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[SA] PS2 Grass to PC


The Hero
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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 by nyolc8
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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.

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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 by The Hero
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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 by snoops26
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I am, experimenting :D 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 by snoops26
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You leave bacfaceCull on? Why that? Looks much better when its disabled, after all that's what the PS2 does ;)

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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 :D

Edited by snoops26
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it crashes my game as soon as I step out of an interior

 

modloader crash log

 

 

Game version: GTA SA 1.0 US
Unhandled exception at 0x03263104 in compact_gta_sa.exe: 0xC0000005: Access violation reading location 0x0000000B.
Register dump:
EAX: 0x00004EFB EBX: 0x24000004 ECX: 0x0000000B EDX: 0x00000001
EDI: 0x00000100 ESI: 0x00000000 EBP: 0x0028F8C0 EIP: 0x03263104
ESP: 0x0028F874 EFL: 0x00010246 CS: 0x00000023 SS: 0x0000002B
GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B

Stack dump:
0x0028F874: 0040ED2B 00000001 00000100 0B052210 0B185FF4 00000001
0x0028F88C: 451BFFB5 C4D34520 447DAF80 451BFFB5 C4D34520 447DAF80
0x0028F8A4: 00440825 0028F8C0 00000000 00000000 0B052210 00000000
0x0028F8BC: 0B185FF4 451BF548 C4D34800 416C8E22 0097AA1C 00000136
0x0028F8D4: 00000000 00000000 0097AA00 0028F97C 00000001 00000000
0x0028F8EC: 0000006C 00000000 0028F940 00837806 FFFFFFFF 00440F8E
0x0028F904: 43E10000 00000000 00000000 0028F97C 00000001 000DC980
0x0028F91C: 00600F1D 00000002 00000640 00459033 0B052210 00000000
0x0028F934: 00000000 00000000 0044C915 0028F988 00837820 FFFFFFFF
0x0028F94C: 0053C0C1 011A8CF0 011A8DF0 FFFFFFFF 47D15300 0028F97C
base: 0x00090000 top: 0x0028F874 bottom: 0x00290000

Backtrace (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)

 

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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 :)
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I am, experimenting :D 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.

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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 by ric4rd094
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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 by The Hero
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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.

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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?

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For the new version of ps2grass.asi is the same link for download from the previous page? :p

High likely yes :p

 

-edit- ow lawt, i need sleep.

Edited by SilverRST
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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.

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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.

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For the new version of ps2grass.asi is the same link for download from the previous page? :p

High likely yes :p

 

-edit- ow lawt, i need sleep.

 

 

lol. the problem is: I not tested any version yet of the asi :p

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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 by The Hero
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For the new version of ps2grass.asi is the same link for download from the previous page? :p

High likely yes :p

 

-edit- ow lawt, i need sleep.

 

 

lol. the problem is: I not tested any version yet of the asi :p

 

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?

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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:

modgrass.png

PS2 grass for comparison:

ps2grass.png

 

 

I also updated the asi.

Edited by The Hero
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@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.

HHnErXC.png


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@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.

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