nyolc8 Posted February 19, 2015 Share Posted February 19, 2015 Thanks, now it's good ^^ Link to comment Share on other sites More sharing options...
The Hero Posted February 19, 2015 Author Share Posted February 19, 2015 (edited) I still don't understand the problem. I don't get such bright grass at 00:00 with PLEASANTLYWARM weather. Can you confirm that even at that time and weather it looks wrong? Edited February 19, 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...
Reyks Posted February 19, 2015 Share Posted February 19, 2015 What about these bright objects/buildings at night? Am I the only one with that? Link to comment Share on other sites More sharing options...
The Hero Posted February 19, 2015 Author Share Posted February 19, 2015 No, why should you? I implemented the same handling of ambient light as on the PS2 now, that's why it's brighter. You can disable it if you don't like it. Igor Bogdanoff and Reyks 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...
nyolc8 Posted February 19, 2015 Share Posted February 19, 2015 (edited) Well I only an run samp, and I made these screens in samp_debug. the time is 00:00, I don't know what is the weather. BUT I still get bright grass with modded grass textures... AND only with this new asi So with older asi (no ps2ambient option in it): With new asi or ps2grass_noamb.asi (ps2ambient on or off, doesn't matter): So the ps2grass_noamb still looks different from the older asi... Edited February 19, 2015 by nyolc8 Link to comment Share on other sites More sharing options...
Igor Bogdanoff Posted February 19, 2015 Share Posted February 19, 2015 I have different problem, buildings are flashing at night, but now SA look so gorgeous, never knew SA look like this. Link to comment Share on other sites More sharing options...
The Hero Posted February 19, 2015 Author Share Posted February 19, 2015 Your buildings flash? Are you *sure* this is caused my this mod? And does it still happen when you disable PS2 ambient light? nyolc: That's why I said use the PLEASANTLYWARM cheat (unless cheats are disabled on SAMP?). Anyway, without an unmodified game (apart from SilentPatch and my ps2 asis) I won't be able to help you. 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) I just want the previous version ps2grass.asi (the one which didn't have the ps2ambient option).... That looked good with modded game (first screen in my previous post). (that old one was 70kb, the ps2grass_noamb is 72kb) Edited February 19, 2015 by nyolc8 Link to comment Share on other sites More sharing options...
Reyks Posted February 19, 2015 Share Posted February 19, 2015 No, why should you? I implemented the same handling of ambient light as on the PS2 now, that's why it's brighter. You can disable it if you don't like it. My bad I thought it was a bug on my side or something . Although like Tomasak said, the game looks beautiful with PS2 ambient lighting during the day, the only downside is the nightime looks silly Link to comment Share on other sites More sharing options...
Igor Bogdanoff Posted February 19, 2015 Share Posted February 19, 2015 Ok, the flashing is even with disabled PS2 ambient light Link to comment Share on other sites More sharing options...
The Hero Posted February 19, 2015 Author Share Posted February 19, 2015 (edited) nyolc: I think this asi should be the same as the last before I fixed the colors: http://aap.papnet.eu/gta/ps2grass_nyolc.asi And what's the problem with night ambient light? I mean the difference isn't *that* great. Tomasak: But are you sure the flashing is caused by this mod? What if you remove the asi? Because I don't touch the buildings at all in this mod. Only indirectly through the ambient light, but when you disable that there should be no difference. EDIT: Wait, I mess with the default render callback but this should be no problem. Unless you have a mod which does the same maybe? Edited February 19, 2015 by The Hero Snoops27 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...
SilverRST Posted February 19, 2015 Share Posted February 19, 2015 The Hero, what does the backfaceCull exactly do? I didn't see any difference. perhaps, maybe my eyes are deceiving me? And because, well, I don't know because of my empty face, I set the backfaceCull to 1 ans no more FPS drops at certain locations. So it doesn't matter how many grass there, ow f*ck yes! Moar grass!!11!!!1 And it's also funny too because at certain locations, you litteraly can no longer find your vehicle back lol. I lost my bikes numerous times because of the high and dense grass and I also can easily get lost. (Disabled the radar because it's much better this way) And I also disabled PS2amb, I read it has some problems like the grass being radioactive and I don't want CJ transform into a big black The Hulk destroying hundreds of tanks and going on rampage lol Concavax and Snoops27 2 Link to comment Share on other sites More sharing options...
Igor Bogdanoff Posted February 19, 2015 Share Posted February 19, 2015 Tomasak: But are you sure the flashing is caused by this mod? What if you remove the asi? Because I don't touch the buildings at all in this mod. Only indirectly through the ambient light, but when you disable that there should be no difference. EDIT: Wait, I mess with the default render callback but this should be no problem. Unless you have a mod which does the same maybe? I found that flashing building, floor etc. is even on PS2. Never noticed it before (maybe I have some problem with eyes, it's very visible with PLEASANTLYWARM and NIGHTPROWLER combined) Link to comment Share on other sites More sharing options...
Danikov Posted February 19, 2015 Share Posted February 19, 2015 Backface Cull is a performance friendly method that doesn't render/display the 'hidden' polygons of a mesh. Here's an example: mirh 1 Link to comment Share on other sites More sharing options...
The Hero Posted February 19, 2015 Author Share Posted February 19, 2015 (edited) Tomasak: I don't see it. Can you make a video? SilverRST: Only nyolc8 has problems with grass and he's using mods which change the grass apparently. Backface cull means only one side of a polygon is drawn. Source is available now: http://tohjo.eu/aap/ps2grass/tree/master Edited February 19, 2015 by The Hero Snoops27, Reyks, Danikov 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...
nyolc8 Posted February 19, 2015 Share Posted February 19, 2015 I thought f*ck it, opened plants.dat and tweaked grass itself to make it look good (normal latest ps2grass.asi, ps2ambient enabled) Link to comment Share on other sites More sharing options...
Igor Bogdanoff Posted February 19, 2015 Share Posted February 19, 2015 Tomasak: I don't see it. Can you make a video? Reyks 1 Link to comment Share on other sites More sharing options...
Claude_Lib Posted February 19, 2015 Share Posted February 19, 2015 (edited) I dunno if I should post it here or in SilentPatch topic, but anyway. The grass renders in the wrong order, the further bushes above those which are closer, no matter which two-pass is being used, your or Silent's. Here's an example: PS. No FPS drops on my GTX980. Totally offtopic: Cookies to that someone who guesses what car I was in. 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 (edited) You can't change that easily. Grass is drawn without writing z so you're bound to have those problems. Also SilentPatch doesn't touch the rendering of grass. Tomasak: Interesting. Doesn't happen in my game. Edited February 19, 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...
Silent Posted February 19, 2015 Share Posted February 19, 2015 Totally offtopic: Cookies to that someone who guesses what car I was in. Infernus. Claude_Lib, Concavax, mirh and 1 other 4 Link to comment Share on other sites More sharing options...
Reyks Posted February 19, 2015 Share Posted February 19, 2015 (edited) @nyolc8 I stopped playing SA-MP mainly due to this kind of stuff, basically SA-MP + fancy mods=poop, and trying to fix it is a big pain in the ass. If you use the latest modloader you can create a profile to disable certain mods when you launch the game trough SA-MP @tomasak That happens in night transitions even without this mod, and if you have NIGHTPROWLER enabled it will happen constantly. My guess is that it's more visible due to the PS2 ambient light. Edited February 19, 2015 by Reyks Igor Bogdanoff 1 Link to comment Share on other sites More sharing options...
Claude_Lib Posted February 19, 2015 Share Posted February 19, 2015 But if you're implementing PS2 grass rendering mechanism, doesn't that include new Z-buffer writing code, or whatever it is called? PS. Cookies to the Cookie Monster! That was inevitable. Plus the spoiler spoiled the mystery, quite literally. Silent and Snoops27 2 Link to comment Share on other sites More sharing options...
Silent Posted February 19, 2015 Share Posted February 19, 2015 SA-MP doesn't give a damn about mods, so why should we give a damn abour SA-MP? mirh, Jago, Claude_Lib and 4 others 7 Link to comment Share on other sites More sharing options...
The Hero Posted February 19, 2015 Author Share Posted February 19, 2015 Claude Liberty: I could implement something closer to the PS2 behaviour indeed. That requires another dual pass and would slow down the rendering even more but I can make an ini switch so it won't be a problem. Claude_Lib, Concavax, Snoops27 and 3 others 6 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...
Inadequate Posted February 19, 2015 Share Posted February 19, 2015 Well, I came later to the party, where is the download link for the ASI and someone can share his config please? Snoops27 1 Link to comment Share on other sites More sharing options...
Reyks Posted February 19, 2015 Share Posted February 19, 2015 (edited) Well, I came later to the party, where is the download link for the ASI and someone can share his config please? Here you go http://aap.papnet.eu/gta/ps2grass.zip My settings: [PS2Grass] ; lets F11 reload this ini and F12 reload ini and plants.dat (default 1) enableHotkeys=1 ; enables or disables backfaceCull. PS2 has it disabled and PC has it enabled (default 1) backfaceCull=1 ; use PS2 ambience color. This means the greatest ambient color channel is added to all channels again (default 0) ps2Ambient=1 ; farDist is the distance before which grass is visible (default 60.0) farDist=60.0 ; between farDist and farDist+fadeDist grass will be faded in (default 20.0) fadeDist=20.0 ; a multiplier for the density (plants.dat reload needed) (default 1.0) densityMult=1.0 EDIT: backfaceCull=0 may lag a lot if you have a crap GPU like I do. Edited February 19, 2015 by Reyks uncaged, Snoops27, Concavax and 1 other 4 Link to comment Share on other sites More sharing options...
nyolc8 Posted February 19, 2015 Share Posted February 19, 2015 @nyolc8 I stopped playing SA-MP mainly due to this kind of stuff, basically SA-MP + fancy mods=poop, and trying to fix it is a big pain in the ass. If you use the latest modloader you can create a profile to disable certain mods when you launch the game trough SA-MP @tomasak That happens in night transitions even without this mod, and if you have NIGHTPROWLER enabled it will happen constantly. My guess is that it's more visible due to the PS2 ambient light. I fixed it by editing plants.dat. Edited all grass colors (mainly the color intensity value) and now all grass looks good with ps2ambient enabled. In samp. And I can't disable mods FOR samp only because I ONLY play in samp. Snoops27 and Reyks 2 Link to comment Share on other sites More sharing options...
erorcun Posted February 19, 2015 Share Posted February 19, 2015 So, only grass density has remained? Or is it done too? Screens seems pretty like PS2 :confused: Link to comment Share on other sites More sharing options...
nyolc8 Posted February 19, 2015 Share Posted February 19, 2015 I think everything got modified to look like ps2 grass. But a grass limit extension would be nice Snoops27 1 Link to comment Share on other sites More sharing options...
uncaged Posted February 19, 2015 Share Posted February 19, 2015 Please, could someone provide all needfull plants files for this new grass to work correctly ? I think I messed too much with mine before and I get really crazy crap in my game. Link to comment Share on other sites More sharing options...
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