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San Andreas: PS2 Features To PC


inadequate
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I'm notices the light box in pro laps have fixed models in PS2 Models. But seems like it's not work neither. Even when I use ps2 texture.

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Also, I forgot to mention, but for some reason, The PS2 version have an electric pole at the middle of the map, while the PC doesn't (lol)

 

PS2

vgycZXU.jpg

 

PC

yZKIZuG.jpg

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3 hours ago, kebi said:

Also, I forgot to mention, but for some reason, The PS2 version have an electric pole at the middle of the map, while the PC doesn't (lol)

Wrong. PS2, PC, Xbox, etc... have it. That's why you using the PS2 map from the main post, that includes fixes. The same as this one, but the one posted here it have been updated since a while, have some differences and still being updated but rarely.

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The last one with transparent fence in the desert was already fixed and there was a fixed .ide file with proper flags somewhere in map fixes topic

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48 minutes ago, Marsi4eg said:

The last one with transparent fence in the desert was already fixed and there was a fixed .ide file with proper flags somewhere in map fixes topic

That's included in the PS2 map anyway, I don't know if that guy is using it though.

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1 hour ago, gts. said:

That's included in the PS2 map anyway, I don't know if that guy is using it though.

Yep, I'm using it.

EL3dhbY.png

 

And it still there

VXZb8iK.jpg

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What the hell? I thought it was included in the map already but it seems I'm wrong. Probably I have it somewhere on my PC and I haven't updated it here lol since who knows when. I'm gonna to include it in the next update.

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17 hours ago, kebi said:

Also, I forgot to mention, but for some reason, The PS2 version have an electric pole at the middle of the map, while the PC doesn't (lol)

 

PS2

vgycZXU.jpg

 

PC

yZKIZuG.jpg

It's not included too, i guess

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The position of the vending machines in the Caligula's basement is a little off and clips through things, and I know for a fact this happens regardless of configuration because of this screenshot a few pages back:

Spoiler

swwNmLP.png

 

(This probably happens on vanilla PS2 but since this thread is probably gonna become the home of the definitive fixed map might as well post it here)

Edited by zanesix
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On 12/9/2019 at 10:44 AM, Inadequate said:

Main post has been updated:

  • PS2 textures has been fixed and updated. Since Mugetsuga disappeared a year ago and latest update on the PS2 textures pack was on July 2016. I fixed a few stuff on it, mip mapped all textures like the original package and added a better organization to the archive. Some files had a few textures from the PS2 missing, making those appear untextured in-game, while some others had broken alpha channel. Also, I added a few improvement textures to the pack as well. As an unexpected bonus thing is that the package download size is smaller, from 400MB to 200MB now. Installation is easy, just drag and drop on modloader folder. Folder names are obvious to spot:
    • PS2 Feels Default - Contains all PS2 textures as how they are on the PS2. That means low resolution as well.
    • PS2 Feels Optional - Contains a few improved textures over the PS2 textures. No high quality, still on PS2 resolution as well.

 

Your version of PS2 Feels includes all of this?

Spoiler

PbNr2gv.png

 

Edited by itsTimPie
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@Inadequate

ill send you via PM the countn2 file with all the transparency fixes required for that area

 

noticed this inside Zero's shop (im using silentpatch) 


also, as not everyone uses the original ps2 textures, you should maybe clarify which ps2 textures/models youll need to use with the ps2 models, if people want to have things such as the graffity in seville beach, the police information board, and the montgomery store

Spoiler

4z7kH4f.jpg

 

 

and the info bulletin in the police station is still bugged (im using the ps2 model (police_nb2) and the texture,, it also gets ultra dark at night, same with the chairs at the high school, are those 1800 interior models in the pack really different than the pc ones minus every one detailed trough this topic?

 

Spoiler

YJks5JS.jpg

 

Edited by ernestin1
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10 hours ago, itsTimPie said:

 

Your version of PS2 Feels includes all of this?

  Hide contents
Spoiler

PbNr2gv.png

 

 

Is like the original package but I fixed some missing textures on it. But if you mean if includes all of those fixes, then no. PS2 Feels is just textures.

You need to collect those fixes on your own if you want them. Those ain't included here.

 

7 hours ago, ernestin1 said:

ill send you via PM the countn2 file with all the transparency fixes required for that area

I have that already since ages but ain't posted here yet. Also the same fixes are posted somewhere in the map fixes thread.

 

7 hours ago, ernestin1 said:

also, as not everyone uses the original ps2 textures, you should maybe clarify which ps2 textures/models youll need to use with the ps2 models, if people want to have things such as the graffity in seville beach, the police information board, and the montgomery store

  Reveal hidden contents

4z7kH4f.jpg

 

and the info bulletin in the police station is still bugged (im using the ps2 model (police_nb2) and the texture,, it also gets ultra dark at night, same with the chairs at the high school, are those 1800 interior models in the pack really different than the pc ones minus every one detailed trough this topic?

  Reveal hidden contents

YJks5JS.jpg

 

I think I don't need to clarify anything, some PC interiors are pretty broken compared to the PS2 interiors, and that's why I included them now. For example check the suburban interior and see how prelight are overexaggerated on PC using the default models while with the PS2 models prelight is fixed. I won't check every single model just to see which one is different and what's not, that will take ages, and people will still complaining anyway. By the way, nobody is forced to use the PS2 textures or the PS2 models, those are optional. If the PC texture is broken by default, isn't my fault. If something is missing or you think something is missing, you always can check the PC model or texture first against the PS2 model or texture too, to see the differences. You can remove anything you don't like too, check the model or texture name then remove it and it's done. Like the vending machine from previous page, the guy who discovered it complained various times saying it was the PS2 dff and after all, it was the PC texture being broken and not the PS2 dff.

Also, the PS2 models already includes needed textures for work correctly, and on PC resolution. As I said, PS2 textures are optional and includes a few models to work correct, if not, people will complain once again. That's why there's separated download links in the main post, if someone doesn't like something, just can skip it.

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On 12/12/2019 at 7:17 AM, Inadequate said:

Good. I'll check those sometime, like in a few days or so. Also, a few of those are already fixed. Since ain't models or textures issues, but ide/ipl.

See the lights in the first screens. The PS2 is more softer and nicer than on PC. Isn't it done by 2dfx information in the .dff files?

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2 hours ago, SilverRST said:

See the lights in the first screens. The PS2 is more softer and nicer than on PC. Isn't it done by 2dfx information in the .dff files?

Thanks for remind me of this since I have information. I've checked those a week ago or so, and those are the same on PS2. See the in-game clock time on those screenshots posted above. As you can see those are working fine but from 20:10 approximately until 20:55-20:59 then start to turning black slowly with each second it passes. Anyway, I would like to see what's really going on with those lights and fix them.

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It is like this problem with these poles at The Four Dragon Casino, where they would turn black if it's night, and it was fixed with the PS2 model.

oHSoVgA.png

Edited by kebi
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4 hours ago, Inadequate said:

Thanks for remind me of this since I have information. I've checked those a week ago or so, and those are the same on PS2. See the in-game clock time on those screenshots posted above. As you can see those are working fine but from 20:10 approximately until 20:55-20:59 then start to turning black slowly with each second it passes. Anyway, I would like to see what's really going on with those lights and fix them.

Wait, the dff are the same? Even with the 2dfx inside them? I remember a long time ago we could add lights to vehicles using 3ds max and RW Analyzer. You had to import the 2dfx information inside the dff. But it would have the same effect as in PC with that light comparison: too overlit. I have no idea if it's still used to this day.

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8 hours ago, kebi said:

It is like this problem with these poles at The Four Dragon Casino, where they would turn black if it's night, and it was fixed with the PS2 model.

 

3 hours ago, SilverRST said:

Wait, the dff are the same? Even with the 2dfx inside them? I remember a long time ago we could add lights to vehicles using 3ds max and RW Analyzer. You had to import the 2dfx information inside the dff. But it would have the same effect as in PC with that light comparison: too overlit. I have no idea if it's still used to this day.

To answer to both of you: both lights models are the same on PS2 and PC, this means dff, txd, ide and even ipl. This needs to get fixed in another way it seems. Probably I can take a look into with 3ds and rwa sometime.

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Sorry to bother, I'm curious why the neon on wall in fender ketchup cutscene dissappear. It's just me?

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2 hours ago, Zhunter 96 said:

Those are windows with shutters, and that happens at the time of day when you start the mission, if you start the mission at day, they will light up, but if you start the mission at night, they will be darker.
(I just checked it, and it also works on PC, they have no problem)

Edited by Pirushu
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Hello i really wanted to ask a question after being absent for some time i see that in the section Features download the list of mods was changed and some were deleted like Parachute animation, and parked vehicles, also Helpful mods section which had widescreen patch and dinput were totally removed, why?

Edited by Hillions
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9 minutes ago, Hillions said:

deleted like Parachute animation

The parachute was removed because it is already implemented in SkyGFX

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10 hours ago, Pirushu said:

The parachute was removed because it is already implemented in SkyGFX

Ok so what about ps2 parked vehicles and helpful mods section

Edited by Hillions
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3 hours ago, Hillions said:

Ok so what about ps2 parked vehicles and helpful mods section

PS2 parked vehicles was old as hell, and helpful mods ain't needed really, everyone knows them already. Like widescreen fix.

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15 hours ago, Inadequate said:

PS2 parked vehicles was old as hell, and helpful mods ain't needed really, everyone knows them already. Like widescreen fix.

So does other mod replaces PS2 Parked vehicles like with Parachute animation in SkyGFX? And about

helpful mods section i think it's not the point that everyone knows about this the point is it was really comfortable that everything was on hand here

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54 minutes ago, Hillions said:

So does other mod replaces PS2 Parked vehicles like with Parachute animation in SkyGFX? And about

helpful mods section i think it's not the point that everyone knows about this the point is it was really comfortable that everything was on hand here

I still have the parked vehicles mod if you need it.

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2 hours ago, Hillions said:

So does other mod replaces PS2 Parked vehicles like with Parachute animation in SkyGFX?

PS2 map.

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