-
Posts
20 -
Joined
-
Last visited
-
Days Won
7
Everything posted by Nurupo
-
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
-
[Request] Porting Skygfx PS2 Graphics mod to MTA
Nurupo replied to Loteir's topic in Third party GTA mods
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: -
Thanks for the confirmation@Reyomin, 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
-
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 ?
-
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.
-
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
-
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 ?
-
Wish you all have a lovely holiday ! Happy new year guys
-
@CrystalMV That's true, sorry for being overeact i just a bit excited to see the original author in here
-
@CrystalMV Yes it does, this is the power behind on your NPC HLC Traffic. Big for creating this legendary tool .
- 19 replies
-
- 2
-
- san andreas npc ped ai peds gangs cops wanted mafia
- cops
- (and 6 more)
-
[EN] Welcome To San Andreas! (WTSA) | Nostalgia SA
Nurupo replied to Nurupo's topic in Servers to play on
thanks ?- 7 replies
-
- sa-style
- open-world-ai
-
(and 4 more)
Tagged with:
-
@PerfX Please also do bayview from (NFS:UG2) golden classic city!
-
[EN] Welcome To San Andreas! (WTSA) | Nostalgia SA
Nurupo replied to Nurupo's topic in Servers to play on
Definitely, thanks for your support- 7 replies
-
- sa-style
- open-world-ai
-
(and 4 more)
Tagged with:
-
MTA: Welcome To San Andreas For thoese who loves old-school San Andreas! bbs.sparrow.moe IP: mtasa://wtsa.sparrow.moe:22003 Introdcution Welcome to San Andreas (WTSA) is a nostalgia GTASA server. Imagine what would it be like if R* had the plan to make the San Andreas Online back in 2004? The goal of this project is to re-create the original game experience but can play under the multiplayer environment. takes you back to the childwood, golden ps2 aesthetic age! The concept of gameplay is designed close to the single-player San Andreas experience, kind of like gta-online, but with no crazy mods like the other free-roam server. Everything in here is keeping in the vanilla of the original game style. We spent the majority of time working on the small details, such as the UI, world atmosphere, and gameplay, to make sure everything looked much like in the vanilla game. if you are a old-school San Andreas fan who wants to take a time back to the childhood memories, definitely check out this server. Features Many single-player features are planning to add to this server, such as open-world npc, missions, gyms, collectibles, etc. majority of the single-player features will be available. However, some of the features are lightly modified, adapted to the multiplayer gameplay. this includes Open World Traffic NPC (similar to GTA Online) , Also with NPC Cops System! PS2 Features Graphics Sun Lens Trails Effect Maps SA Beta Maps Mulholland Safehouse Alcatraz Prison island Weapon Pickups all around SA (Like in single player) Single player missions (some of them you can play in coop!) Paramedic Villgina Firefighter Taxi driver Bus driver Valet Icecream vendor Well to many of them all bring back! Safe House Gym Treadmill, benchpress, free weights all back! All moves (fighting style) Player Status muscle, steamier, fat, all of them are working! Challenges Events Dance, low rider (able to play in op) Pool minigame (can play in op as well!) Base jumps Collectables Househorle Oybper Snapshots Spay tags Schools Fly school Drive school Boat school Airport license access! And more! NOTE: Currently, the server is still under the DEVELOPMENT and hosted under public testing purpose, thus it may contain issues and bugs that need to revolve. we really want to make this place into what old-school San Andreas players really loves so your suggestion is very important to this project. so if you have encountered any issues or suggestions please definitely feel free to let us know. Media & Screenshots Have fun on MTA!
- 7 replies
-
- 6
-
- sa-style
- open-world-ai
-
(and 4 more)
Tagged with:
-
SAMP MAP LOADER This resources adds the ability to load your favourite SA-MP maps into the MTA-SA! Screens Even works on this kinds of crazy map Resource Structure sampobj - provides the core functionality to load the samp.img, cols & texture materials. sampmap - SAMP Maploader, loads the map files either from specific format or SA-MP Texture-Studio file. Usage places the sampobj and sampmap into your mta-resrouces folder in sampmap resources, find a file nammed sampmap.lua , it already contains a example map made by samp texture-studio (special thanks to author Unu Alex for the creation of this hard work.), you can add your own map under this file. start the resources sampobj and sampmap & enjoy, you can check out /testmap command to teleport you to the sample example samp map. Exports sampobj createSAMPObject(model_id,x,y,z,rx,ry,rz) note the mode_id can be either sa stock object or an id from samp_model. setObjectMaterial(object,mat_index,model_id,lib_name,txd_name,color) Issues & todos in future Currently the material color is somehow bugged, especially the one contains the alpha materials. Drawdistance issue, due to the engine limitation the max distances viewdistance of a normal object is 300 unit, if your map contains the wide areas of custom samp objects, the far distances objects might not visible. Currently no SetObjectMaterialText Support, i'll do it in the furture, do check up my github ? High Memory Useage, due to the MTA current don't have the support of server-side defined object ids, therefore inorder to keep the original samp model id works i did a big mapping array to keep the mta-allocated ids & orignal samp ids in relation. however the down-side is the high RAM use, it might needs to takes some further optimzation in the furtue. Download & Github Due to the limitation 20MB of MTA-Commnity resources, I've upload the whole project into the github. https://github.com/gta191977649/MTA-SAMP-OBJ Happy Mapping & Hunting?
-
You can use cutom dx related functions to create the chatbox, i think the samp chat font has a bit shadow on it
-
Hello, I'm trying to implement the GTA VC Trails effect into MTA:SA. I try to use the hlsl code from skygfx (a popular mod for restore ps2 effect to GTA: SA PC) and load it in MTASA which fails to compile. the official WIKI says MTA:SA use HLSL shader which is identical to the skygfx. Anyone have idea for how to convert it into MTA-SA? Thanks vcTrails.hlsl (From SKYGFX) : float4 main(uniform sampler2D Diffuse : register(s0), uniform float4 RGB1 : register(c0), uniform float4 RGB2 : register(c1), in float2 Tex0 : TEXCOORD0) : COLOR0 { // GTA VC trails float a = 30/255.0f; float4 doublec = saturate(RGB1*2); float4 dst = tex2D(Diffuse, Tex0); float4 prev = dst; for(int i = 0; i < 5; i++){ float4 tmp = dst*(1-a) + prev*doublec*a; tmp += prev*RGB1; tmp += prev*RGB1; prev = saturate(tmp); } return prev; } vctrails.fx (the one i trying to use in MTA-SA) : texture ScreenSource; float BlurStrength; float2 UVSize; sampler TextureSampler = sampler_state { Texture = <ScreenSource>; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; AddressU = Wrap; AddressV = Wrap; }; float4 main(uniform sampler2D Diffuse : register(s0), uniform float4 RGB1 : register(c0), uniform float4 RGB2 : register(c1), in float2 Tex0 : TEXCOORD0) : COLOR0 { // GTA VC trails float a = 30/255.0f; float4 doublec = saturate(RGB1*2); float4 dst = tex2D(Diffuse, Tex0); float4 prev = dst; for(int i = 0; i < 5; i++){ float4 tmp = dst*(1-a) + prev*doublec*a; tmp += prev*RGB1; tmp += prev*RGB1; prev = saturate(tmp); } return prev; } technique BlurShader { pass Pass1 { PixelShader = compile ps_2_0 main(); } } ERROR MESSAGE: WARNING: shader-test\vctrails.Lua:18: vctrails.fx(59,23): error X3013: 'main': function does not take 0 parameters @ 'dxCreateShader' [shaders/vctrails.fx]