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San Andreas: PS2 Features To PC


inadequate
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42 minutes ago, Inadequate said:

PS2 map.

Thank you, i wanted to ask another question in the feature mods section can i install every mod in modloader folder or some of them don't work like that

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3 hours ago, Hillions said:

Yeas please i would love that

Sorry for the late response, but here is it.

2 hours ago, Inadequate said:

PS2 map.

That also works but it would also remove all the new added props in the pc map.

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15 hours ago, Gabe29 said:

Sorry for the late response, but here is it.

That also works but it would also remove all the new added props in the pc map.

Are you sure that archive is complete because the only thing in there is vehfor.cs which was in the cleo folder the gta3.img is also missing

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Why ps2 textures archive doesn't have improvement textures folder (The original ps2 textures only fixed) but only default and optional?

Edited by Hillions
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2 hours ago, Hillions said:

Why ps2 textures archive doesn't have improvement textures folder (The original ps2 textures only fixed) but only default and optional?

Optional = Improvement

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9 hours ago, Gabe29 said:

That also works but it would also remove all the new added props in the pc map.

If we are imitating the PS2 map, what are you expecting?

 

4 hours ago, Hillions said:

Are you sure that archive is complete because the only thing in there is vehfor.cs which was in the cleo folder the gta3.img is also missing

The old PS2 parked vehicles had some cracks around the map, also the vehfor.cs script is dangerous for storyline and savegames, it breaks them. That's the reasons why the mod got removed from here.

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On 12/21/2019 at 6:15 PM, 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.

Is this good now? It feels over exaggerated, but I'm still trying to fix it.

ZnEDxJo.jpg

 

C3NcVuR.jpg

Edited by kebi
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23 minutes ago, kebi said:

...

Looks good. But yeah, is too bright. Try scaling it down a little bit.

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The thing is, it feels too bright beacuse the light goes through the object and i've tried to fix it with no results. Also, if it has something to do with it, is that the lights are pre-made in the shop model and not these "lampshades".

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4 minutes ago, kebi said:

The thing is, it feels too bright beacuse the light goes through the object and i've tried to fix it with no results. Also, if it has something to do with it, is that the lights are pre-made in the shop model and not these "lampshades".

Interesting, since I haven't checked this issue too deep as I should have made it. Probably those 2dfx lights can be adjusted through model edit. If I have some free time today, I'm gonna check it. By the way, send me via pm what are you doing to fix those, I'm interested.

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Also, have anyone noticed these untextured bags above the Rockstar hoodie? I've seen them textured somewhere, but I can't find where.

 

ZnEDxJo.jpg

 

EDIT. Found it. 

 

gta_sa_compact_2019-09-27_19-17-03-96.pn

Edited by kebi
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16 hours ago, kebi said:

Also, have anyone noticed these untextured bags above the Rockstar hoodie? I've seen them textured somewhere, but I can't find where.

You gave me an idea, lol.

 

On 12/25/2019 at 5:50 AM, kebi said:

Is this good now? It feels over exaggerated, but I'm still trying to fix it

How this looks? Opinions please?

Spoiler

Z1llNG5.png

 

What's the difference? Ambient value changed from 1.0 to 0.5, and night vertex colors removed. That's what's making those black.

 

EDIT:

The interior is darker than those pro-laps cubes with light because is night, and nvc shader is doing its work because it works correct there, unlike the lights.

Edited by Inadequate
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19 minutes ago, LaDiDa said:

Looks fine now, though anything is better then black cubes.

Good good. I'm suspecting the DS logo from Didier Sachs interior will have this issue as well since it includes nvc shader attached. Can you or someone check this on PS2 or PCSX2? At midnight time by the way.

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3 hours ago, Inadequate said:

You gave me an idea, lol.

 

How this looks? Opinions please?

  Hide contents

Z1llNG5.png

 

What's the difference? Ambient value changed from 1.0 to 0.5, and night vertex colors removed. That's what's making those black.

 

EDIT:

The interior is darker than those pro-laps cubes with light because is night, and nvc shader is doing its work because it works correct there, unlike the lights.

Notice it's also happens to :

cj_burg1.dff

cj_burg2.dff

cj_pizza1.dff

cj_pizza2.dff

police_nb2.dff

 

and also,

paperchase01 - 08.dff it's kinda broken in night time.

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1 hour ago, Zhunter 96 said:

paperchase01 - 08.dff it's kinda broken in night time.

Can't agree more, haha

Spoiler

vK9A3m1.jpg

 

EDIT.  ahh, much better 😁 

(paperchase_stairs.dff, paperchase_bits2.dff and other dff's related to this interior were also wrong, so I fixed them too.)

Spoiler

ldabzth.jpg

 

SPkUWIi.jpg

 

wj7Au4q.jpg

 

APhAZ40.jpg

 

0Gd6HH0.jpg

Edited by kebi
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But that's NVC issue or what's going on exactly? I don't think those are this broken on PS2, or are they?

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Hmmm. I think this it's too much, probably I'll look into later. If you don't mind... when you are done with all "broken" dff models, send me all of them via pm please.

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Wow, interesting mod! I can't believe I didn't find this before! Very useful, I really don't like how some props are gone but it's okay, at least the casino is back working.

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I think the problem with these models is that they have extra colour data in the dff but it's actually not being used (and hence thrown away) for rendering on PS2 due to the rendering pipeline. When running these files through my converter the (actually unused) extra colour data is not deleted but now the new reconstructed vertices from the conversion don't match with the original ones from the extra colours so it's all messed up. There are a few files like this and they were the reason for the explicit pipeline option in skygfx. By setting it to 1 the building pipeline will *only* be assigned if it's explicitly set by the file, which will not be the case in those broken cases.

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I checked how it's on PS2, and as Hero said, it's working correctly. But something caught my attention. There is a room that is different than on the PC (sorry for the image quality)

I'm talking about this room

Spoiler

9hKBeus.jpg

Spoiler

PS2

hWGVbrJ.jpg

PC

0VJoAMv.jpg

 

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Looks like those models still contain the animation data for the pc's (typing on keyboard)... In other words another messed up thing in the PC version :s

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Main post has been updated:

  • Skygfx updated to latest version.
  • PS2 textures has been updated. Missing rock texture was restored.
  • PS2 models has been updated, this time a step backwards. I have restored the package as how it was BEFORE the implementation of the PS2 interior models, since those have a lot of bugs and started to get out of the hand due to various reports, as can be seen above here and here. So, is recommended to delete the previous package before install this new one. Thanks to Zhunter_96 and Kebi for such reports and show how broken those models were. I would like to add them again but first I need to know what's really going on those models, since are the same ones used by the PS2 map and those work fine there. In the other hand I have added a few new models and restored a PS2 exclusive thing, the vegetation inside the LVPD building. Thanks to KDST.

Before:

Spoiler

LUK6Bi7.png

 

After:

Spoiler

2sXKcwK.png

 

Before:

Spoiler

oZMTTrs.png

 

After:

Spoiler

PYTCFwx.png

 

Enjoy! :)

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