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Jamasen

AI Enhanced Textures for Vice City

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Jamasen
Posted (edited)

dsyDn6w.jpg

42013.png

Version 2 is now available!

I'll update this post with a list of changes soon.

87b2Dpz.png1TviW6F.png


This mod aims increase texture detail while retaining the original look of the game.

 

This version contains 1364 txd files, all of which have had each image A.I Enhanced.

Some of these textures are not PC originals and have been replaced with XBOX, PS2 and Mobile counterparts, as these contain higher resolution originals or fixes for some of the broken PC textures.

I've also manually fixed some artefacts caused by the up-scaling in clouds, wheels and particles.

 

Requirements & Installation


For this mod to work, you will NEED the following mods installed beforehand (All of which require an ASI Loader):

I also recommend the following mods as they make things look even better:

 

Future Versions


  • XBOX Number plates for all vehicles.
  • Multiply basic ground textures as they can still appear blurry or stretched.
  • Fix some of the lower resolution signs and billboards as most of the words are now an indecipherable mess.
  • Enhance and Implement some of DimZet's high resolution XBOX and road textures.
Edited by Jamasen

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.M.S

Very nice, i've seen it before on moddb.

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DimZet

will you use these textures?

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Jamasen
On 3/9/2019 at 11:36 PM, DimZet said:

will you use these textures?

Those road and ground textures are really good, I might use some of these when i release the updated version.

I enhanced one of the road textures for comparison (468 x 468 > 1872 x 1872).

 

N9RMeqG.pngKU3T339.jpg

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BrunoPogo

What about mip-maps?

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Jamasen
6 hours ago, BrunoPogo said:

What about mip-maps?

There's a good chance i'll be using them in the next version.

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nkjellman

Looks nice. I am doing a similar thing for my GTA IV LC to V port.

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Jamasen
Posted (edited)

Version 2 Almost Complete.

I've got many fixes and enhancements, see below for a complete detailed list.

  • I received a lot of messages regarding installation and crashing. For this version I will be including SilentPatchVC and SkyGfx, this should make installation for less experienced modders a Drag & Drop kind of deal and allow me to optimise the visual settings.
  • Foliage has been improved again, the mobile textures used were larger in size than intended, which caused them to appear pixelated and blurry, I've correctly downsized and AI enhanced them all which has worked much better than previous attempts.
  • Particle effects have been improved some more, some of the smoke and water didn't scale too well and had grey artefacts on the edges, this has been fixed by making them all white and transparent manually.
  • Lights and and bloom has been improved, there were some gamma and dithering artefacts which didn't look nice, this has been fixed by AI enhancing the XBOX effects which are more clean than the PC/PS2 versions.
  • Ground textures have been improved, some of the ground textures in Vice City are stretch over large surfaces such as car parks, grass and alleys (a good example is the vice city airport). Version 1 improved this slightly but they still appeared blurry. I've spent quite some time manually finding and multiplying ground textures X4. This will shrink the ground textures down to a more realistic size and blend together with road and other surfaces more seamlessly.
  • If you were unlucky enough, you may have come to a point where the road and building textures stopped loading, this was caused by some memory streaming limitations, I believe i have fixed this with some changes to the limit adjuster.
  • I've rebuilt all the textures to use MipMapping which should improve performance for anyone with a toaster PC. It should also improve texture quality over longer distances. The only downside to this is a larger download compared to Version 1.
  • I've also got many small fixes and improvements across the board, such as applying the PS2 banner to the Dodo and XBOX style number plates applied to all cars.

Credits

@Silent for the inclusion of SilentPatch.

@The Hero for the use of SkyGfx.

Edited by Jamasen

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Jamasen

Another Update

 

I've finished everything in the previous reply and implemented some of @DimZet's texture's. I've also created some new one's using his source files.

All vehicles have XBOX style number plates and every texture is utilising MipMaps.

I'm also going to include optional AI Enhanced load screens and possibly (if i can convert it correctly) AI Enhanced rockstar/intro videos.

 

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Jamasen
Posted (edited)

Snapshot of the 1080p intro video working in-game (old vs new).

Kinda hard to convert to .MPG and retain the video quality, the MP4 codec crashes or displays nothing startup.

EDIT: I will release the new intro videos at a later date, i'm having streaming issues when they're played in-game (might be too big).

qQUIOFc.png

4CuIkjU.png(click to see full size)

 

Edited by Jamasen

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Ash_735

It's good to see you go back on this and work out what's wrong, the initial release is clearly PC/Xbox textures ran through the AI without considering there's better versions of those textures available (in some cases, even within VC itself, you've used a scaled version of kbtree3_test in generic when a better version was available in golf_palms for example) along with the neons being scaled from the DXT compressed versions when the PS2 versions are better to use. Looking forward to see how a more focused version of this turns out.

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Jamasen
18 hours ago, Ash_735 said:

It's good to see you go back on this and work out what's wrong, the initial release is clearly PC/Xbox textures ran through the AI without considering there's better versions of those textures available (in some cases, even within VC itself, you've used a scaled version of kbtree3_test in generic when a better version was available in golf_palms for example) along with the neons being scaled from the DXT compressed versions when the PS2 versions are better to use. Looking forward to see how a more focused version of this turns out.

Yeah, there are still improvements to be made.

Vice City has a lot of bad quality textures in comparison to the other games (see wheel textures compared to GTA III).

I might finish work on the GTA III version before starting work on Version 3.

 

 

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gamermek1234

Incredible work! :^:

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DimZet

You use ESRGAN or Gigapixel?

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Dingleman
Posted (edited)

Actually came to ask the same question as DimZet, because this is looking real good!
 

How far is the GTA3 version coming along? NHDT might be in trouble. 😛

Edited by Dingleman

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DEALUX

You can do the intro video with a different codec and rename the file to whatever extension the original intro videos are using and it might work. I've done it in the past with the Lagarith codec for instance, but that thing is lossless and uses a lot of space.

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AngelD7

WHERE IS THE LINK?

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Kawaii Sapphire ☆
On 3/4/2019 at 10:56 PM, Jamasen said:

42013.png

Click there ._.

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AngelD7
Posted (edited)

oh yeah!?... i though the download  link was this: 

https://www.moddb.com/mods/ai-enhanced-textures-for-vice-city/downloads/version-2-release

 

but i guess you're right!! and this!!:

https://www.moddb.com/mods/ai-enhanced-textures-for-vice-city 

is probably the Direct Link for Download.

Is not right lance?:

 

._________________.

Edited by AngelD7
fy

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Emmi
Posted (edited)

I've got some installation issues ... the widescreen fix doesn't seem to work ... however if I get it to work this mod doesn't work anymore ... the ps2 visual effects are gone all of a sudden. Another thing is that the R* logo at the start of the game is always stretched for me and not like it's shown above here. What am I doing wrong? I've literally tried everything. Anyone can provide a detailed instruction from clean Vice City folder to fully modded game? Yes, I use a 1.0 exe.

Edited by Emmi

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Jamasen
On 5/19/2019 at 1:57 AM, Emmi said:

I've got some installation issues ... the widescreen fix doesn't seem to work ... however if I get it to work this mod doesn't work anymore ... the ps2 visual effects are gone all of a sudden. Another thing is that the R* logo at the start of the game is always stretched for me and not like it's shown above here. What am I doing wrong? I've literally tried everything. Anyone can provide a detailed instruction from clean Vice City folder to fully modded game? Yes, I use a 1.0 exe.

Hey, sorry about the late reply.

What version of vice city are you using, Retail or Steam?

If you're using retail, it should be a simple Drag & Drop of everything in the archive (If you have Version 2).

Steam requires a v1.0 gta-vc.exe (can find one via google easily).

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Emmi
Posted (edited)

Thanks for the reply! I use the steam version and I replaced original exe with 1.0 version exe of the game. I'm not sure what I do wrong.

 

I also installed asi loader and then openlimit and modloader.

Edited by Emmi

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Jamasen

Update

I've been busy on the outside with no real internet for almost a month now.

I'm going to be picking this up again and working GTA3 version now and should have something to show soon.

I've also got a version of San Andreas working (sort-of), It doesn't look very good at the moment.

 

 

 

4 minutes ago, Emmi said:

Thanks for the reply! I use the steam version and I replaced original exe with 1.0 version exe of the game. I'm not sure what I do wrong.

 

I also installed asi loader and then openlimit and modloader.

When i get home today, I'll post a screenshot of all my .asi scripts so you can compare.

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Emmi

Much appreciated.

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Jamasen
On 5/22/2019 at 3:38 PM, Emmi said:

Much appreciated.

Sorry about the late reply (again).

Here's my root and scripts folder:

8LFairX.png

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SHIFAAU9 / SHIFAAH9
Posted (edited)

TiP:

U DO NOT need the "skyGFX.dll" in the Script folder. since the skygfx.dll file & the skygfx.asi file is the same exact file, just renamed.

 

again this is just a tip.

Edited by SHIFAAU9 / SHIFAAH9

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Mr. Explosive

Nice! 

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Shantanu08

Sorry for going off-topic but can you guys help me with setting up high-res textures on huge .dff files?

mTPRP0P

 

When I use the native resolution of the original texture, it shows up correctly, but when I use higher resolution textures maintaining the same aspect ratio, the texture becomes skewed. Why does that happen and how can I prevent it?

this is the link of the screenshot

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marcoxD95

Is this still in the works or is it abandoned? Would love to see a GTA3 or San Andreas version. This is so far the best texture pack I have seen. Retains the original look but its HD. Well done.

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Jamasen
On 7/14/2019 at 11:33 AM, marcoxD95 said:

Is this still in the works or is it abandoned? Would love to see a GTA3 or San Andreas version. This is so far the best texture pack I have seen. Retains the original look but its HD. Well done.

Not dead but not fully active.

My desktop is still covered in the files for the GTA 3 and San Andreas versions.

 

To be completely honest, GTA 3 is very close but I've got a crash that I haven't quite figured out.

San Andreas is about ~70% there, it doesn't crash but texture streaming just stops no matter how much memory i throw at it.

This can actually happen with AI Vice City, it's pretty rare and can usually be fixed by entering an interior.

 

If anyone has some expert insight into texture streaming, I'm all ears 👍

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