nyolc8 Posted February 17, 2015 Share Posted February 17, 2015 (edited) I think too, that it depends on timecyc. Just waited in game from night to day and the grass color got darker and darker as daylight came. ps2grass.asi: for me, I need to press f11 to get that script working, settings don't apply on start by itself. Edited February 18, 2015 by nyolc8 Link to comment Share on other sites More sharing options...
The Hero Posted February 18, 2015 Author Share Posted February 18, 2015 Huh. Any setting in particular? Seems to work fine for me. Maybe other mods are colliding with it? 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 18, 2015 Share Posted February 18, 2015 Well, the one I notice is that I don't have fading until I press f11, I just get popping in gtass. But to be honest I don't remember I got fading ever. Btw I tried it in samp with grass.cs to get grass in samp. Maybe in samp it's popping... But f11 fixes it. Link to comment Share on other sites More sharing options...
The Hero Posted February 18, 2015 Author Share Posted February 18, 2015 (edited) So, I've reversed quite a bit of code now and I can't confirm that the grass color depends of the ambient color (but maybe I'm wrong). It does however depend on the day/night balance although I don't quite understand the formula. If I'm correct the resulting material color is Color*(x/30*(1-balance) + y/30*balance) where Color is the color from plants.dat and x and y are unknown 4 bit values, so 0-15. In addition there is a function CPlantMgr::UpdateAmbientColor() which calculates a color from the current ambient color like this: 64 + c*2.5*255 where c is the ambient color. Maybe this was used on the PS2 so the code is still there but unused? Edited February 18, 2015 by The Hero mirh, Snoops27 and Concavax 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 February 18, 2015 Share Posted February 18, 2015 (edited) Just a little something, anything over 80 with farDist will increase grass pop in (default 60), seems like the limit is really small tbh Edited February 18, 2015 by snoops26 Link to comment Share on other sites More sharing options...
The Hero Posted February 18, 2015 Author Share Posted February 18, 2015 (edited) Maybe increase fadeDist? Edited February 18, 2015 by The Hero 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...
Snoops27 Posted February 18, 2015 Share Posted February 18, 2015 (edited) I am, experimenting not making much difference atm These are my current settings atm, they seem to work quite well backfaceCull=0 farDist=85.0 fadeDist=80.0 densityMult=2.0 Edited February 18, 2015 by snoops26 SilverRST 1 Link to comment Share on other sites More sharing options...
The Hero Posted February 18, 2015 Author Share Posted February 18, 2015 You leave bacfaceCull on? Why that? Looks much better when its disabled, after all that's what the PS2 does 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...
Snoops27 Posted February 18, 2015 Share Posted February 18, 2015 (edited) Oh in the ini it says "PS2 has it enabled and PC has it disabled" so I thought having it enabled would be better because of PS2 Edited February 18, 2015 by snoops26 Link to comment Share on other sites More sharing options...
The Hero Posted February 18, 2015 Author Share Posted February 18, 2015 Oh damn, fixed it. Snoops27, mirh and SilverRST 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...
nyolc8 Posted February 18, 2015 Share Posted February 18, 2015 If I set fardist to higher than 80, then it starts to pop instead of fade, no matter of what else I set. Snoops27 1 Link to comment Share on other sites More sharing options...
El Dorado Posted February 18, 2015 Share Posted February 18, 2015 it crashes my game as soon as I step out of an interior modloader crash log Game version: GTA SA 1.0 USUnhandled exception at 0x03263104 in compact_gta_sa.exe: 0xC0000005: Access violation reading location 0x0000000B.Register dump:EAX: 0x00004EFB EBX: 0x24000004 ECX: 0x0000000B EDX: 0x00000001EDI: 0x00000100 ESI: 0x00000000 EBP: 0x0028F8C0 EIP: 0x03263104ESP: 0x0028F874 EFL: 0x00010246 CS: 0x00000023 SS: 0x0000002BGS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002BStack dump:0x0028F874: 0040ED2B 00000001 00000100 0B052210 0B185FF4 000000010x0028F88C: 451BFFB5 C4D34520 447DAF80 451BFFB5 C4D34520 447DAF800x0028F8A4: 00440825 0028F8C0 00000000 00000000 0B052210 000000000x0028F8BC: 0B185FF4 451BF548 C4D34800 416C8E22 0097AA1C 000001360x0028F8D4: 00000000 00000000 0097AA00 0028F97C 00000001 000000000x0028F8EC: 0000006C 00000000 0028F940 00837806 FFFFFFFF 00440F8E0x0028F904: 43E10000 00000000 00000000 0028F97C 00000001 000DC9800x0028F91C: 00600F1D 00000002 00000640 00459033 0B052210 000000000x0028F934: 00000000 00000000 0044C915 0028F988 00837820 FFFFFFFF0x0028F94C: 0053C0C1 011A8CF0 011A8DF0 FFFFFFFF 47D15300 0028F97Cbase: 0x00090000 top: 0x0028F874 bottom: 0x00290000Backtrace (may be wrong):=>0x03263104 in unknown (+0x3263104) (0x0028F870)0x0040ED2B in compact_gta_sa.exe (+0xed2b) (0x0028F8FC)0x00440F8E in compact_gta_sa.exe (+0x40f8e) (0x0028F918)0x00600F1D in compact_gta_sa.exe (+0x200f1d) (0x0028F924)0x00459033 in compact_gta_sa.exe (+0x59033) (0x0028F938)0x0044C915 in compact_gta_sa.exe (+0x4c915) Link to comment Share on other sites More sharing options...
The Hero Posted February 18, 2015 Author Share Posted February 18, 2015 No idea, try with a vanilla game or so. 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...
El Dorado Posted February 18, 2015 Share Posted February 18, 2015 No luck on a clean game either. Link to comment Share on other sites More sharing options...
nyolc8 Posted February 18, 2015 Share Posted February 18, 2015 Well, the one I notice is that I don't have fading until I press f11, I just get popping in gtass. But to be honest I don't remember I got fading ever. Btw I tried it in samp with grass.cs to get grass in samp. Maybe in samp it's popping... But f11 fixes it.I had a cleo memory write which wrote the fardist to 300.0 at game startup and that was the reason why it popped. So it works nicely now Snoops27 1 Link to comment Share on other sites More sharing options...
SilverRST Posted February 18, 2015 Share Posted February 18, 2015 I am, experimenting not making much difference atm These are my current settings atm, they seem to work quite well backfaceCull=1 farDist=85.0 fadeDist=80.0 densityMult=2.0 These settings seems to work for me aswell. Thanks. I was really pulling my hairs out those grass kept popping in. Now they fade. But a bigger grass distance would be awesome. Imagine GTA SA world full of grass already loading and see those amazing landscape. Snoops27, Blackbird88, Concavax and 3 others 6 Link to comment Share on other sites More sharing options...
ric4rd094 Posted February 18, 2015 Share Posted February 18, 2015 (edited) SilverRST - backfaceCull should be set to 0 as snoops26 and The Hero mentioned later I'm wondering if it's better to use original plants.dat and densityMult set to 2.0 or edited plants.dat with densityMult set default (1.0).. Hmm ;D Edited February 18, 2015 by ric4rd094 Snoops27 1 Link to comment Share on other sites More sharing options...
The Hero Posted February 18, 2015 Author Share Posted February 18, 2015 (edited) Doesn't matter too much right now as the mod is not finished yet. I just found out why there are so few grass patches on the PC and what the PS2 does with the colors more or less. Edited February 18, 2015 by The Hero 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...
SilverRST Posted February 18, 2015 Share Posted February 18, 2015 SilverRST - backfaceCull should be set to 0 as snoops26 and The Hero mentioned later I'm wondering if it's better to use original plants.dat and densityMult set to 2.0 or edited plants.dat with densityMult set default (1.0).. Hmm ;D What is that supossed to be? I already have set it to 0. Link to comment Share on other sites More sharing options...
ric4rd094 Posted February 18, 2015 Share Posted February 18, 2015 Doesn't matter too much right now as the mod is not finished yet. I just found out why there are so few grass patches on the PC and what the PS2 does with the colors more or less. Excuse me for this dumb question but what is left to do with this mod? Link to comment Share on other sites More sharing options...
Inadequate Posted February 18, 2015 Share Posted February 18, 2015 For the new version of ps2grass.asi is the same link for download from the previous page? Link to comment Share on other sites More sharing options...
SilverRST Posted February 18, 2015 Share Posted February 18, 2015 (edited) For the new version of ps2grass.asi is the same link for download from the previous page? High likely yes -edit- ow lawt, i need sleep. Edited February 18, 2015 by SilverRST Inadequate 1 Link to comment Share on other sites More sharing options...
The Hero Posted February 18, 2015 Author Share Posted February 18, 2015 There is no new version of my mod. I'm just starting to figure out stuff. The colors seem to be different from what I thought and I haven't looked into how the plant placement can be fixed. 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...
SilverRST Posted February 18, 2015 Share Posted February 18, 2015 There is no new version of my mod. I'm just starting to figure out stuff. The colors seem to be different from what I thought and I haven't looked into how the plant placement can be fixed. Does the PS2 even has plants.dat? Perhaps if it does, it could be that file has different color RGB's than the PC's. Link to comment Share on other sites More sharing options...
Inadequate Posted February 18, 2015 Share Posted February 18, 2015 For the new version of ps2grass.asi is the same link for download from the previous page? High likely yes -edit- ow lawt, i need sleep. lol. the problem is: I not tested any version yet of the asi SilverRST 1 Link to comment Share on other sites More sharing options...
The Hero Posted February 18, 2015 Author Share Posted February 18, 2015 (edited) Does the PS2 even has plants.dat? Perhaps if it does, it could be that file has different color RGB's than the PC's. The PS2's plants.dat is mostly the same. There is only one difference and this is due to the PS2 only using one type of grass model, the PC has four different ones (grass0_[1234].dff). The colors just work a little differently on the PS2 but I'm quite positive I can figure it out (more or less). Edited February 18, 2015 by The Hero 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...
SilverRST Posted February 18, 2015 Share Posted February 18, 2015 For the new version of ps2grass.asi is the same link for download from the previous page? High likely yes -edit- ow lawt, i need sleep. lol. the problem is: I not tested any version yet of the asi Lol, I still use the first version which has a reversed 0 and 1 values XD. Not really necessarily to update for now. Does the PS2 even has plants.dat? Perhaps if it does, it could be that file has different color RGB's than the PC's. The PS2's plants.dat is mostly the same. There is only one difference and this is due to the PS2 only using one type of grass model, the PC has four different ones (grass0_[1234].dff). The colors just work a little differently on the PS2 but I'm quite positive I can figure it out (more or less). What in the world is that clumsy R* exactly trying to do?? Do those four plants even look different? They look all the same to me, I imported the dffs in Zmodeler2. Maybe those four dffs has different colors? Link to comment Share on other sites More sharing options...
The Hero Posted February 18, 2015 Author Share Posted February 18, 2015 (edited) The grass dffs are the same on PC and PS2. EDIT: haha, classic problem again, PC can't do what the PS2 can with color modulation. I will probably have to write a shader for grass. EDIT2: got colors working (not sure if they're 100% correct yet), with unmodified plants.dat and plant1.txd: Modded grass: PS2 grass for comparison: I also updated the asi. Edited February 18, 2015 by The Hero Jago, Edgrd, uncaged and 6 others 9 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 February 19, 2015 Share Posted February 19, 2015 @The Hero What is the farthest draw distance limit for grass rendering? I would like set DD to 300 meters but game seems to ignore it. Link to comment Share on other sites More sharing options...
TJGM Posted February 19, 2015 Share Posted February 19, 2015 @The Hero What is the farthest draw distance limit for grass rendering? I would like set DD to 300 meters but game seems to ignore it. That's probably because of the grass limit. I believe 16 patches of grass is the limit, I'm not sure if @The Hero plans on changing that, but I guess you could always ask @fastman92 to hack it for his limit adjuster or perhaps someone will hack it for Open Limit Adjuster. Link to comment Share on other sites More sharing options...
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