Snoops27 Posted October 10, 2014 Share Posted October 10, 2014 (edited) I'm still stupid. Edited October 10, 2014 by snoops26 Link to comment Share on other sites More sharing options...
The Hero Posted October 10, 2014 Share Posted October 10, 2014 (edited) Yes, I understand that, because that's the version you should be using. Use the other one with a PC timecyc.dat, I wrote that in the description. Edited October 10, 2014 by THE HERO Snoops27, inadequate and Ash_735 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...
Snoops27 Posted October 10, 2014 Share Posted October 10, 2014 Ah my bad. My brain doesn't process things when I read something as soon as I wake up lol. Link to comment Share on other sites More sharing options...
nyolc8 Posted October 10, 2014 Share Posted October 10, 2014 (edited) Can someone tell me how the lovely plugin adjusting the brightness? So what values are getting read from the timecyc? Edited October 10, 2014 by nyolc8 Link to comment Share on other sites More sharing options...
Snoops27 Posted October 10, 2014 Share Posted October 10, 2014 image post Neddo 1 Link to comment Share on other sites More sharing options...
The Hero Posted October 10, 2014 Share Posted October 10, 2014 Can someone tell me how the lovely plugin adjusting the brightness? So what values are getting read from the timecyc? The RGB1/2 and Alpha1/2 values from the timecyc are passed to a function rendering the effect. This function uses a pixel shader to draw the screen like this: dst = src*(rgb1 + rgb2*a2)*2 where src is the unprocessed pixel and dst is the post processed pixel. Just look at the source code NTAuthority posted on page 5 or so. Notice that I fixed his code as explained in one of my other posts above. Ash_735 and mirh 2 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...
_CP_ Posted October 10, 2014 Share Posted October 10, 2014 (edited) Image resolution seems to be a bit decreased, but looks beautiful, well done PC: PS2: Edited October 10, 2014 by _CP_ Neddo, Danikov and Ash_735 3 Link to comment Share on other sites More sharing options...
plsdeletemyprofileN0r0k Posted October 10, 2014 Share Posted October 10, 2014 HERO, it works awesome, but the bug when driving a fast car with nitro is still here, i downloaded the new lovely2-mod-ps2.asi and used the ps2 timecyc, or did i get an older version? Blackbird88 and rainlys 2 Link to comment Share on other sites More sharing options...
El Dorado Posted October 10, 2014 Share Posted October 10, 2014 (edited) Sun in San Fierro weathers are this way on PS2? Sky gradient - A shader would do the job I think, but I don't have a single clue of how to do that Edited October 10, 2014 by format c: Neddo 1 Link to comment Share on other sites More sharing options...
Wesser Posted October 10, 2014 Share Posted October 10, 2014 (edited) Sky gradient - A shader would do the job I think, but I don't have a single clue of how to do thatUsing shaders is the only way I can think of. The color banding is due to the loss of precision occuring when blending two 32-bit colors (8-bit per channel) whose contrast is visibly different. The less bits precision is, the more the issue is noticeable. We can overcome it by doing the blend between two real colors (with each channel being a floating-point value) within a shader (by passing the colors which make the gradient) for every sky quad. I was rewriting the CClouds::RenderSkyPolys (0x00714650) procedure to make the sky width FOV dependent for WSHPS and try to solve the color banding at the same time, but some requests led me to stop working on momentarily. By the way, nice job, @The Hero. Edited October 10, 2014 by Wesser mirh, Snoops27 and rainlys 3 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
El Dorado Posted October 10, 2014 Share Posted October 10, 2014 (edited) Then I request you to start working on it again Edited October 10, 2014 by format c: Concavax, Gramps and Snoops27 3 Link to comment Share on other sites More sharing options...
Wesser Posted October 10, 2014 Share Posted October 10, 2014 No promise, though. rainlys, Snoops27 and Gramps 3 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
El Dorado Posted October 10, 2014 Share Posted October 10, 2014 Motion Blur Advanced makes it even more close to the PS2 look. However, two problems - Don't work on cutscenes and effect coronas, like sun, which don't look nice when blurred. Snoops27 1 Link to comment Share on other sites More sharing options...
SilverRST Posted October 10, 2014 Share Posted October 10, 2014 And to make it even more PS2 look, turn down your resolution to 640x480 and turn off AA Concavax, VERSA and ThirteenAG 3 Link to comment Share on other sites More sharing options...
Gummy Posted October 10, 2014 Share Posted October 10, 2014 Do we need SAGrading with lovely2-mod-ps2.asi together or just lovely is fine? Link to comment Share on other sites More sharing options...
El Dorado Posted October 10, 2014 Share Posted October 10, 2014 And to make it even more PS2 look, turn down your resolution to 640x480 and turn off AA 640x480 was the original output? On emulators it runs at 640x447 Link to comment Share on other sites More sharing options...
Blackbird88 Posted October 10, 2014 Share Posted October 10, 2014 (edited) And to make it even more PS2 look, turn down your resolution to 640x480 and turn off AA 640x480 was the original output? On emulators it runs at 640x447 Depends whether the game is NTSC or PAL and what R* actually used. NTSC can be 480i/480p and PAL 576i/576p Edited October 10, 2014 by Blackbird88 Link to comment Share on other sites More sharing options...
VERSA Posted October 10, 2014 Share Posted October 10, 2014 Guess. PC or PS2? Snoops27 1 Link to comment Share on other sites More sharing options...
Blackbird88 Posted October 10, 2014 Share Posted October 10, 2014 Guess. PC or PS2? HUD icon gaves it away Concavax and Igor Bogdanoff 2 Link to comment Share on other sites More sharing options...
SilverRST Posted October 10, 2014 Share Posted October 10, 2014 @VERSA, I think PC because of the famous alpha bug lol Link to comment Share on other sites More sharing options...
Gummy Posted October 10, 2014 Share Posted October 10, 2014 I noticed when using lovely2-mod-ps2.asi the game also blurs out and the resolution lowers a bit, will there be an option to disable that later on? danilo_ol 1 Link to comment Share on other sites More sharing options...
TJGM Posted October 10, 2014 Share Posted October 10, 2014 I'm pretty sure the blur in intentional and its what gives the game that nice effect. It also covers up aliasing and non-mipmapped textures. Anyway, finally got around to testing it, here's some comparison screenshots. ----- On: Off: On: Off: On: Off: On: Off: On: Off: On: Off: On: Off: inadequate, Ash_735, Snoops27 and 5 others 8 Link to comment Share on other sites More sharing options...
erorcun Posted October 10, 2014 Author Share Posted October 10, 2014 @Prince Gumball Neither of files in this topic have dependencies. And blur was unexpected thing, NTA may work on it if he wants. Link to comment Share on other sites More sharing options...
rainlys Posted October 10, 2014 Share Posted October 10, 2014 Also, I don't wanna sound repetitive.. but the problem caused by motion blur is pretty annoying when you are driving a high speed car on a highway... the flickering between effect on/off kinda breaks the immersion. I hope this can be solved.. Snoops27 1 Link to comment Share on other sites More sharing options...
inadequate Posted October 10, 2014 Share Posted October 10, 2014 ^ You can post a screenshots for comparison with it and without? Link to comment Share on other sites More sharing options...
-KING- Posted October 10, 2014 Share Posted October 10, 2014 The only difference between PC & PS2 is that color saturation Link to comment Share on other sites More sharing options...
El Dorado Posted October 10, 2014 Share Posted October 10, 2014 Also, I don't wanna sound repetitive.. but the problem caused by motion blur is pretty annoying when you are driving a high speed car on a highway... the flickering between effect on/off kinda breaks the immersion. I hope this can be solved.. You can disable motion blur using this - http://gtag.gtagaming.com/mods/53-stream-ini-extender-07/ I personally disabled it on my game. Link to comment Share on other sites More sharing options...
ThirteenAG Posted October 10, 2014 Share Posted October 10, 2014 ShaderAPI motion blur works fine: But I still think that blurrish effect is not cool. Widescreen Fixes Pack || Project2DFX || SaveLoader || WindowedMode || CLEO Scripts Link to comment Share on other sites More sharing options...
rainlys Posted October 10, 2014 Share Posted October 10, 2014 ^ You can post a screenshots for comparison with it and without? Normal: After accelerating for some seconds: Snoops27 1 Link to comment Share on other sites More sharing options...
Blackbird88 Posted October 10, 2014 Share Posted October 10, 2014 Yeah that happens to me too. Really annoying. rainlys 1 Link to comment Share on other sites More sharing options...
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