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Nurupo last won the day on May 4

Nurupo had the most liked content!



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    Making Game Mods

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  1. Hello friend
    would it be possible for you to download this file to me?

    mapfile provided:

    I do the conversion but the txd are invisible and what a beautiful job you do.

  2. Download (Github) https://github.com/gta191977649/MTASA-SkyGfx Note: the resource updates frequently, please always check the github for the latest verion SkyGfx (Sky is name of Renderware for the PS2, any semblance to the actual sky is purely accidental) brings accurate PS2 and Xbox graphics to the PC version of San Andreas, Vice City and III. if you enjoy vanilla San Andreas graphic, this mod is essential to have. to learn more about it from the original author (AAP), please see here. Now i will straight go through the documentation. Screenshots The Thanks List ren712 - for shaders & coronas help aap - for the original work & renderware engine help What have done or working in progress? Not Start yet/ not invesgate Partically Works Done & Fully Supported Pre-request Library Timecyc Parser Rendering the timecyc interpolation directly from timecyc.dat, interpretation algorithm conveted from librwgta. custom_coronas For rendering the classicFX, like VC style vehicle big headlight, trail light effect. DGS - (Optional) for the debugTools, But you're need dgs to work, i just a bit lazy with gui things Features Postfx Trails(Blur) - blurLeft,blurTop,blurRight,blurBottom works! Radiosity - Color Filter - PS2 PC Mobile - Night Version Goggles - Infrared Goggles - Building Pipeline SimplePS - BuildingVS - partially, some engine data requires to work, still working on that BuildingVSFX - For model with specular lighting property Not even start yet Vehicle Pipeline PS2 Pipeline - Done, you happy? Xbox Pipeline - Only specular lighting works. Pipeline tweaks radiosityFilterPasses - radiosityRenderPasses - radiosityIntensity - zwriteThreshold - detailMaps - leedsShininessMult - neoShininessMult - neoSpecularityMult - envShininessMult - envSpecularityMult - envPower - envFresnel - sunGlare - just see my feature PR. ps2ModulateBuilding - World Effect Dual Pass Render - Yeah, it's done, thanks to ren712 PS2 Alpha Test not even start yet Grass dualPassGrass - it overrides by dual pass render. grassBackfaceCull - grassAddAmbient - grassFixPlacement - only can do it via modify the mta engine ps2ModulateGrass - Shadows pedShadows - stencilShadows - Misc disableClouds - disableGamma - neoWaterDrops(xbox rain postfx) - neoBloodDrops - transparentLockon - lightningIlluminatesWorld - toogle timecyc lighting on world object. fixPcCarLight - coronaZtest - partially works, however this will breaks and bugs up the other corona's ztesting in mta. needs to work on a new solution. fixShadows - Special Misc FX (Unique addon by nurupo) vehicleClassicFx Show VC/III liked vehicle big headlight and light trails when you rotate the screen vehicleTrailLength Length of light trails (buffered frame) vehicleTrailDrawDist What distance should trails start visiable? vehicleHeadLightAlpha Alpha multiplier for head light vehicleRearLightAlpha Alpha multiplier for rear light buildingExtraBrightness Multiplier for building extra brightness vehicleExtraBrightness Multiplier for building extra brightness stochasticFilter Make repeative texture look better, ported from Valdir da Costa Júnior Bugs/Issue Sun can see through by walls -> Due to zTest disabled fixed by manually re-create sun from shader, thanks to Ren712 Element garbage collection for vehicle classic fx
  3. I'm also love SKYGFX project,I think that's how MTA & San andreas should looks by default. actually it's possible for some part of the effect, like colour filters & some rendering pipelines. btw I'm working on porting this to the MTA, hopefully can get it done in future here are some screens:
  4. Thanks for the [email protected], speaking in terms of RY,RY, how do they excally work? i've looked over the PATH's wiki from https://www.grandtheftwiki.com/PATH_(IDE_Section) seems the original game path does not have rotation information, instead it has the "Median" for reprenting the width of walkway, kind of simular idea. I'm looking for a way to convert them into your traffic map, I've managed converted the nodes position from the original game path file, I need a bit help on that
  5. I'm wondering would be possible if you just using a javascript based IME on your ui? i know there are serveral web-based ime projects are there, like web-pinyin-ime, maybe worth a try, good luck
  6. You're right, that's a issue, I'll keep that in mind, definitely go with my own. maybe those projects are probably best to go with study purpose, e.g. what elements are there in traffic, like when the game first comes out, people are researching & investigate how the TXDs & DFFs structure laid out, and come up with their own code to parse the file.
  7. I'd say the extensibility of the resources at least is good enough, you have seperate the NPC controls and traffic, there's does some rushes code in there though, but i woundn't consider it's wrong there, like @Platin - xNikoXD said you just geting better over time and that you are more experienced. but at least the npchlc did a good job, it's easy to extend, i've made some experiment on that, like cops chasing, arrest,gangs, actually it works pretty smooth. Speaking in terms of considering refactoring, I suggest we can take a look at how the original game traffic's code is designed, there are several reverse engineering projects available, RE3, GTASA-Reversed, see if we can do something based on them, I think this is the most accurate approach to simulate the original game traffic. But in overall, it's you did a relly good job @Reyomin
  8. Motivation Recently I'm working on vice city stories map conversion project, thinking whatever I can also convert the path from the single-player to the MTA. there's a traffic resource made by one of our lovely community members CrystalMV @Reyomin. however, a few documentation were in there regarding its traffic file structure since it is encoded in binary. For sure, we do need a bit more understanding of the basics of how this thing works before we can start doing some magic on that. Disclaimer: The information might contain errors due to extracting by eyeball directly guessing from code The Variables Traffic Map File Structure Description Identifier Type Description Node Block X int (4 bytes) X, / 1000 for actual value Y int (4 bytes) Y, / 1000 for actual value Z int (4 bytes) Z, / 1000 for actual value RX int (2 bytes) RotX, / 1000 for actual value RY int (2 bytes) RotY, / 1000 for actual value Connection Block Start int (4 bytes) The Start node index of a connection (Refer by index from node block) End int (4 bytes) The End node index of a connection (Refer by index from node block) Bend int (4 bytes) The blending point of a connection (Refer by index from node block) Traffic type unsigned integer (1 byte) Traffic Type, 1: ped, 2: car, 3: boat, 4: plane Lights unsigned short (2 bytes) Traffic light direction has two sub value, can obtain them by light_1= lights % 4 , light_2= floor(lights/4) it can be: 1: “NS”, 2: “WE” 3: “PED” (Red for all cars, no matter what direction, use when peds are crossing roads) Speed unsigned integer (1 byte) Value from 0 – 255, indicate the max speed limit when passing through the node Left lane Number of left lanes does this node have Right lane Number of right lanes does this node have Density Indicate the density of how many traffic can generate forbidden turn Block C1 int (4 bytes) The Start node index of a connection (Refer by index from node block) C2 int (4 bytes) The End node index of a connection (Refer by index from node block) At last I also posted another copy in my blog, Feel free to correct me anything you found in the following reply. At last, I'd like to appreciate all the hard work that the author made into this work, although it's an old stuff
  9. 如题/dogeInsert image from URL
  10. Wish you all have a lovely holiday ! Happy new year guys
  11. @PerfX Please also do bayview from (NFS:UG2) golden classic city!
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