1451.74, -1842.4, -11.5075, -811.741, -760.216, 180.992, 1000, 0, 0, 100, 0.9

Edited by format c:
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