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re:LIT - San Andreas


luke_slywalker

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luke_slywalker

(RESERVED)

 

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 Project re:LIT

Lighting and illumination improvement 

(abandoned)

 

Part 1 - San Fierro (expansion coming soon)

Spoiler

 

 

 

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Before - After

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Download Project re:LIT part 1

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Part 2 - Los Santos (11-05 more fixes)

Spoiler

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Before - After

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Download Project re:LIT part 2

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Edited by luke_slywalker
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luke_slywalker

Update for part 2 WIP (Los Santos International)

 

Spoiler

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Edited by luke_slywalker
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luke_slywalker
1 hour ago, Dimoman said:

Add more light to the windows of San Fierro. Part of the city is a dead zone.
Thank you!

Yes, there are several apartment buildings without lit windows/night-time object. I need to create these night-time objects from scratch then add it to the game (I'm still learning how to do it), so I'll probably work on it in the final part (after part 2-3 finished), at the moment this mod will only focus on vertex color and illumination. 

Edited by luke_slywalker
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luke_slywalker

Part 2 - Los Santos re:LIT (WIP)

 

It's a slow progress (1 building per day), it's because I added more details such as "reflected illumination" effect to the ground/road and point light 2dfx to places without dynamic lighting so it will look more natural to dynamic objects such as cars and peds.

 

See spoiler:

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"Directional lighting" coming from the window and lit object:

Spoiler

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Edited by luke_slywalker
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Good stuff :)

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Wow. It looks great :inlove: 

 

Do you have you any plans for small rural towns after finishing the three main cities?

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luke_slywalker
On 3/11/2023 at 8:19 PM, Honker1944 said:

Do you have you any plans for small rural towns after finishing the three main cities?

 

If I don't lose interest in the future, maybe.. but keep in mind that I won't do every buildings or fix all the bugs that are already fixed by other people, Because I expect the user to use this mod with other map improvement mods like Proper Fixes or CMF.

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  • 3 weeks later...
luke_slywalker

I'm back with some progress :

 

1. Vinewood Boulevard (90s ambience)

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2. Santa Maria

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3. LS Expo

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Edited by luke_slywalker
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  • 3 weeks later...
luke_slywalker

NEW RELEASE

 

Part 2 of Project reLIT is out! go to main post for downloads.

E6Z3q9S.jpg

 

Project re:LIT part 2 (Los Santos)
- 241 changes and improvements across Los Santos.
- Adding 2dfx coronas and pointlight on some buildings.
- Fixed vertex color on buildings, roads, and ground areas.
- "Prerendered lighting and shading" effect on buildings and streets.
- Changes in LODs and and some night windows objects on buildings.
- All these changes blend perfectly with the style and ambience of Los Santos.

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This is one of the best and high-quality mods for GTA in recent times, the light is made to fit as much as possible in the style of the state of San Andreas.  I specifically registered on the site to like it!  I use it in the mobile version of the game, it seems there are no problems.  In your version, the light is set as effectively as possible and the buildings are without strong overexposure and darkening, which I really like.  I often see mods for .dff buildings, where they are heavily darkened on one side more than in the original.  Good luck in your work, thank you very much for the work done!

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Is the mod based on fixed or original dffs? I have 90 replacements in my ModLoader folder!

Thanks!

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luke_slywalker
19 hours ago, Dimoman said:

Is the mod based on fixed or original dffs? I have 90 replacements in my ModLoader folder!

Thanks!

 

All of these DFFs are modified by me from the original files made by R*.

 

I did my best to fix some bugs like holes in buildings, roads, vertex color lines, etc on these DFFs while improving their vertex color and prelighting. It's compatible to play with Proper Fixes and you'll have no problem setting Project re:LIT to have higher priority in modloader.ini. 

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2 hours ago, luke_slywalker said:

 

All of these DFFs are modified by me from the original files made by R*.

 

I did my best to fix some bugs like holes in buildings, roads, vertex color lines, etc on these DFFs while improving their vertex color and prelighting. It's compatible to play with Proper Fixes and you'll have no problem setting Project re:LIT to have higher priority in modloader.ini. 

original dffs are bad. Many dff bugs have already been fixed before. And your mod may have errors of the original game( screen

Edited by Dimoman
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luke_slywalker
1 hour ago, Dimoman said:

original dffs are bad. Many dff bugs have already been fixed before. And your mod may have errors of the original game( screen

 

What bug fix mod do you use? I only have Proper Fixes in my main game, so I didn't notice that. If you use multiple bug fixes or improvement mods, you can set Project re:LIT's priority to be lower than them, or delete some of the files.

Edited by luke_slywalker
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5 hours ago, luke_slywalker said:

 

What bug fix mod do you use? I only have Proper Fixes in my main game, so I didn't notice that. If you use multiple bug fixes or improvement mods, you can set Project re:LIT's priority to be lower than them, or delete some of the files.

These are files from different sources.

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luke_slywalker
2 hours ago, Dimoman said:

These are files from different sources.

 

That is one of the difficulties of using other people's dffs, I need to track every single one of them, ask their permission and wait for their responses. It's not realistic considering the scale of this project, and even mod that promises to fix bugs will sometimes add new bugs to the game. Anyway, thank you for your report, I will look into it and maybe try to fix them. I can't promise to fix everything but I'll do what I can to introduce close to 0 new bugs.

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luke_slywalker
9 hours ago, MatthewFarrell said:

So will you do countryside or desert parts after LV?

 

No plans yet, but I'll think about it if I don't lose interest in the future.

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luke_slywalker

At the moment there are several bug reports with similar bugs from people using android and PC version: buildings appearing darker than they should be.

 

You won't notice the bugs if you have SkyGFX (with PS2 preset installed), but I don't want this mod to have too much dependencies, I am working to fix the problems very soon.

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luke_slywalker
On 4/23/2023 at 10:46 PM, luke_slywalker said:

At the moment there are several bug reports with similar bugs from people using android and PC version: buildings appearing darker than they should be.

 

You won't notice the bugs if you have SkyGFX (with PS2 preset installed), but I don't want this mod to have too much dependencies, I am working to fix the problems very soon.

 

qlysIFD.png8bOB7uZ.png 

Left   : reported bugs

Right : after several fixes

 

As you can see, there should be little to no darkening at all, so the buildings can blend perfectly with the rest of the area.

 

Link for part 2 is up again.

 

Part 2 is not recommended for mobile (android) version since many DFFs are not compatible, resulting in many buildings and roads appearing darker than they should be, thanks to @sharkunov for testing on android. But on PC it should be fully compatible even without SkyGFX. 

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Just made an account to say i love your mod bro very interesting idea😀

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ElPodrido

Hey dude, nice work, I really love how the game feels with more lights in the night, can you tell me wich timecyc are you using? or the configuration for skygfx?

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luke_slywalker

Thanks, I'm glad you guys enjoyed it.

 

 

On 5/7/2023 at 10:27 AM, ElPodrido said:

Hey dude, nice work, I really love how the game feels with more lights in the night, can you tell me wich timecyc are you using? or the configuration for skygfx?

 

I'm using a custom timecyc based on the ps2 version https://www.mediafire.com/file/eijhserl18w83je/Classic_timecyc24h.zip/file 
But you'd need install this: 

 

 

For skygfx im using the Extended v1.6 with mostly PS2 features on, like color filters and such, but a slightly increased RadiosityIntensity to brighten some prelights.

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  • Realistic Steak! 1
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