BMWSauberF1.08 Posted February 22, 2015 Share Posted February 22, 2015 (edited) ^that is related to collision material,it has nothing to do with grass Edited February 22, 2015 by Aztecas_5 Link to comment Share on other sites More sharing options...
nyolc8 Posted February 22, 2015 Share Posted February 22, 2015 (edited) Is grass stored in gta3.img? Or wtf? original gta3.img: modded gta3.img with lots of replaced things in it: Time and weather is same on both screenshot. How gta3.img related to grass? I thought grass is in plant1.txd. Edited February 22, 2015 by nyolc8 Link to comment Share on other sites More sharing options...
The Hero Posted February 22, 2015 Author Share Posted February 22, 2015 Maybe you're using a different col now? 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...
Mugetsuga Posted February 22, 2015 Share Posted February 22, 2015 @Aztecas_5 Is this fixable ? If it is, i'll post that in the good topic. Link to comment Share on other sites More sharing options...
_CP_ Posted February 22, 2015 Share Posted February 22, 2015 Hm, so probably that grass model lacks of night vertex color. Link to comment Share on other sites More sharing options...
The Hero Posted February 22, 2015 Author Share Posted February 22, 2015 (edited) Grass dffs don't have night vertex color. Edited February 22, 2015 by The Hero 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...
savidge Posted February 22, 2015 Share Posted February 22, 2015 Lel, and @Kalvin made the new .col file. DAMNIT KEFFLOM! Jinx. 1 Link to comment Share on other sites More sharing options...
TJGM Posted February 22, 2015 Share Posted February 22, 2015 (edited) Lel, and @Kalvin made the new .col file. DAMNIT KEFFLOM! I'm pretty sure that was intentionally done though, he was trying to change the grass so it matched the PS2 grass. Edited February 22, 2015 by TJGM savidge and Snoops27 2 Link to comment Share on other sites More sharing options...
savidge Posted February 22, 2015 Share Posted February 22, 2015 I'm pretty sure that was intentionally though, he was trying to change the grass so it matched the PS2 grass. "intentionally" being the key word, lol. Snoops27 and TJGM 2 Link to comment Share on other sites More sharing options...
nyolc8 Posted February 22, 2015 Share Posted February 22, 2015 (edited) Maybe you're using a different col now?Well yeah, as you said it I just realized that the whole hill have a different model in gta3.img... maybe the key will what Mugetsuga said about the ground dff (or ground col)? Edited February 22, 2015 by nyolc8 Snoops27 1 Link to comment Share on other sites More sharing options...
inadequate Posted February 22, 2015 Share Posted February 22, 2015 Partly probably. But as long as it looks like on the PS2 this mod is doing exactly what it should. Fixing the PS2 rendering is another thing. Well, no problem. Now we have exactly the PS2 grass. And waiting the rendering fix. Snoops27 1 Link to comment Share on other sites More sharing options...
nyolc8 Posted February 22, 2015 Share Posted February 22, 2015 Answer for bright grass (and bright character on some places) I think: http://gtaforums.com/topic/236585-map-coll-making-sa-lod-colls/?p=3560173 and this part: The Brightness Meter is for use with COL3 Type Collisions which are used for San Andreas. This does not determine how bright your model will appear in game, that is vertex prelighting. This will determine how bright or dark certain models will appear while on this collision, such as vehicles, peds and your character. Between 1/4 and 1/2 is a good range, look at original SA models for an idea. Snoops27 1 Link to comment Share on other sites More sharing options...
SilverRST Posted February 22, 2015 Share Posted February 22, 2015 What about replacing the faulty dffs with the good dffs with no radioactivity sh*t? savidge, Snoops27, inadequate and 1 other 4 Link to comment Share on other sites More sharing options...
The Hero Posted February 22, 2015 Author Share Posted February 22, 2015 The DFF has nothing to do with it. The materials are overwritten. Snoops27 1 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...
nyolc8 Posted February 22, 2015 Share Posted February 22, 2015 (edited) Can someone post a screenshot of where are the glowing grass exactly in LV (with map)? Because I fixed my vinewood grass by setting the brightness of the faces in the hill's .col file. with modded gta3.img, tweaked brightness in the hill .col file, now nice dark grass: Edited February 22, 2015 by nyolc8 Link to comment Share on other sites More sharing options...
nyolc8 Posted February 22, 2015 Share Posted February 22, 2015 (edited) I don't think editing the plants.dat will do something. And it seems it's not the grass the problem but the area dff. Here, i'm on a different dff and the grass is ok (don't look at the grass on the left) : Here i'm on the dff that poses problem, you can see that CJ shine like daytime : With MEd, by selecting the dff, all the red zone, if Carl is there, he will shine at night like the grass : There are many other dff, but too many screenshots. Test this file, put it into your gta3.img, I fixed the brightness of that part (which you higlighted with red) to test if this fixes the grass (it should fix the bright character there):http://speedy.sh/WsefP/vegasw-2.col of course make backup from yours Edited February 22, 2015 by nyolc8 Jago and Snoops27 2 Link to comment Share on other sites More sharing options...
Mugetsuga Posted February 22, 2015 Share Posted February 22, 2015 Thanks nyolc8 that works great ! I'll post the screenshots later, there's a lot of areas like that. Link to comment Share on other sites More sharing options...
nyolc8 Posted February 22, 2015 Share Posted February 22, 2015 It also fixed the glowing grass? (not just the bright character?) Link to comment Share on other sites More sharing options...
Reyks Posted February 22, 2015 Share Posted February 22, 2015 (edited) Test this file, put it into your gta3.img, I fixed the brightness of that part (which you higlighted with red) to test if this fixes the grass (it should fix the bright character there): http://speedy.sh/WsefP/vegasw-2.col of course make backup from yours I guess you figured it out, nice work It could be a little bit darker to match the other ones nearby imo. EDIT: Just for comparison heres the grass on the other model nearby: Edited February 22, 2015 by Reyks Link to comment Share on other sites More sharing options...
nyolc8 Posted February 22, 2015 Share Posted February 22, 2015 (edited) fixed some more parts which I found in that area: http://speedy.sh/aDNub/vegasw-col.zip (vegasw_2.col updated too in the zip) Edited February 22, 2015 by nyolc8 Snoops27, savidge, Agem and 3 others 6 Link to comment Share on other sites More sharing options...
savidge Posted February 22, 2015 Share Posted February 22, 2015 @nyolc8 to the rescue! Nice work! Snoops27 1 Link to comment Share on other sites More sharing options...
inadequate Posted February 22, 2015 Share Posted February 22, 2015 (edited) You can upload the Vinewood one? EDIT: Nevermind. Nice work nyolc8. Edited February 22, 2015 by inadequate Link to comment Share on other sites More sharing options...
nyolc8 Posted February 22, 2015 Share Posted February 22, 2015 I just uploaded it in a minute ago lol It's in the improved vinewood topic: http://gtaforums.com/topic/759346-relsa-improved-vinewood/?p=1067007596 Snoops27 and Kalvin 2 Link to comment Share on other sites More sharing options...
inadequate Posted February 22, 2015 Share Posted February 22, 2015 lol. I see it a few seconds ago haha. Link to comment Share on other sites More sharing options...
Reyks Posted February 22, 2015 Share Posted February 22, 2015 Well... guess it's time to scan the map for radioactive weed grass. Snoops27 1 Link to comment Share on other sites More sharing options...
-Quantum- Posted February 22, 2015 Share Posted February 22, 2015 Well... guess it's time to scan the map for radioactive weed grass.yup Snoops27 and Reyks 2 Link to comment Share on other sites More sharing options...
Mugetsuga Posted February 22, 2015 Share Posted February 22, 2015 Here's the map with the glowing grass : Do you need screenshots in game or just the map is ok ? Snoops27 1 Link to comment Share on other sites More sharing options...
inadequate Posted February 22, 2015 Share Posted February 22, 2015 Well, Venturas stills with a lot of radioactive grass, in the zones where Mugetsuga points. Link to comment Share on other sites More sharing options...
SilverRST Posted February 22, 2015 Share Posted February 22, 2015 It's better to wait for a fix than rather scanning the entire map in search of these annoying radioactive grass. Otherwise you'll get different places with different looking grass. Snoops27 and inadequate 2 Link to comment Share on other sites More sharing options...
nyolc8 Posted February 22, 2015 Share Posted February 22, 2015 (edited) The fix itself is to fix these messed up .col files... Because the .col files have too high values in them for brightness. You can check it out (and fix it) with coll editor II. Some map elements have normal brightness, and some (these glowing grass ones) are have much much higher value there (basically it's set to full instead of 1/8). Another R* thing... @Mugetsuga: map is fine, just need to find out the col files... that's the hard part edit: I checked 2-3 places from that map (at the northeast corner) you made and found totally normal brightness values for those areas. :pokerface: Edited February 22, 2015 by nyolc8 Link to comment Share on other sites More sharing options...
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