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PacketOverload_x64bit

[IV|V] Screenshots and Other Media

Recommended Posts

Cosworth

@DKT70 , you encouraged me to post IV photos again. Thanks. :)

 

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DKT70
Quote

you encouraged me to post IV photos again. Thanks

 

Love that first shot. Really captured the mood.

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A Z I Z

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DKT70

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Razed-

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T-ru

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BisonSales
Posted (edited)

Ok gang. Im in need of assistance. After a long time of experimenting how IV is put together and what things can be done with 3ds max, I am ready to start building a remastered version.

 

Besides the new lighting, AO, new vegetation and it's placements, reflections, shadows, etc.....the number one thing that needs to be decided is what textures will be used on roads, sidewalks, grounds, buildings, etc. The reason this decision needs to be made is because these decided textures will be baked into the new LOD's. If one texture is used on LOD0, and some people do not like that texture, then when transitioning from LOD0 to LOD1, you will see, for example, one road texture switch to another when the LOD's appear. 

 

I know everyone has their own specific tastes in textures especially with roads but I guess we as a group need to decide what environment IV truly is supposed to be and what kind of atmosphere and mood we would like to create. Hayssam and I have been talking and he suggested maybe using supersampling AI like Nvidia's DLSS to improve original textures to an upscaled version. We could use IV's original textures, an DSLL version of IV's textures, original remakes of IV's textures, 3rd party textures like DKT's awesome work or someone elses.

 

Once decided, I'd like to pool together all textures in one location so I can use them on the new LOD's and have you guys test them repeatedly. If you are wondering what kind of performance will be gained with the idea I have, turn down the view distance and detail distance sliders to 1 and look at the framerate. I know you will see details like trash cans, street lights, benches, AC units, metal balconies with stairs, etc. have a short draw distance but we can increase those in the IDE files manually till we hit the sweet spot. The biggest gain will be the building, roads, bridges, and ground models will have a much higher resolution texture baked in so the lower poly count meshes can be closer to the camera without losing texture quality. I am also re-positioning the LOD's so they will not "jump" when transitioning. Also, I am fixing the texture Z-fighting so you will not see texture flashing anymore.

 

I guess my main focus will be increasing the performance of IV. I know I can make textures and do a bunch of other stuff but I'd like to leave that up to others and focus on fixing bigger issues and implement new textures made by others. 

 

I have already went through the lighting so there will be the old school high pressure sodium, mercury vapor, metal halide, and sodium vapor look along with correct vertex, omni, and light color, The coronas will no longer be hovering above park lights and I can remove coronas completely from stop lights and others if so desired. None of these updates on lighting should conflict with textures used on lampposts so you may use your own.

 

Below are some videos I found of some examples of new higher resolution textures used. I guess from here we should collaborate and decide what to do.

 

Any further concerns, comments, questions, or just plain hatred, please feel free to express. :)

 

(P.S. I am also adding the missing tram tracks in LC especially in brook_s, brook_s2, and brook_s3. I noticed sections are completely missing.) 

 

 

 

 

Small updated pics of some park details that can be added later. It's literally just model placements stored in a WPL file so it can easily be added.

 

I1u1SL1.jpg

TxJMlYu.jpg

Edited by BisonSales

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T-ru

@BisonSales    To me the most (85%) of the textures are ok, some windows, walls and details are bad, all this re-edited roads with the signs and extra clean textures somehow make LC washed and artificial.

To me this game need better Lod distance, more vegetation variety,AO, and if it's possible better dynamic night lights (with vehicle shadows, peds shadows...).

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BisonSales
12 minutes ago, T-ru said:

@BisonSales    To me the most (85%) of the textures are ok, some windows, walls and details are bad, all this re-edited roads with the signs and extra clean textures somehow make LC washed and artificial.

To me this game need better Lod distance, more vegetation variety,AO, and if it's possible better dynamic night lights (with vehicle shadows, peds shadows...).

I agree. It seems the more HD we make it, the more artificial it becomes. Maybe Hayssam is right, use a supersampling AI solution to improve original textures...that way we keep the originality while increasing the fidelity. 

 

I can definitely improve the LOD meshes for quality. That is quite easy actually and doesn't take too long. If you are willing, I can send you updated LOD's for testing. They would contain the original textures and possibly some updated ones that are terrible. 

 

Keep in mind, this entire idea of remaking LOD's is based around reducing the draw and detail distance while gaining texture quality and FPS. I believe this is our only solution to fix IV's performance other than re-coding the whole thing.....which is illegal. 

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T-ru
25 minutes ago, BisonSales said:

I agree. It seems the more HD we make it, the more artificial it becomes. Maybe Hayssam is right, use a supersampling AI solution to improve original textures...that way we keep the originality while increasing the fidelity. 

 

I can definitely improve the LOD meshes for quality. That is quite easy actually and doesn't take too long. If you are willing, I can send you updated LOD's for testing. They would contain the original textures and possibly some updated ones that are terrible. 

 

Keep in mind, this entire idea of remaking LOD's is based around reducing the draw and detail distance while gaining texture quality and FPS. I believe this is our only solution to fix IV's performance other than re-coding the whole thing.....which is illegal. 

I have busy schedule, after 4:00 pm I'm free, it's will be my pleasure to test the files :) Also can you make something about the shadows from the lamps (Night shadows).

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BisonSales
2 minutes ago, T-ru said:

I have busy schedule, after 4:00 pm I'm free, it's will be my pleasure to test the files :) Also can you make something about the shadows from the lamps (Night shadows).

Could you explain a little more about the night shadows? Im not 100% sure what you are referring to. Thanks.

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T-ru
17 minutes ago, BisonSales said:

Could you explain a little more about the night shadows? Im not 100% sure what you are referring to. Thanks.

I mean vehicles, and most of the objects doesn't cast shadows when they are under the lamps at nights and from the vehicles head lights.

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inbetweendays_

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BisonSales
1 hour ago, T-ru said:

I mean vehicles, and most of the objects doesn't cast shadows when they are under the lamps at nights and from the vehicles head lights.

I noticed most of the objects that cast shadows are dynamic objects. I did get trees to have night shadows but I had to make them dynamic which....when Nico shot or touched them, they flip and spin and fall through the map. LOL

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DKT70

A few Cloudy 10pm to midnight test shots.

 

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Edited by DKT70
time

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Awesomekills

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DKT70

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inbetweendays_

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Quant

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Awesomekills

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DKT70

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Nyze.One

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Cosworth

Actually I'm surprised and extremely happy at the same time to see there are still a lot of people interested in IV. I'll also definitely make a comeback to Liberty City in a few days.

 

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schnurboy

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AzR_MaNiiAkixS

BMW M3 E92 Liberty Walk 2010 by ANSWER | NaturalVision Remastered 4K | GTA V

 

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inbetweendays_

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Nyze.One

@jalenliu bro i am in love with these settings ❤️

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Stellasin

Hey guys it's been a while 🙂
Happy New Year btw 🎊
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P.S. All of these except the first one are photoshopped. I couldn't really find a rule that says no photoshop so I'm posting them. If there is tho, let me know and I'll edit the post.

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jalenliu

Happy New Year @Stellasin

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Veill_Fcvk

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