#Grand Theft Auto: San Andreas (GTA SA)

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jaunty kestrel
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like here

jaunty kestrel
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god's country

pseudo moon
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shit this looks really cool

jaunty kestrel
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yeah bro insanity is awesome

fringe slate
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those textures though they really need improving

jaunty kestrel
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yeah thru

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texs+pbr

jaunty kestrel
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king von

stoic steppe
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PBR! PBR! ๐Ÿ™‚

warm thorn
# jaunty kestrel 2AM

Once you have obtained all the scene objects in PBR, you can utilize my rtx.conf file to achieve a similar result as shown in my screenshot.

warm thorn
# jaunty kestrel https://github.com/Kim2091/RTXRemixTools/tree/main/MagicUSDA

I have created my own Python script similar to Kim's RemixTools. It includes additional functions such as automatic deletion and addition of references, automatically inserting the "custom int preserveOriginalDrawCall = 1" parameter, editing instance inst_XXXXXXXXXX in Omniverse, and automatically applying it to mesh mesh_XXXXXXXXXX objects. I plan to release my version after fixing some bugs.

jaunty kestrel
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So will you make full map pbr?:)

jaunty kestrel
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because it can find where the sun is at

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so with that script pbr basically work just how it normally would look ๐Ÿ˜‰

jaunty kestrel
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its awesome that with the script you can adjust this sun lightingโ€™s intensity

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looks like ENB but lot better and i think with pbr map it will look literally - wow

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so basically look

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its awesome that real skybox work too

jaunty kestrel
warm thorn
jaunty kestrel
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Maan thats fucking awesome!

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It will be mind blowing imagine real skybox and real linear graphics is compatible too

jaunty kestrel
# jaunty kestrel

and with this directional sun position fix.. man it will lookk like GTA IV:SA ray traced lol

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its awesome that remix is dx9 so its basically so compatible with anything

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ped spec.asi fixes the players too, fucking awesome

jaunty kestrel
warm thorn
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After I separated some materials into different usda files, some PBR materials are not visible in the game.

jaunty kestrel
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I didnt tried it yet but it should work

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or when you use imvehft the dirt and textures getting replaced in another way, maybe try with that

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but i dont think you should, because your back lights and stufss already look bettrr

jaunty kestrel
jaunty kestrel
jaunty kestrel
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cant wait till his pack, imagine

jaunty kestrel
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imagine these env mods once @warm thorn will made every textures have pbr and cars and lights fix

shy wind
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@jaunty kestrel

jaunty kestrel
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it will be mind blowing btw.

fiery girder
jaunty kestrel
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how the fuck the directional per pixel lighting mod looks this good

vale lava
# jaunty kestrel

idk if its possible but have you tried installing skybox mod on it?

jaunty kestrel
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yeah real skybox works, but bro @fiery girder instead of turning off denoiser u can try messing with tonemap settings to get rid of blurred shadows

jaunty kestrel
# fiery girder

can you save ur rtx conf and send it here with this exact settings?

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U dont need to use the cleo script btw to get the sun to work now, just enable it in silentpatch.

fiery girder
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Night time

jaunty kestrel
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verynice settings

fiery girder
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at night there are some weird lights also blinking...

warm thorn
fringe slate
# fiery girder

How did you get your night to look like that? mine looks like this

fringe slate
# fiery girder

What did you do to get the performance great on this? I used to get 40 fps on dlss perf?

fiery girder
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Do you have solution for weird night time lighting fix

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@jaunty kestrel can u post ur results

fringe slate
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Did you do anything to improve the performance?

fiery girder
fringe slate
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I swear i never used to get that much fps even on performance

jaunty kestrel
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@fiery girder i fixed ur present , u dont have to disable denoising

jaunty kestrel
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just enable the directionall ighting in silentpatch and increased fixed light intensity

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and mess with tonemapping

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but bw @warm thorn i marked all dirt textures as decals too but no change, idk why

fiery girder
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ok share ur config

jaunty kestrel
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turn this on

fringe slate
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still doesn't look right

jaunty kestrel
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lol

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adjust tonemapping

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it doesnt matter anyway, u can use linear timecyc and so many stuff, what matters rn to fix black stripes of cars

fiery girder
jaunty kestrel
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no i just didnt applied tonemapping right

fringe slate
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Annoying thing with my game is that the textures seem to change the more I play

fiery girder
fiery girder
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thanks

fiery girder
fringe slate
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IDEK what is going on anymore

jaunty kestrel
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dont try my preset its messed up

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i will share it once @warm thorn will be done with the pbr and car refs ๐Ÿ™‚ it will look like gta v since it will have clouds too

jaunty kestrel
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btw, this is da power of PBR ๐Ÿ™‚

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( this is renderhook dx11 NOT remix)

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but btw @fringe slate @warm thorn the black stripes of cars easily can be removed once a dev insist into the problem just a bit

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why the fuck this looks so photorealistic lol

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imagine upscaled pbr of original textures on THIS DAMN

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the texture wouldnt change only its properties, that would be literally awesome

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lol i will buy this from this guy

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and then use this road tex as all main roads lol

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mostly

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cuz its so realistic

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upscale it then use it on most roads lol

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or ask him if he can overdo whole LS

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(but there actually lot of already done environment mods for sa)

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but not much like this one. tho

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so good

jaunty kestrel
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but yeah, anyway, some gta v textures would look the same lol

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its just the grass on the sidewalk and the buildings

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all this possible with modding lol

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man, so amazing

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it just looks very realistic because of the green overlay , looks like matrix demo already lol

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i dont think yal understand how awesome it will be once the full map will have pbr , like damn !

jaunty kestrel
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idk abt yall but rn im getting black screen

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fucking irritating

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oh it wasnt remix it was the game

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bro i give up, it works on the first try when installing remix into it then it stops, no output

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fucking frustrating

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yesterday it never bugged out like this ! wtf

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but im sure updating graphics driver will fix it

jaunty kestrel
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and yep, that was it. dont try to update ur card with geforce experience

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BRO THERES NO WAY IT STILL CRASHES WHAT THE FUCKK

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unbelieveable

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it just wont work no matter what i try, silentpatch or samp addon, no worky

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xd

fiery girder
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this will clear cache

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if still dosent work try deleting rtx.config

jaunty kestrel
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oh shit thank u

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still crash rn

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idk wtf happened to remix

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or sa or my pc lol

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idk wtf happened to the game, i tried portable and steam ver. , samp addon, silentpatch, even updated gpu drivers like before, and black screen still

warm thorn
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I have discovered that the issue is caused by the setting "rtx.skyBoxTextures" in the "rtx.conf" file. After removing the "rtx.skyBoxTextures" setting from the "rtx.conf" file, the game is able to run again.

jaunty kestrel
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Oh nice,!

warm thorn
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I have assigned many windows to glass materials. PBR broken glass can have transparency and reflection simultaneously, but normal window glass cannot achieve this result. I'm unsure why. However, normal window glass can display transparency and reflection simultaneously in Omniverse.

warm thorn
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Buildings windows with real reflection

gaunt sluice
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hello, when i start gta sa with rtx i get this error:

NvRemixBridge.exe - Entry Point Not Found

The procedure entry point vkGetBufferDeviceAddress could not be located in the dynamic link library C:\Jatekok\Rockstar Games\rtx nvremix gta sa.trex\d3d9.dll.

OK

fringe slate
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You'd need all the textures aswell which isn't available yet

jaunty kestrel
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๐Ÿ™‚

warm thorn
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I am creating a script to help your guys achieve a result similar to my screenshot without using AI upscaled textures. To do this, I need to navigate through the map and collect all the texture hashes. These hashes will be assigned to a non-reflective roughness texture. Thanks to the multilayer properties in Pixar USD format, we can still apply remastered textures on top of the roughness layer. If you're interested, I would appreciate your help with this task.

jaunty kestrel
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btw i think frameratevigilante&mixsets&silentpatch is at least what needed for remix to run good.

fringe slate
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@warm thorn How are you able to change the glass on cars when Omniverse won't allow me to remove materials from an instance?

warm thorn
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If anyone wants to help with the project, you can place this script in your "GTASA folder\rtx-remix" folder and run it (Python needs to be installed on your system). Running the script will generate a diff_file.data, which you can open with a text editor and copy all the hashes to send to me. Alternatively, you can simply send the generated file to me.

fringe slate
warm thorn
warm thorn
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Once you have executed the script, you can include the "rough_only.usda" file in your mods.usda and utilize my rtx.conf file to achieve a similar result as shown in my screenshot.

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After collect some texture hash to put in the rough_only.usda, I will publish my first GitHub repository tonight.

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I forgot to disable the highlighting of legacy materials. This version is the correct one.

warm thorn
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Windows now have both reflection and transparency, but as a trade-off, certain body parts may disappear. What would you prefer:
1.windows with reflection but some parts disappear
2.fully transparent windows without reflection

jaunty kestrel
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first lol

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!

warm thorn
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Hey everyone! I'm thrilled to announce that I've just released my first GTASA RTX-Remix mod on GitHub! ๐ŸŽ‰
You'll find all the details and files needed to enhance your gaming experience. I'm excited to hear your feedback and see how you enjoy the mod!
Join me on this exciting journey as we explore new possibilities and create awesome gaming experiences together. Stay tuned for more updates and future mods!
Thank you all for your support, and let's have some fun in the world of RTX!๐Ÿ˜ƒ
https://github.com/Hemry81/GTASA_Remix/

teal turret
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I just added the remix-0.2.0 files to the game and nothing seems to happen

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Am i supposed to downgrade? I havent done anything to the game files except download your gta sa remix folder and the rtx remix 0.2.0 files

fringe slate
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Well I'd recommend downgrading for a mod that makes the game more compatible with remix

warm thorn
shy wind
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latest remix/bridge/dxvk, i downloaded mods needed, rtx.cfg in game folder

warm thorn
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copy capture folder "capture\texture" folder to "rtx-remix\captures\textures"

shy wind
warm thorn
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place rtx.conf to your game folder

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your sky setting is wrong, i think you copy rtx.conf to the other folder...

shy wind
warm thorn
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Press Alt+X in game, in the RTX-GUI what is your sky Tuning skip First N untexture drawcalls value?

shy wind
warm thorn
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Which mods do you currently have installed?

shy wind
warm thorn
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You could try adjusting the "skip First N untextured drawcalls" setting to a higher value and see if it solve the problem

shy wind
fringe slate
shy wind
fringe slate
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But I'm happy that this is finally released so I can start working on SA again without random textures in the wrong spot

warm thorn
fringe slate
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What version of remix dxvk is used?

warm thorn
fringe slate
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Has the rail texture been changed?

shy wind
warm thorn
fringe slate
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The annoying thing I found with it is the shadows are baked into the texture

warm thorn
shy wind
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love how broken gta sa is ๐Ÿ˜

fringe slate
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Yeah I have that issue

warm thorn
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you need to capture frame in usd to get back the correct texture

fringe slate
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What I've noticed with that issue is it doesn't happen straight away but when I unloaded the area and came back

jaunty kestrel
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its not sa, its remixs fault

warm thorn
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Alternatively, you can try using the pin message method and see if it resolves the issue.

fringe slate
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I have an issue aswell where I go under a traffic light and the whole game turns to the colour of that traffic light

warm thorn
warm thorn
shy wind
warm thorn
shy wind
# warm thorn How about restart the game is it still load the wrong texture?

each restart it loads diffrent wrong texture, i will try reinstall it again, with only sky box, and vechile mods, i think its caused by npc and carl retexture mods, will try and see UPD: no diffrence its broken, maybe game is switching texture hash, so when remix is loading smth not from gamereadyassets, but from captures, its loads wrong textures, the only way to fix it will be replace all textures i gueeeeeees

fringe slate
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missing textures?

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But when it does work I love the textures

warm thorn
# fringe slate missing textures?

Are you familiar with how to use "git pull"? You can try renewing the assets by doing so. It's possible that you may not have obtained all the capture textures. maybe I didn't upload all the texture when you are downloading

fringe slate
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I'm somewhat familiar with it

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Who made the textures?

warm thorn
fringe slate
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Seemed to have fixed the issues by moving the captures I didn't know that it was necessary for the mod

warm thorn
# fringe slate Who made the textures?

For the majority of textures, I primarily utilize CC0 Textures obtained from various texture websites. However, for certain building textures, I manually create them using Photoshop. The remaining low-detail textures are the original ones from the game. The AI upscaled textures amount to approximately 50GB in size and take over 6 hours to upscale to PBR (Physically Based Rendering) using an RTX 4090. Due to the large file size, it may not be feasible to upload all the textures to GitHub. The simplest option would be to utilize a tool like ChairNNer to locally upscale the textures on your own computer.

fringe slate
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Idk what the issue is. I started here and looked normal but going to unity station and coming back...

warm thorn
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memory issue?

fringe slate
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it could be

warm thorn
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You can try reducing the resolution of the terrain textures to conserve memory, as they tend to consume a significant amount of memory.

fringe slate
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It appears to be a memory issue i'm not surprised since I only have 6gb

warm thorn
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Perhaps you can set the resolution to 1024, but please note that doing so may result in subpar car reflections at times.

fringe slate
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I've set it to 1024 and that has reduced my usage but the issue still seems to be occuring

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Now the Vram usage is staying at 68% instead of 86%

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Issue still seems to occur

warm thorn
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I suggest restarting the game and closing any background applications, especially web browsers like Chrome or Edge. Sometimes, when these applications are running in the background, they can cause the same issue.

warm thorn
warm thorn
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Apologies, everyone. I need to shut down the current GitHub repository and create a new one. I will share the link to the new GitHub repository once it is ready.

fringe slate
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Why? are you redoing the folders for a drag and drop install?

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So where are the road textures from?

fringe slate
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But I really love the effort put into this

warm thorn
# fringe slate So where are the road textures from?

The road textures are a combination of the original textures, AI-scaled textures, and textures obtained from CC0 texture websites such as ambientCG.com and sketchuptextureclub. These textures were carefully blended and adjusted using Photoshop, along with some manual creation. As a result, you will notice that the road textures align perfectly with the original game textures.

fringe slate
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Are the taillights supposed to be emissive?

warm thorn
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The smoke, fire, and certain particle textures are created by taking reference textures from the internet and then manually painting them by hand.

warm thorn
# fringe slate Are the taillights supposed to be emissive?

Certainly! NPC headlights will automatically turn on during nighttime. However, the streetlights are always illuminated, and I'm not aware of a way to toggle them specifically during nighttime, as they consistently use the same texture.

fringe slate
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Does it turn on in the original game?

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Also there is this gap in The Johnson house

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but I think it is just a part of remix

warm thorn
# fringe slate Does it turn on in the original game?

in the original game, a decal texture was used to simulate the lighting effects cast on the ground. However, I have chosen to ignore that texture in the RTX-Remix Menu. It is a blurry, smooth circle texture that is typically visible.

fringe slate
warm thorn
warm thorn
fringe slate
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Ok, I've got no clue how to solve the issue but the grass turned into neon lights

warm thorn
# fringe slate Ok, I've got no clue how to solve the issue but the grass turned into neon light...

The AI upscaling model I'm using doesn't work well for upscaling text, and I haven't found a suitable font that matches this text. I don't want to invest time in fixing this issue. Moreover, due to the lighting, bloom effects, and lack of text detail, it's difficult to notice the text's flaws. However, when this bug occurs and the light "grows" on the ground, the weaknesses become evident. As you can see, it doesn't meet the quality standards of my road texture.

fringe slate
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Couple suggestions, Can you make the skid marks black and the tyre smoke white?

warm thorn
warm thorn
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The first time I saw it, texture is fading out without proper culling. Not sure what is that

fringe slate
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What I've also noticed is that my windows are still black

fringe slate
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I've noticed through the smoke that the alpha is not clipped but this is more of a remix issue

shy wind
fringe slate
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I'll try that then

rare glade
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first time

shy wind
# rare glade

go to sky, and change that value to more than 18 will fix the issue

rare glade
jaunty kestrel
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looks glorious

rare glade
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i not going use again

warm thorn
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how come everybody's car color still white...

fringe slate
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Because the config file hasn't got it marked as a terrain texture

warm thorn
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I'm confident that I have correctly marked all modified or unmodified dirt textures as terrain textures using car spawner.๐Ÿค”

fringe slate
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probably because of the mods

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Also with how you set the translucent material on the window it appears to have changed the bumpers and rims

fringe slate
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And taking a capture of my own has broken my textures when I load in now

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Are your diffuse textures contained in the captures folder?

warm thorn
warm thorn
fringe slate
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So why is it when the capture folder is not present meshes have no textures?

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Would you have any clue on how the police lights work?

warm thorn
fringe slate
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So it wouldn't work

warm thorn
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When I capture the scene in Remix, it appears that a new light hash is generated each time. However, there is one stable light hash, which is likely associated with the direct sunlight.

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Same Scene but different hash

jaunty kestrel
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Im gonna make a total environment pack for whole LS then LV and SF , coorporating with lots of mods like project ReLIT and 2dfx fixes, and basically everything within those properties of the dff files, then use stable diffusion to make all of them photorealistic

jaunty kestrel
jaunty kestrel
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can yall keep posting SS?

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With @warm thorn PBR fix and cars fix?? pls

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it looks so good

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and im working on the next AI env mod

jaunty kestrel
warm thorn
jaunty kestrel
# jaunty kestrel

Im going to remaster whole LS, SF, and LV with the environment packs in the style of these , style of 80-90S retextures and re-maps , and then use stable diffuse AI to make them photorealistic, so PBR can be used on them .

jaunty kestrel
fringe slate
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I would love to be working on textures rn but with this bug where random textures are being assigned to random meshes I wouldn't be able to get any good results let alone see them

fringe slate
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Are you mark the lamps done with emissive textures? Because if so the problem with using emissive textures is that they aren't rendered off screen so you're not going to get the light once it is off screen

fringe slate
fringe slate
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@warm thorn Could you send your gta-sa_d3d9.log?

jaunty kestrel
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basically done with 90% LS

warm thorn
# fringe slate What did you use to make the normal and roughness maps?

With experience in 3D rendering and some understanding of light physics, you can learn how to create realistic PBR maps. Some of these maps are crafted manually, while others are available in CC0 textures that already include PBR-ready maps such as albedo, roughness, height, normal, and metalness. To display the desired area on the map, you can use Photoshop and create a mask.

warm thorn
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This is a demo of my road creation in Photoshop, combining AI-upscaled images and CC0 PBR textures. The layer with the hash name represents the original texture with AI upscaling. By adjusting the layer blending on top of the albedo, I can enhance the road map's detail while maintaining its original appearance. Sometimes, the lane may appear blurry, so I add a road line on top of the AI upscaled texture to make it clearer.

For the roughness map, you can add an adjustment layer to fine-tune brightness and contrast. Sometimes, inverting the original image can yield better results. It's important to note that ray tracing does not necessarily mean a wet road, so avoid making it excessively reflective. While wet road results may be visually appealing, they are not realistic.

To create the normal map, I combine the CC0 height map with the original image. Photoshop doesn't directly support combining normal maps, but you can use a height map (bump map) and export it as a normal map using NVIDIA Texture Export plugins. Adjusting the height map is much easier than combining normal maps.

Alternatively, you can use other PBR texture creation tools like Substance Painter or Quixel Mixer. I plan to switch to Quixel Mixer as it offers a similar experience to Photoshop and is easy to use. It provides high-quality assets, allowing you to create various textures. The best part is that it's free.

warm thorn
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I discovered a PNG texture that I wasn't aware of until I checked the log file.๐Ÿคฃ

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Additionally, some textures have been moved to another folder while I was organizing them. This is because I wanted to create a folder structure similar to the one in NFSU2 for easier management. However, I forgot to update the path in Omniverse accordingly.๐Ÿ˜…

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Perhaps I should create a simple Python script to automate the process.

fringe slate
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I noticed that you are using an older version of the runtime

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but that might be the reason why i'm having texture issues

warm thorn
fringe slate
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DXVK_Remix: remix-0.2.0+a43354a7

this is what mine is on the 2nd line

warm thorn
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Thatโ€™ strange, I update the remix dxvk and remix bridge just a few days agoโ€ฆ

warm thorn
jaunty kestrel
round tendon
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wHere u fRoM hOmeboy

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yOu bAnging?

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TheSe aInt colors duDe

fiery girder
jaunty kestrel
jaunty kestrel
warm thorn
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I believe I have identified why some people are experiencing a lack of car colors. It seems to be due to the usage of a different resolution of "ECG - VehicleTXD." I will provide a detailed description of the mode I am using. Currently, I have a freshly installed GTASA, and I plan to create a step-by-step video later to demonstrate the process.

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I encountered a significant issue where I am unable to capture frames to USD, regardless of the version of Remix DXVK and Remix Bridge that I use...

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The screen has frozen after I pressed Capture Frame to USD, but I can still hear the sound from the game.

warm thorn
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After reset the rtx.conf file, it started working again.

native gust
jaunty kestrel
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im thinking abt using photoshop ai to be used on the textures

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fringe slate
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I don't think it will work well enough for that

jaunty kestrel
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or maybe like stable diffusion or a model that could be prompted to make sa look like LA

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more like gta v

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hm

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but something could be considered since theres no retexture pack that looks realistic

jaunty kestrel
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lmao looks better than volumetric cloud shader

fringe slate
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but what does it look like with rtx?

jaunty kestrel
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the same haha

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bc remix happily adapts to original sky

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i cant launch it btw bc my remix is broke๐Ÿ’€

fiery girder
shy wind
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Lovely!
How does lights culling? Is it disappears off camera?

fiery girder
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Yea it disappear off camera

shy wind
jaunty kestrel
split badger
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casual klaszlo activity

jaunty kestrel
# jaunty kestrel

casually making sa look like 2023 rt x on 6090 ti graphic cards fx

native gust
jaunty kestrel
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yeh

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as cutout og tex

sinful lagoon
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What u tried was make the light extemly small in scale and then out in directly under the light, but it casted a shadow above it. Did you do something to make it translucent

fiery girder
fiery girder
pseudo moon
jaunty kestrel
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for the first time am trying to change something in blender usd then export back. no change in game

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remix detect nothing

jaunty kestrel
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u mean usd composer right?

stone karma
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I USED GITHUB REPLACMENTS

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ADN AL IS WITHOUT TEXTURES

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:i

fringe slate
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From what I've found out is you need the latest dxvk build

stone karma
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DIS

fringe slate
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update your dxvk to the latest github actions

stone karma
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i did

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stil cj no texture

stone karma
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BLA BLA

jaunty kestrel
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The pointlights been fixed by some youtuber named jesse 2nd of remix

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tho spotlights of cars havent

jaunty kestrel
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because silentpatch only fixes the sun and makes it look like enb

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but enb has moon light too

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spotlight yuh

fringe slate
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I can't fint it

jaunty kestrel
jaunty kestrel
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remix is very unstable tho

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for without reason it always crahses sa for me

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imagine guys like this would work on remaking gta3/vc/sa map lmaooo

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imagine real time intel isl photorealistic enhancement addon for remix ๐Ÿคฃ what do the technology waiting for btw?

warm thorn
# jaunty kestrel https://youtu.be/3eIB9EBJ5Cw?si=CXFE-deIl9l3kd67

Adding light to an object is not difficult; the challenge lies in how to turn it off during the daytime. In the video, you can observe some unusual light objects in the middle with double street lights. I believe the creator simply used an "add light to texture", which is easy but lacks accuracy.

fiery girder
warm thorn
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If your guy have recently visited the NFSU2 group, you may have noticed that I have discovered a way to create realistic glass materials with refraction in NFSU2. I plan to apply the same method to GTASA, and once it's completed, I will upload it to GitHub very soon.

jaunty kestrel
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The point to basically remaster SA would be environment mods first but its to hard to do the whole map

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like look at gta iv environment

#

and mods likethese would make it look like real LA

jaunty kestrel
#

like real windows, yeah, graffities, and those red pavement lines + smooth road textures

fiery girder
fringe slate
jaunty kestrel
#

this ones pretty good

warm thorn
jaunty kestrel
#

There lot of stuff on sites like these, its pretty good

pseudo moon
round tendon
pseudo moon
#

it is

round tendon
#

ah

warm thorn
# fiery girder lol she is jessica she done nothing yet...

Her team discovered numerous original high-resolution textures used in the game. However, textures that are more realistic with high contrast, specular reflection, and shadows are not suitable for PBR textures. As a result, they need to recreate the textures entirely from the beginning or utilize software like Materialize or Substance 3D to eliminate the lighting information from the original textures.

fiery girder
#

Yea...I am following that ...they are fixing classic version for now...

warm thorn
#

We are both starting from the same point with the remix. While they have a team working on it, I am working alone as a one-person team. I believe their remix edition will be completed faster than mine. I'm eagerly looking forward to seeing their remix version as well.

warm thorn
jaunty kestrel
warm thorn
# split badger I had contact with them.

I see, but for now, I believe my main focus should be on collaborating with the NFSU2 teams. They are a fantastic group that is actively working on tangible projects and putting in hard work. This project has significant potential. GTA, on the other hand, is much larger in scale compared to NFSU2, which means there would be a substantial amount of rework required.

split badger
#

Awesome! Good luck

jaunty kestrel
#

u guys see that smoke? when we will be able to replace that with omnivers smoke ? XD

jaunty kestrel
#

just mark it as cutoff text

warm thorn
jaunty kestrel
#

how te select it smoke ?

#

u mean select its textures ?

jaunty kestrel
#

yeah

jaunty kestrel
#

my pcs gona die lmao

shy wind
round tendon
#

does it look gta5 to u?

shy wind
round tendon
#

๐Ÿ—ฟ

#

schizophrenia

jaunty kestrel
#

This is useless btw bc its OG retexture

#

all thse stuffs needs to be redone in remix lol

warm thorn
#

You can capture the asset and convert the original mods asset to a USD file. After that, modify the GTA mods file by using very low-resolution textures and replacing all mesh objects with simple box placeholders. Then, in remix, replace the placeholder objects and textures with the desired ones.

fiery girder
pseudo moon
jaunty kestrel
#

wait the tonemapping fucks it up lmao

jaunty kestrel
round tendon
#

looks pretty nice, can't wait to order at Cluckin' Bell in 4k RTX on

jaunty kestrel
#

it doesnt even yet have skybox and the roads should look lighter, like in LA

#

and it would look photorealistic that way, btw

#

it looks like v atm

jaunty kestrel
#

will you share gta san remix mod with me ?

#

do you have a github repo ?

#

bro not my mod

#

@warm thorn โ€˜s mod

#

from where you got it ?

#

oh found it

#

i will use srt3 buildings on his mod because it will automatically adjust to pbr then and its 512x512, while looking pretty realistic enough (maybe too detailed lol) so it wont cause any lag like other moss

#

mods

#

imagine brighter, white LA roads on this, bruh, i promise, this will look better than gta v lmao

jaunty kestrel
#

what gpu u have there ?

jaunty kestrel
#

2070

round tendon
pastel jungle
#

mine is 3060 mobile

jaunty kestrel
#

mobile wtf

shy wind
#

3080ti good for 30fps1080p XD

jaunty kestrel
#

u play remix android

pastel jungle
jaunty kestrel
#

rtx 2080 ios 13

round tendon
#

those laptops gpu are shittier than their normal variant

pastel jungle
#

Ofc

pseudo moon
jaunty kestrel
#

i cant stop imagining la roads on this, damn

#

so happy that finally all buildings will be reworked

pseudo moon
#

yeah san andreas roads are too dark

jaunty kestrel
#

the only thing missing is mapping like bushes, bricks and etc on ground , and walls

#

to basically get photorealistic level

warm thorn
#

The latest version of Remix introduces a new unique feature in "Terrain Texture" materials setting, Thanks to Nvidia and the community for adding this functionality.

#

We no longer require the "rough_only.usda" materials. I will upload a newer version on GitHub soon, which includes window refraction without the car body disappearing.

fiery girder
warm thorn
fiery girder
#

@warm thorn is it memory leaking for u

warm thorn
warm thorn
warm thorn
# fiery girder to not use the omniverse

Alternatively, you can accomplish it in a text editor, but Omniverse offers easier management. Are you suggesting that they develop an integration in game's GUI for individually editing materials?

jaunty kestrel
#

awesome look

fiery girder
#

its working

jaunty kestrel
#

wow this looks like skygfx

#

thats really nice

#

better than skygfx* and skygfx is the best

fiery girder
#

every car is same color

warm sphinx
fiery girder
#

i have tested dxvk builds 233, 234, 235, 236 all having merory leaks testing more

#

bridge build 29 is ok

fiery girder
#

going to sleep rest i will update

opal sable
#

#general-remix message

#

someone else had some results

fringe slate
#

Wasn't this happening a couple months ago?

fiery girder
#

glass with terrain baking working like a mirror cant see-through

fiery girder
fiery girder
#

Worldspaceui still not fixed

jaunty kestrel
#

@opal sable maybe fix for that??

warm thorn
fiery girder
round tendon
#

lol

#

this has potential

#

im guessing rtx remix in the future will be compatible with general other mods right?

fiery girder
jaunty kestrel
stone karma
#

hmm

fringe slate
#

Well my car colours seem to work mostly fine

naive cave
warm thorn
jaunty kestrel
jaunty kestrel
jaunty kestrel
pseudo moon
#

is anyone still working?

warm thorn
# pseudo moon is anyone still working?

I haven't seen anyone else contribute here except for me. Maybe you could do it? I will work on it in my spare time, but right now I am mainly focused on NFSU2.

fiery girder
#

i am annoyed by the weird lighting issue at night filled a issue lets see

jaunty kestrel
#

i gave up bc personal issues

#

i couldve

#

or later

pseudo moon
fringe slate
warm thorn
fringe slate
#

No issue in this screenshot

warm thorn
warm thorn
#

In GTASA, there are numerous textures that are not properly aligned, have varying strength, and different UV coordinates. This makes it extremely challenging to achieve consistent levels of POM across the game.

#

The ultimate objective is to replace the entire game's mesh, ensuring that the UV ratio is correct at the very least.

jaunty kestrel
fringe slate
#

I used chaiNNer

fringe slate
jaunty kestrel
opal sable
jaunty kestrel
#

yeah i have one

#

i just didn't tested displacements

opal sable
#

ah, okay

fringe slate
round tendon
#

"man you stink"

#

"did someone die in your mouth"

pastel jungle
#

???

round tendon
#

search Orange guy

round tendon
warm thorn
#

Some interior with POM WIP, mesh replacement will come very soon๐Ÿ˜‰

warm thorn
#

The initial plan is to introduce grass in the Grove Street area, which involves replacing tree and plant meshes. I have discovered a method to paint scattered elements in Omniverse. Additionally, the road texture will be entirely recreated, featuring brighter roads and POM in the upcoming release.

fringe slate
#

Well I have done the POM part although the result isn't amazing

fiery girder
#

Oh is already there

fiery girder
#

Octotex...can u guys help me

warm thorn
#

Here's a work-in-progress update on outdoor POM, featuring the replacement of grass meshes.

#

Due to the current version of Remix lacking accurate shadow casting for Parallax Occlusion Mapping (POM), the final result may appear different.

fringe slate
#

That grass looks amazing

pseudo moon
#

yess, it looks like a different game

warm thorn
# fringe slate That grass looks amazing

However, certain areas appear excessively dark, so I added a small amount of emission to prevent the darkness. However, this emission effect appears somewhat unusual during nighttime. I hope that Remix can incorporate a simple Subsurface Scattering (SSS) effect, as it would allow us to achieve more realistic real-time images.

#

I have considered using two different methods to create grass. The first approach involves mesh replacements, which can provide a wind effect but may have visible culling in the game. The second approach involves attaching the grass to the terrain mesh without culling, meaning that the grass is always visible on the terrain. However, this method does not support wind animation as the grass is a static mesh.

warm thorn
#

I am not satisfied with just replacing the foliage texture; my ultimate goal is to replace the actual mesh of the foliage. Additionally, I prefer not to use official assets in my mods to avoid any potential legal issues.

jaunty kestrel
jaunty kestrel
jaunty kestrel
#

Bc from the photo-realistic part is only abt realistic environment mostly like grass and trees fr. then maybe graffities and Project Props but fuck looks so promising

#

imagine playing SAโ€™ in LA style wirh samp

warm thorn
neat sigil
fringe slate
#

I think that is just an issue san andraes had with a mouse

neat sigil
#

is ther a way to fix t?

fringe slate
#

oh wait no nvm, yeah this is a remix issue i'm quite sure, I've had it happen in a few games, no clue how to fix it

neat sigil
#

ah ok thx

warm thorn
#

It is because CJ drink too much โ€œhot coffeeโ€, and he is shocking his world change so much in remix.

Just joking, by the way I remember I install one of the mod fix this issue, wait a moment I have to test which mod fix this.

warm thorn
neat sigil
stone karma
#

can someone share rtx conf

#

for normal game no mods

#

๐Ÿ˜„

nimble jackal
#

do you guys have a dedicated mod list yet? i mean i doubt you can fix the culling and other aspects without mods

jaunty kestrel
#

this is interesting, working mta shaders in og sa

#

on android ๐Ÿ˜ญ๐Ÿ˜ญ

warm thorn
#

Progress update: I am currently working on replacing the entire mesh in the tunnel near the airport. Additionally, I am adding tunnel lights. I have plans to recreate all road textures within this week. There will be a long-awaited window with real reflection/refraction. However, I regret to inform you that retexture mods and object mods, including car retextures, are no longer supported. The good news is that you won't even see the textures with the terrain system enabled, as my plan involves completely replacing textures or mesh in the original game. The only mod I support is the Insanity CJ mod, but I only want to use the body mesh. The textures will be completely replaced in the near future.

jaunty kestrel
#

Amazing

neat sigil
#

nice ๐Ÿ”ฅ โค๏ธ

warm thorn
#

I have already uploaded the beta version of my next update on GitHub. If you have already downloaded my previous version, you can use the "git pull" command to get the update. If you haven't downloaded any previous versions, please follow the instructions provided on my GitHub page. Some of the mesh files are too large to upload to GitHub. I need to find an easy way to replace them individually in Omniverse, instead of replacing the entire array of meshes in Blender. Your feedback on the gaming experience is highly appreciated, so feel free to leave comments and suggestions. (Aiport Tunnel mesh replacement not include in this version.)

https://github.com/Hemry81/GTASA-Remix

GitHub

GTASA RTX-Remix Project. Contribute to Hemry81/GTASA-Remix development by creating an account on GitHub.

shy wind
#

amazing. btw game eating 10gb of vram. Game even has some cyberpunk style of bugs xD. I mean textures are spot on, they look like oroginal, wich is good. Obviosly for now the most needed, would be folige (that you already working on), cars, buliding windows.

#

helicopter light needs some love, look at adamplayer nfsmw cop helicopter. Also would be nice to work on cops car lights, hope they are gonna work when its needed (not all the time).

warm thorn
warm thorn
warm thorn
# shy wind amazing. btw game eating 10gb of vram. Game even has some cyberpunk style of bug...

I will recreate all the pavement and road textures again. I just subscribed to the monthly plan for Substance 3D this week, and I'm still learning how to create higher quality textures that look more like the original. I want to improve the roughness, normal, and height maps for a better result. The textures you are currently using in the game were created with Photoshop, but the roughness and bump maps for different roads don't match well. That's why you may notice some roads appearing shiny while others don't.

shy wind
warm thorn
warm thorn
#

Is this a waypoint from the next-generation version of GTASA?
Do your guy have an idea of how it should look in the next-generation version of GTASA?๐Ÿ˜‰

warm thorn
#

Guess what?

silent berry
#

hey, new here; is there anyway to add bump mapping so it looks less flat??

#

otherwsie great job

#

@warm thorn

#

scrolled up and see youve already been doing this ixnay that

warm thorn
#

I created a separate railroad mesh because the rail tracks are combined in the original game. This allows me to assign different textures to the rail tracks and ensures that the height map looks more realistic without distortion caused by the wooden tracks and pebbles. This addresses the issue shown in the previous screenshot.

#

Using a completely new mesh might be able to fix the problem of texture stretching in certain areas like this. I'm not sure why Rockstar included so many distorted textures. That's why I'm working on fixing the issue myself.

#

Here's what the new mesh looks like in the game. The rail texture still needs to be recreated, so it's not the final version. Additionally, the alignment of the rail and rail wood is not correct yet, but I will fix that in Blender. This is just a test, and I anticipate that creating the entire rail in the game will take a lot of time.

#

I need to add some dirt and aged textures to make it look more realistic.

#

The final result should look something like this, with different textures for each area. However, I am still learning Substance 3D Painter to create PBR textures, so it will take some time to create a good texture for the railroad.

mighty sapphire
#

They fixed it in the Definitive edition, but they kept the old collisions

fringe slate
warm thorn
# mighty sapphire Please smooth roads ๐Ÿ™ Edgy roads are common in old games (I especially hate hi...

I can visually fix the issues, but it's important to ensure that the collisions remain the same. The Remix modification only focuses on graphical enhancements and does not modify any game behavior. However, the Remix material shader has limitations, as it lacks advanced material techniques such as subsurface scattering (SSS), layered materials (such as skin or clear coat car shaders), mixed with multi-materials make seamless textures, screen effects (like raindrop or blood on the screen), weather effects, particle effects (such as smoke and fire), water shaders, real-time caustics, and many more.

Nevertheless, there is a possibility that Nvidia and the community will make these advanced features available in Remix in the future.

fiery girder
warm thorn
#

In Remix, we use MDL materials, which means that everything I mentioned is possible if Nvidia implements it, as they have already done in Omniverse.

mighty sapphire
#

collisions can be added by modding the game

warm thorn
warm thorn
warm thorn
#

The grass looks much better now with the implementation of SSS.

#

In certain angles, the grass still appears dark because the SSS material has not been fully implemented yet.

fiery girder
warm thorn
#

I have completely recreated the PBR texture for the cars, but I cannot add a dirt texture to certain areas due to numerous issues with stretched textures. Unless I perform a complete UV remap, the car's mesh hash always changes when the "dirt" texture is changed. Therefore, I won't undertake this task for now. I plan to do it later once Remix resolves the mesh hash problem.

warm thorn
#

Currently in the process of adding interior lighting. I have already added lights to all the 24-7 stores and the barber shop. Furthermore, I have added a mirror in the barber shop.

quaint heron
#

@warm thorn i love you

#

thank you soooo fucking much

#

does this work in SAMP?

#

San Andreas MultiPlayer

warm thorn
# quaint heron does this work in SAMP?

I haven't tried it yet, but it's possible. As long as they don't modify the actual mesh and texture, I'm primarily focused on preserving the original game.

#

Perhaps one day, I will create a mod exclusively for Remix. In this mod, I will add additional lights and geometry to certain locations in the game. Initially, I will use low-quality textures and meshes as placeholders, and then replace them with high-quality Remix textures and meshes.

quaint heron
#

Thank you so much man

warm thorn
#

Hey, everyone! Have you heard the news? RTX-Remix just released version 0.3 today, and I have another exciting announcement for you! Check out the video and see if you can guess what it is.

warm sphinx
warm thorn
#

Good try, but that's not the correct answer.

#

Tip 1 : This modification addresses a previously bothersome issue that has now been resolved.

warm sphinx
#

I can't figure it out

One thing caught my eyes, those asphalt textures, it looks amazing, great job

warm thorn
# warm sphinx I can't figure it out One thing caught my eyes, those asphalt textures, it look...

Thank you! I'm trying my hardest to make the textures resemble the original ones closely. In the upcoming release, you'll notice these top-notch asphalt textures covering the entire map. However, I'm considering releasing different texture resolutions for users with varying PC specifications. This way, those with low-end graphics cards won't experience performance issues due to heavy textures.

#

Let's others to guess what changes I've made in this modification. However, I still need to make some adjustments to ensure it works well in different time and weather conditions.

warm sphinx
warm thorn
#

It's time for me to switch back to working on NFSU2 to replace some buildings. GTASA will also have buildings that will be replaced in the mod.

warm sphinx
warm thorn
fringe slate
warm thorn
#

However, the mod is still affected by the game's lighting system. When you are under a street light at night, the car's color is displayed correctly. However, when you drive out of the illuminated area, the car's color appears dim. Nevertheless, the overall visual quality of the car is noticeably improved compared to before.

jaunty kestrel
jaunty kestrel
#

Oh

jaunty kestrel
jaunty kestrel
jaunty kestrel
fiery girder
jaunty kestrel
#

cuz i know a method for crash but its 80-20 win and if u fall in the 20 3x times and bet too much u can lose all, ive made 10 to 100 repetadely

fiery girder
#

@opal sable now i dont think he was hacked...just letting u know

#

blocked him

slate mantle
#

Hi how to install

#

And dowloand

#

Im now

pseudo moon
sick mountain
#

hey guys

#

they collected a lot of gta sa textures

#

so somebody who wants to recreate texture faithfully can find the sources here

#

gta sa uses modified photos of real places and uses some old texture cds as well

warm thorn
sick mountain
sonic crown
#

so are you guys gonna use use the orginal photos

warm thorn
sonic crown
warm thorn
# sonic crown does remix have the option to delight the photos?

Currently, the answer is no. However, there is a possibility that Nvidia might develop a tool for this in the future. I believe it won't be directly implemented in Remix, but rather integrated with a powerful real-time texturing tool. This is because directly incorporating it into Remix could place a heavy burden on the rendering engine.

quaint heron
#

@warm thorn when will we get the current release for your version of rtx remix for san andreas?

warm thorn
quaint heron
#

Okay

#

i recently downloaded RTX remix on san andreas

#

but the UIs are hidden

#

any way i can fix thatt?

quaint heron
#

can you help me?

warm sphinx
warm thorn
#

@quaint heron put those line in your rtx.conf

rtx.skyDrawcallIdThreshold = 1000
rtx.uiTextures = 0xDA451DD0D39CD1A5, 0x83B6A605BF3FDF8, 0x3FC78C823061BDB0, 0x5970DA3808FA8128, 0xC412E7D486FF9E5C, 0x1C9638A1D3E2479F, 0x564734B0F359FE43

jaunty kestrel
#

is gta san remix updated to 0.3?

long burrow
#

cant get this to work with my modded game, i'm actually heavily modded by now, should i just forget it? Laking of a good graphics mod to make a proper modder remake, but none seems to work on my pc

#

crashing at the startup here

warm thorn
warm thorn
long burrow
#

Are there other known incompatibilities between rtx remix and other mods? I've tried to get rid of everything graphics, but dont seem to actually solve it. Have noticed that some of my crash reports refer to peds mods, but yeah, almost giving up adding a graphic mod to the pack

warm thorn
# long burrow Are there other known incompatibilities between rtx remix and other mods? I've t...

I haven't tested many mods, but in theory, using retexture-only mods shouldn't cause any issues. However, if you use too many high-resolution texture mods, it may make the game unstable with Remix. It's better to replace high-resolution textures with Remix itself instead of using retexture mods. This approach is more stable and doesn't have a texture size limit; the only limitation is the memory capacity of your GPU.

jaunty kestrel
jaunty kestrel
#

sorry, i was played at fullhd without dlss, so there's alot of pixels yeah

#

oops, no pings, sorry

jaunty kestrel
warm sphinx
jaunty kestrel
#

we need more pbr

shy wind
jaunty kestrel
#

i've just changed the fog color

#

sorry for lags, more i play, more it eats vram and lags

#

at the end it just turns into a slideshow

#

fr just 3fps lol

#

and more than 90% of vram is being used

#

At the start i can even play without dlss

#

but at the end it's just unplayable mess

round tendon
jaunty kestrel
round tendon
#

definitive edition

jaunty kestrel
#

Ah

smoky gate
#

looks better than gta v

#

the fog and blue shadows r really realistic

#

the future of this is crazy

jaunty kestrel
#

I will try soon to remaster all the game's textures

native gust
#

Rtx remix bloom sucks

dry storm
smoky gate
#

Can u work with stable diffusion?

#

graffities with in-paint mode maybe ??

jaunty kestrel
#

im on the way

jaunty kestrel
#

ok i've done

jaunty kestrel
#

writing...

#

i think that's not the all textures

#

but that's what i've got capturing avery place

smoky gate
jaunty kestrel
#

I've already did my thing

#

Sorry

smoky gate
#

But on hemryโ€™s

#

?

jaunty kestrel
#

No

smoky gate
#

But he already did roads and etc ?

jaunty kestrel
#

I did too

smoky gate
#

car colors / refraction reflection fix

jaunty kestrel
#

But mine is upscaled and PBR generated with ai

smoky gate
#

U can see LA ideas like cracky roads eith brighter colors r realistic

jaunty kestrel
#

Nothing more

smoky gate
#

can u try then to do houses / objects with pbr ai ?

#

or maybe in-walk floors/grounds like the first mission + roads? but hemry did pretty good roads already

round tendon
jaunty kestrel
nimble jackal
# jaunty kestrel

Damn look at these defined muscles, mate must lift cars for warm up

round tendon
#

CJ from minecraft 1.7

jaunty kestrel
#

hahaha

nimble jackal
#

If i remember correctly there is a blender addon that allows to import the model format used for sanandreas (tho you might need an older blender version). That way you could try to port one of the CJ mods, like carl johnson remastered formermy known as insanity CJ

#

Or Perhaps contact the mod author tho i dunno where he's active these days

jaunty kestrel
#

the fog doesnt look right to me

shy wind
warm sphinx
jaunty kestrel
#

kinda

#

but they are original ones

#

but upscaled

#

#showcase message

smoky gate
#

Damn these good, but why so cinematic??

#

Send more

jaunty kestrel
smoky gate
#

Nice but bro i dont understand why octotex or the textures look sketched

jaunty kestrel
smoky gate
#

oh i see

#

the fog makes it rlly nice

#

if you could do all textures, hemryโ€™s mod could be topped on that

#

so it will be fully remastered

#

but its hard to make the roads look so laโ€™ like

quaint heron
#

@jaunty kestrel bro i beg you release that shit

jaunty kestrel
quaint heron
#

i wont die until i play san andreas with those graphics

round tendon
#

"why did i move here? i guess it was the weather..."

#

hol up' wrong game

quaint heron
#

YOOOO @round tendon

jaunty kestrel
#

but with denoiser and dlss it's just neeeh

quaint heron
#

remember SamoTR?

round tendon
#

not really

#

lol

quaint heron
round tendon
#

oh yeah

quaint heron
#

and Usersif

round tendon
#

now i do

quaint heron
#

yea

#

we were attacking p1

#

remember?

round tendon
#

xD

quaint heron
#

lmaooo

#

whats up man

jaunty kestrel
round tendon
#

pretty good ig

quaint heron
round tendon
#

or Las Venturas lights during night

jaunty kestrel
#

can't go there for now

round tendon
quaint heron
#

@jaunty kestrel so when can we get your RTX Remix preset?

#

๐Ÿ˜ข๐Ÿ™

jaunty kestrel
smoky gate
smoky gate
#

this too

smoky gate
# jaunty kestrel

could u make textures like this smaller? would look photorealistic

#

imagine this mod under hemryโ€™s

#

that is basically fully reworked photorealistic sa lol

smoky gate
jaunty kestrel
smoky gate
#

Damn fuck

#

Can u post a lot of ss?? looks like real life wtf

jaunty kestrel
jaunty kestrel
smoky gate
#

fr lmao

jaunty kestrel
#

ok i think i have a broken texture

#

hehe

jaunty kestrel
jaunty kestrel
#

Can't get the cars colors to work

warm thorn
nimble agate
#

Nice job!

jaunty kestrel
#

And cars look broken now

smoky gate
jaunty kestrel
#

I need to fix the tiling issue

warm thorn
# jaunty kestrel The result

In GTASA, cars have inconsistent shading due to different lighting. I will release a simple mod that can fix this shading issue. However, some adjustments will still be required to ensure it works well with different times of day and weather conditions.

round tendon
warm thorn
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To fix the car shading issue at different times and weather conditions, please place this file in your "Games Folder\data" directory. This file will replace the default timecyc.dat file. Before proceeding, make sure to backup your original timecyc.dat file. It's important to note that this file is specifically optimized for use with RTX-Remix. Do not use it with the original game without RTX-Remix, as it may result in unusual shading effects. At the moment, the sky color remains the same regardless of time or weather, but I will make modifications to address this in the future.

smoky gate
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So this fixes the last bug of black stripes on cars ??

warm thorn
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I highly recommend setting the Sky brightness to 2 or higher and enabling the force HDR sky option in Remix. Otherwise, the nighttime will appear very dark.

warm thorn
# smoky gate So this fixes the last bug of black stripes on cars ??

No, the strip texture issue is caused by the Terrain System. Remix is unable to retrieve the car color, and it appears that the car color is not affected by the vertex color. I have experimented with various Debug options in Remix, and only the rasterize option can display the car, whereas the Terrain System utilizes a rasterized top-down view for the terrain texture.

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During nighttime, if you are far from a light source, the car color will still appear dim.

quaint heron
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Because night time in my game is not even night time, it's literally day time

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cars dont have reflections or neons or any of that

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but in the video you have all of it

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its like im watching GTA San Andreas Definitive Edition

warm thorn
quaint heron
quaint heron
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Ok bro, sorry again

warm thorn
warm thorn
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GTASA Remix GitHub :
https://github.com/Hemry81/GTASA-Remix

You can use the auto-installer to easily set up all the required GTA:SA mods and the Remix mod itself, which was created by our talented modder Yaniss.
https://github.com/KCDQYaniss/SARemix-Installer/releases

How to show UI:
#1097105394821759006 message

How to fix car color (white material) :
#1097105394821759006 message
(The Vehicle Toolkit mod can fix this issue)

How to fix car shading (dark at night time) :
#1097105394821759006 message
(The Vehicle Toolkit mod can fix this issue)

How to fix sky wall:
#1097105394821759006 message

How to fix black surfaces randomly appearing:
https://discordapp.com/channels/1028444667789967381/1097105394821759006/1351961166682914818

How to fix the issue of "No Light" in the interior area :
#1097105394821759006 message

Health Bar mod :
#1097105394821759006 message

Sun and Moon mod:
#1097105394821759006 message

Street Light mod:
#1097105394821759006 message

Vehicle Toolkit mod v0.1.3.a:
#1097105394821759006 message

GitHub

GTASA RTX-Remix Project. Contribute to Hemry81/GTASA-Remix development by creating an account on GitHub.

GitHub

Contribute to KCDQYaniss/SARemix-Installer development by creating an account on GitHub.

quaint heron
warm thorn
random moth
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is this fully working?

warm thorn
# random moth is this fully working?

GTASA is running quite stably with the latest Remix build. However, it is not compatible with graphic or effect enhancement mods such as Project2DFX and SkyGFX. On the other hand, using retexture mods should, in theory, not cause any issues.

grand dove
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Game still works only on one processor core?

warm thorn
feral cloud
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hi guys where i can dowloand gta san with Rtx A ready

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?

smoky gate
# jaunty kestrel

thats awesome that i assume u tried adding the tex mod w txd on hemryโ€™s mod bc it initializes pbr already, environment mods make sa look photo real

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or add more frequency to already initialized texture names by hemry

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for pbr n shiit looks crazy

jaunty kestrel
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All pbr was generated by OctoTex

smoky gate
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Can ushare it

pseudo moon
pseudo moon
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t

smoky gate
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Can u release it bro

stone karma
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lol

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i got artifacting

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remix gta sa

quiet isle
drowsy vigil
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Installed everything can only get to a black screen and it hangs..

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works fine if i disable d3d9.dll D:

native gust
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Guys i remember there was a gta SA mod for rtx remix that fixes some issues with the game

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Did it get deleted?

drowsy vigil
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im wondering if its because the exe i can find is already patched to largeaddress

jaunty kestrel
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if anyone needs my pbr mod

jaunty kestrel
warm thorn
native gust
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Found it

warm thorn
warm thorn
native gust
warm thorn
native gust
warm thorn
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That means you haven't tried it yourself and you believe it can fix the issue. Good luck then.

native gust
warm thorn
smoky gate
smoky gate
jaunty kestrel
smoky gate
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hi bro ur mod is really great it looks awesome while it may look buggy but thats how realistic it should look with automated pbr and ai do u think its possible to fix the geometry errors around the map? it lags out the game and crashes

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or mod is really good bro but altho it looks a bit meshed up but thats what makes it look realistic tho without fog it already looks awesome almost photorealistic or the best SA but why the latest remix has geometry bugs again

smoky gate
smoky gate
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how to fix da geometries

smoky gate
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fam

smoky gate
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anyone knows the issue?

pastel jungle
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just be patient

smoky gate
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this is a great idea

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literally feel like gta v rn lol

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this is so great

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amazing mod

smoky gate
nimble jackal
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Does it work with modloader?

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Cuz i bet it'd look really good with 90s atmosphere cars

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Tho perhaps gotta port some models to blender to a remix compatible format

jaunty kestrel
jaunty kestrel
austere nest
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how do you use it?

jaunty kestrel
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#1169530553339490314

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you cant for now

austere nest
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oh ๐Ÿ‘

smoky gate
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Do it has geometry bugs fixed? i can only use 0.2.0 bc of that

smoky gate
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The aestheticness is crazy on this

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but with latest updates of 0.2.0 car colors work better

smoky gate
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I mean to keep all this stuff but to replace rails / custom made stuff

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because this one is so good

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i mean looks ai a bit maybe but it is great

smoky gate
# smoky gate

One thing i dont understand about current remix is why the shadows seems to blur in motion so much that they seem disabled?

grand dove
# smoky gate

I dont understand shit about remix but this already looks great

smoky gate
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yes bro the roads already feel like asphalt

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literally

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but yellow lamps would be better for roads

smoky gate
jaunty kestrel
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early screenshot of the launcher

jaunty kestrel
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ั€ะพะบัั‚ะฐะบ ั‡ั‚ะพ?

jaunty kestrel
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ั‡ะพ

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ั‡ั‘

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ะฟะพะบะฐ ั‚ะฐะบ ัะตะฑะต

smoky gate
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i hope remix will fix geometry bugs, 0.2.0 works amazing on your mod

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literally looks better than gta v, lmao

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literally

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but 0.3.0 have fixed car colors, but geometry bugs ๐Ÿ˜ฆ i hope 0.4.0 will fix that, and performance wise too

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but last pushes of 0.2.0 have car color terrain texture fix too, that one is amazing with your mod

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last thing needed is weeds, grass, vegetation, and props literally

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and reworked cj = gta vi lmao

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they wont call it gta sa they will call it gta los santos

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lmao

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gta los santos sound good

smoky gate
# jaunty kestrel

This roads and overall retex + pbr would be mind blowing together with @warm thorn s custom stuff

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literally

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or with some environment mods of the og game too

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it would look and be soo gooodd

warm thorn
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Please refrain from tagging me regarding AI upscaled related matters. While I have created AI upscaled textures for my own mods in the past, I have chosen not to publish them. I am not satisfied with the quality of AI upscaled textures as they do not meet the standards of "next-gen" texture quality in their current state. If we can achieve higher quality results through RTX-Remix, there is no need to rely on prebaked textures upscaled with AI, which often results in subpar PBR textures. I consider AI upscaled textures to be more of a recreational pursuit rather than a serious endeavor in their current state. However, if Nvidia were to release neural materials in the future, my perspective may change.

https://www.youtube.com/watch?v=ffarLQDQmC4&ab_channel=TwoMinutePapers

โค๏ธ Check out Lambda here and sign up for their GPU Cloud: https://lambdalabs.com/papers

๐Ÿ“ The paper "Real-Time Neural Appearance Models" is available here:
https://research.nvidia.com/labs/rtr/neural_appearance_models/

๐Ÿ“ My PhD thesis "Photorealistic Material Learning and Synthesis" is available here:
https://users.cg.tuwien.ac.at/zsolnai/gfx/...

โ–ถ Play video
split badger
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always very articulated lol

warm thorn
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@jaunty kestrel no offense intended towards your hard work on OctoTex. However, the AI model is still not proficient at upscaling low-resolution prebaked textures. We don't have the financial resources or computational power like Nvidia to train a powerful AI model for the upscaling process. I appreciate and respect your contributions to the community.

jaunty kestrel
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I've tried to train some PBR models but they're still meh

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I need a bigger dataset and much more computational power

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And for solving baked light I did unbaker ai, but it doesn't look good too

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Btw im developing Luminance Launch, wanna join us?

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We need someone who will handle the GTA San Andreas repo for the launcher

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๐Ÿ‘€

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The launcher will allow users to play rtx games with ease

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No need for patching, mods installation and etc, the launcher will do that automatically for better compatibility

warm thorn
jaunty kestrel
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And it's also a mod manager for installing and ordering mods

jaunty kestrel
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Normal maps are the best out of all models

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Cuz it was trained really long time

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Like 3~4 days straight

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On 3080

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But the dataset is still not that huge

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Roughness need to train more

warm thorn
jaunty kestrel
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Parallax too

jaunty kestrel
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Actually not bad, but the tiling issue

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Not bad for ai

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And the roughness squares

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Yeah

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Unbaker artifacts may make a black dots on the texture

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And a lot of stuff like this

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Here and there

warm thorn
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I think AI struggles to recognize textures that are combined together, as Ambient CG textures typically consist of individual material textures

jaunty kestrel
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So, do you wanna join us?