The Hero Posted February 19, 2015 Author Share Posted February 19, 2015 (edited) Hm, a grass patch limit? Didn't see that yet. Do you have more information on that? EDIT: I found out that the colors are still wrong. They depend on timecyc ambient values. Currently I'm trying to find out how the PS2 game handles these, definitely *not* like the PC version. Edited February 19, 2015 by The Hero TJGM and Igor Bogdanoff 2 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...
TJGM Posted February 19, 2015 Share Posted February 19, 2015 Hm, a grass patch limit? Didn't see that yet. Do you have more information on that? Afraid not, that's all I know. I think @LINK/2012 took an extremely brief look into it, but that's about it. Link to comment Share on other sites More sharing options...
The Hero Posted February 19, 2015 Author Share Posted February 19, 2015 (edited) Ok, maybe I'll ask him if I need to. In other news I found out how the ambient colors on the PS2 work (I think). On the PC the ambient color is just the first color in timecyc.dat, easy. On the PS2 however the largest of the three color channels is added to all three channels again (approximately, there seem to be precision problems for whatever reason). This is of course not grass specific but affects everything that uses the ambient color. Coupled with how the PS2 multiplies textures and colors differently (a color of 128 will leave the texture as is on the PS2, values above even brighten it. In d3d9 a value of 255 leaves the texture as is and there is now way to brighten it without a shader) this results in a difference for *all* statically lit geometry (although I have to check the VU1 code for world geometry again to see how the colors are really calculated). I will see if I can implement that in the PC game but it shouldn't be too hard. Anyway, this ambient color is added to the color of the grass and this is multiplied by the intensity from plants.dat. Edited February 19, 2015 by The Hero G The Generous, Blackbird88, Concavax and 5 others 8 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...
The Hero Posted February 19, 2015 Author Share Posted February 19, 2015 (edited) I implemented the colors correctly now I think, you can try the new version. I added an ini switch which enables PS2 ambient colors. I think one may need to change the rendering of static geometry for this to look exactly right but that has nothing to do with grass. Even the ambient color has nothing to with this, maybe we should put it into SilentPatch. Edited February 19, 2015 by The Hero Blackbird88, mirh, Jago and 4 others 7 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...
Igor Bogdanoff Posted February 19, 2015 Share Posted February 19, 2015 Snoops27 1 Link to comment Share on other sites More sharing options...
nyolc8 Posted February 19, 2015 Share Posted February 19, 2015 (edited) Just a small thing I noticed: many grass + standing inside in grass + backfaceCull=0 = lower fps When I enable backfaceCull, I get higher fps. Maybe this is the reason why it's different on PC(?) edit: ps2colors on grass applies what values to it exactly? I use a modified timecyc and getting white grass It uses color correction values? edit2: nevermind, ambient color... Edited February 19, 2015 by nyolc8 Link to comment Share on other sites More sharing options...
The Hero Posted February 19, 2015 Author Share Posted February 19, 2015 That's probably the reason, yes. 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 19, 2015 Share Posted February 19, 2015 Link to comment Share on other sites More sharing options...
Claude_Lib Posted February 19, 2015 Share Posted February 19, 2015 (edited) PS2 (light grey) I guess that tree right next to CJ is a part of the map rather than an actual plant, right? Edited February 19, 2015 by Claude Liberty Link to comment Share on other sites More sharing options...
The Hero Posted February 19, 2015 Author Share Posted February 19, 2015 Should be procedural object. 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...
Reyks Posted February 19, 2015 Share Posted February 19, 2015 Oh dang, San Andreas shines once again thank you so much Mr. The Hero. Any idea if its possible to make procedural objects fade-in instead of just appear out of thin air? uncaged and Snoops27 2 Link to comment Share on other sites More sharing options...
The Hero Posted February 19, 2015 Author Share Posted February 19, 2015 I will take a look at that when I'm finished with the grass. Still have to find out why it's not placed correctly and fix it. Igor Bogdanoff, uncaged, Blackbird88 and 1 other 4 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...
ric4rd094 Posted February 19, 2015 Share Posted February 19, 2015 Could you please write what did you do to achieve this look? I mean what ype of plant1.txt and plant.dat and settings in ps2grass, please Link to comment Share on other sites More sharing options...
nyolc8 Posted February 19, 2015 Share Posted February 19, 2015 (edited) Changing ps2Ambient=1 to 0 does not disable coloring for me. Still works/looks like as it's on 1. Edited February 19, 2015 by nyolc8 Link to comment Share on other sites More sharing options...
El Dorado Posted February 19, 2015 Share Posted February 19, 2015 Default plants.dat and txd backfaceCull=0ps2Ambient=1farDist=85.0fadeDist=80.0densityMult=1.0 And backfaceCull set to zero causes a slight fps drop on some places Link to comment Share on other sites More sharing options...
The Hero Posted February 19, 2015 Author Share Posted February 19, 2015 The difference isn't that great. Have you reloaded the ini with F11 while the game was running? With ps2 ambient light the scene should be brighter. 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...
Igor Bogdanoff Posted February 19, 2015 Share Posted February 19, 2015 Name is a bit incorrect because if you set densityMult to zero you will get "remastered version" grass. (I wonder if someone sets it to zero because he love remastered version so much) Snoops27 1 Link to comment Share on other sites More sharing options...
Reyks Posted February 19, 2015 Share Posted February 19, 2015 Yeah backfaceCull=1 rapes the framerate quite hard especially in these fields: This makes me wonder how they managed to make the PS2 not lag in those areas :S. Link to comment Share on other sites More sharing options...
nyolc8 Posted February 19, 2015 Share Posted February 19, 2015 (edited) Yeah tested, the whole screen gets brigther, but still with the latest version I get glowing grass in night (no matter if setting on or off) With older version (the one which didn't have this ambient thing) I got darker grass. Edited February 19, 2015 by nyolc8 Link to comment Share on other sites More sharing options...
The Hero Posted February 19, 2015 Author Share Posted February 19, 2015 Are you using an original timecyc.dat? If yes, maybe it's the same on the PS2? 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 19, 2015 Share Posted February 19, 2015 No, but if I set ps2Ambient to 0 then it should look like the same as with the older version ps2grass.asi, no? My problem is that it looks different even with setting 0. Link to comment Share on other sites More sharing options...
SilverRST Posted February 19, 2015 Share Posted February 19, 2015 (edited) Nice to hear some of you have FPS drop problem. I nearly was gonna throw my PC out of the windows and it has a i7 and GTX780 lol So the backfaceCull is responsible for FPS drops? Edited February 19, 2015 by SilverRST Snoops27 1 Link to comment Share on other sites More sharing options...
nyolc8 Posted February 19, 2015 Share Posted February 19, 2015 yes, and the amount of grass too. Link to comment Share on other sites More sharing options...
Reyks Posted February 19, 2015 Share Posted February 19, 2015 (edited) Nighttime objects are indeed a lot brighter with the latest version: Btw original PC timecyc(with increased draw distance) Edited February 19, 2015 by Reyks Link to comment Share on other sites More sharing options...
nyolc8 Posted February 19, 2015 Share Posted February 19, 2015 (edited) I get glowing grass with original timecyc too... (but only with latest version ps2grass.asi) Is it possible to get the older asi from somewhere? Edited February 19, 2015 by nyolc8 Link to comment Share on other sites More sharing options...
The Hero Posted February 19, 2015 Author Share Posted February 19, 2015 Can you post a screenshot of that? Also try disabling PS2 ambient light. 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 19, 2015 Share Posted February 19, 2015 with default timecyc (re-enabled other mods because it was the same when I removed them): I tried disable it, no matter what I do it's this bright with latest asi. With the previous asi it was dark/normal. Can I download the previous version from somewhere? Link to comment Share on other sites More sharing options...
The Hero Posted February 19, 2015 Author Share Posted February 19, 2015 If you must, this version doesn't add ambient light to the grass color: http://aap.papnet.eu/gta/ps2grass_noamb.asi mirh 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 19, 2015 Share Posted February 19, 2015 (edited) well this still not works the same as the previous version: :pokerface: edit: it looked good with older ps2grass.asi but I don't have that asi anymore: Anyone have that old version? Edited February 19, 2015 by nyolc8 Igor Bogdanoff 1 Link to comment Share on other sites More sharing options...
The Hero Posted February 19, 2015 Author Share Posted February 19, 2015 Sorry about that, fixed. nyolc8 and mirh 2 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...
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