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


erorcun
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Well, in your quote you're saying that RIL.SAGradind is the same plugin made by Dexx but in a .asi package, which is not the case.. but, anyway, pointless discussion :p

 

On topic, I have a weird bug using RIL.SAGradind. The faster I run with a car, the less visible the ps2 atmosphere become.. at some point, it becomes completly absent until I stop my car.

Anyone else?

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The modified RIL.SAGrading (from a later post) probably is more accurate (according to reports - my own code change didn't do the same) as apparently alpha blending state was kind of odd; it's not related to DexX's plugin nor should it be used in conjunction with it.

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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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@Format c:

 

Probably you didn't delete d3d9.dll.

 

OH sh*t

 

Well.. sorry for being a dick with pointless points on previous pages then.

 

But I'm still having the light reflections on groud flickering

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OH sh*t

 

Well.. sorry for being a dick with pointless points on previous pages then.

 

But I'm still having the light reflections on groud flickering

 

 

Strange. On my game the lights reflections doesn't flickers.

Edited by inadequate
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On topic, I have a weird bug using RIL.SAGradind. The faster I run with a car, the less visible the ps2 atmosphere become.. at some point, it becomes completly absent until I stop my car.

 

Apparently, this is caused by motion blur:

 

 

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Ok guys, I made a new version, use only one of these files:

http://aap.papnet.eu/gta/lovely2-mod.asi

http://aap.papnet.eu/gta/lovely2-mod-ps2.asi

 

If you use a PS2 timecyc.dat or timecycp.dat use the second file. If you use the PC timecyc.dat (not timecycp.dat) use the first.

The difference is in the alpha values as I already explained in another post.

The PS2 alpha values range from 0-128 while the PC alphas range from 0-255. The PC's timecyc.dat has PC alpha values, all others have PS2 alphas. The only difference in the two files above is that -ps2.asi multiplies the alpha values by 2 in the pixel shader to convert them to PC alphas so it should be used with a timecyc.dat having PS2 alphas. The other file leaves the alphas as they are and thus should be used with a timecyc.dat having PC alphas.

 

I have this running with Dexx' reflection mod, Silent's patch and the PS2 seabed.ipl and it's working perfectly now, so delete any other files you got from this thread and just use this one.

 

It is just my alpha blend patch applied to NTA's latest source, all it does is temporarily disabling blending for the draw since we just want to overwrite the current frame, not add something to it:

RwD3D9SetRenderState(D3DRS_ALPHABLENDENABLE, 0);

RwD3D9DrawIndexedPrimitiveUP(....)

RwD3D9SetRenderState(D3DRS_ALPHABLENDENABLE, 1);

(in line 124 here http://tohjo.eu/ntauthority/grading-lite/blob/master/PatchColorGrading.cpp ).

 

Sorry the old name was confusing, I was just uploading the file as generated by the build in VS.

 

Now have fun with an almost perfect PS2 experience.

Edited by THE HERO
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Perfect, that means the mod is finally finished and complete? And those scripts is the final release, until now...?

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The post processing effect is now finished, yes, at least I don't know what could be still wrong now. There is still stuff left to do if one wanted to mod the PC version into a PS2 version, but this certainly is one of the most noticeable things.

Edited by THE HERO
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Puuurrrrrrrfect, a thousand cookies :cookie: for you.

God bless you boy.

Edited by inadequate
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The post processing effect is now finished, yes, at least I don't know what could be still wrong now. There is still stuff left to do if one wanted to mod the PC version into a PS2 version, but this certainly is one of the most noticeable things.

Color correction on vehicles is still bit different. On PS2 the taxi in intro is more orange then yellow.

Edited by Blackbird88
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Looks exactly like in the video to me, did you use the correct .asi?

I have PS2 Seabed.ipl, timecycp.dat renamed to timecyc.dat and lovely2-mod-ps2.asi

Edited by Blackbird88
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Bad thing that broken sky gradient is still there. And, as I mentioned some time ago, thermal vision on PS2 looks completely different, it's not just blue and red with noise, it's like...I don't know...more realistic thermal vision I think.

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That should be correct (although I recommend also using silent's patch). Can you post a screenshot?

Sure I can. I always use SilentPatch.

 

oPRc09J.jpg

 

Edited by Blackbird88
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Maybe this has to do with specular highlights? I'm using Dexx' reflection mod which seems to disable them.

Hmm might be. Although I recall mobile version having orangey taxis as well.

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Well, I think looks better than before. :^:

Warning: This spoiler contains a lot of images.

 

 

PS2 seabed.ipl + original PS2 timecyc.dat + lovely2-mod-ps2.asi

 

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J1HHohu.png

 

 

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The post processing effect is now finished, yes, at least I don't know what could be still wrong now. There is still stuff left to do if one wanted to mod the PC version into a PS2 version, but this certainly is one of the most noticeable things.

Color correction on vehicles is still bit different. On PS2 the taxi in intro is more orange then yellow.

 

color saturation would be perfect as well

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This timecyc is good as standalone and it's really fixes the sky gradient, but I don't like how it looks with ps2 postprocessing. Timecyc needs to be original for original ps2 atmosphere, any other timecyc ruined original atmosphere. Sky gradient should be fixed without changing timecyc somehow, I think.

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Looks to me like you're using the wrong .asi. Are you using lovely2-mod-ps2.asi?

Edited by THE HERO
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