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[LCS|VCS|REL] PS2 assets for PSP


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MAJEST1C_R3

No release until this implemented:

 

On 7/2/2019 at 4:59 PM, MAJEST1C_R3 said:

I'm planning to replace original textures with ones which I'll find in GTA3 (PC/Xbox/Mobile) in higher resolution, make HQ hud and fonts

I dont want a bunch of different alpha/beta versions floating around. Only one release

2 hours ago, MAJEST1C_R3 said:

No release until this implemented:

 

I dont want a bunch of different alpha/beta versions floating around. Only one release

If you're waiting until that, then for VCS you might want to help us out, the knackers method has a lot of dupes and repeating textures and they do not have names, for VCS PC we've currently crunched down on this and got a massive chunk of them named.

MAJEST1C_R3

Draw distance in LCS and VCS restricted in LVZ/DTZ map to how many placement matrices contains each sector. So you can increase draw distance only by adding more placement matrices and rebuilding world sectors. But since this mod has ported ps2 map without changes - draw distance will be like on ps2.

Here comparison:

 

Tzj76CC.jpg

Ou7vxM43xEg.jpg

undergroundvicious
5 hours ago, MAJEST1C_R3 said:

Draw distance in LCS and VCS restricted in LVZ/DTZ map to how many placement matrices contains each sector. So you can increase draw distance only by adding more placement matrices and rebuilding world sectors. But since this mod has ported ps2 map without changes - draw distance will be like on ps2.

Here comparison:

That's pretty good! Combine with better textures will be perfect.

MAJEST1C_R3
13 hours ago, undergroundvicious said:

That's pretty good! Combine with better textures will be perfect.

 Yeah. I've tried to update textures on original PSP version of LCS long time ago.

Here few screenshots from this old lost mod:

Spoiler

kznBl4d.jpg

dplhhT2.jpg

YjTcSYC.jpg

cy0VZkz.jpg

e7GvtpH.jpg

eCkoi3M.jpg

uOHwQGu.jpg

EqCFyiq.jpg

KFbbMBl.jpg

HUkWueP.jpg

 

This is what I planning to do with ported ps2 map

Edited by MAJEST1C_R3
51 minutes ago, MAJEST1C_R3 said:

No. I can't use same trick with trails like in Vice City PC. Timecyc on PSP also has Trails fields missing

No they don't? The timecyc for stories games actually have additional values compared to previous games. The blurRGB value is present throughout.

there are multiple effects at play here. Both LCS and VCS have some kind of colour filter, on PSP and PS2, but they way they work is different. VCS on PS2 has in addition something like PS2 SA's radiosity and that effect has two additional values in the timecycle. I don't think i ever looked at the PSP timecycle, but i'm pretty sure it's missing those two.

Made a PS2-like timecycle for VCS: http://gta.rockstarvision.com/game_vcs_ps2timecyc.dtz

undergroundvicious
On 8/3/2019 at 6:24 PM, MAJEST1C_R3 said:

Hope to finish tex editor soon and start to replace textures...

  Reveal hidden contents

XczBTud.jpg

V54PBwk.jpg

 

 

Just another LCS Beta leftover:

y2LqPvt.png

IIRC, beta Toni is present on PSP files too. Oh never mind, I was searching about it and discovered it was found by you lol

 

Nice find!

 

aef30fc24974.jpg

 

3036b5a582a4.jpg

 

 

 

Edited by undergroundvicious
.
  • Like 2
2 hours ago, The Hero said:

Made a PS2-like timecycle for VCS: http://gta.rockstarvision.com/game_vcs_ps2timecyc.dtz

It's just copied PS2 timecyc without fields which appeared in PS2 version or you additionally edited it somehow?

I figured this out for LCS originally and just applied the same thing to the VCS data after removing the 4 PS2-only fields:

# adjust emissive
for i in range(192*3*2, 192*3*3):
	data[i] = int(data[i]/1.22/2)
# adjust dir a bit, not accurately
for i in range(192*3*4, 192*3*5):
	data[i] = int(data[i]/2)
# remove postfx, doesn't work the same way on ps2
for i in range(192*47, 192*50):
	data[i] = 0

 

On 8/11/2019 at 11:19 PM, The Hero said:

I figured this out for LCS originally and just applied the same thing to the VCS data after removing the 4 PS2-only fields:


# adjust emissive
for i in range(192*3*2, 192*3*3):
	data[i] = int(data[i]/1.22/2)
# adjust dir a bit, not accurately
for i in range(192*3*4, 192*3*5):
	data[i] = int(data[i]/2)
# remove postfx, doesn't work the same way on ps2
for i in range(192*47, 192*50):
	data[i] = 0

 

Seems to be same changes should be applied to other sections and even to blur section in LCS, some funcs like gamma correction maybe needed instead of linear scaling. Car shadows are too dark, lighting not so accurate, only sky seems to looks similar. I'll start to dig this up after updating HQ textures

Would be possible to take sections like that from PSP and just use PS2 for ambient and sky. I didn't get too deep into it, just wanted to make the PSP versions looks a bit better because imo the PSP timecycle is horrible (in both games).

On 7/9/2019 at 8:08 AM, MAJEST1C_R3 said:

Yes it will. I've contacted PPSSPP developers and they told me how to make it compatible not only with old versions of emulator. But this mod will NOT can be played on PSP. Not sure about PS Vita

Finally PS2 version without the massive FPS drops.

Edited by TheShadowX18
  • Like 2
shreddinslash

Okay, firstly, I'd like to say that this mod is absolutely amazing! I can't wait to see a release. What I'd like to ask is, is it possible in the future to make the HUD more PS2-like for LCS and VCS (rectangle health and armor bars in LCS and way smaller in both LCS and VCS)? It takes a while to get used to the large HUD coming off the widescreen fixes released for previous 3D Universe titles. 

  • Like 2

Maybe later I'll try to do this

Spoiler

Testing texture tool (Saving) in Manhunt PS2. Just have opened PSP texture dictionary and saved into PS2 format.

Stories PSP Remaster one step closer now

 

 

PUO38hD.jpg

 

Replaced random texture

 

YMga6Zt.jpg

 

Edited by MAJEST1C_R3
  • Like 7
Spoiler

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Few comparison screens between original PSP and ported PS2 with GTA3 textures (which in most cases have double size compared to LCS PS2 ones). Radar is f*cked I know.

 

Spoiler

ZRIDE1K.jpg

bpSjGG6.jpg

RIuBNMU.jpg

 

Edited by MAJEST1C_R3
On 8/27/2019 at 9:18 PM, waper1234 said:

Nice. Now you only need to replace fonts and HUD with HD ones and change it size and it's done.

There are TOO MANY textures to be matched and replaced. For now I have only Portland 60-70% finished

 

Spoiler

euQsv7C.jpg

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z66Gd3L.jpg

4mnEhsd.jpg

 

Shoreside Vale

Spoiler

lumKZSp.jpg

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Edited by MAJEST1C_R3
  • 2 weeks later...

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