#Grand Theft Auto: San Andreas (GTA SA)
1 messages · Page 3 of 1
I think you need a huge dataset of prebake and unbake textures for training.
I did my own
With every ambientCG texture that I was able to download
We have the normals, depth, so why don't we just prebake the light ourselves? So that's what I did for unbaker
Of course with the power of automatisation
Before incorporating preinstalled mods into our own mods or other creators' mods, it is essential to seek permission from the original authors. I need to understand how to properly utilize them before proceeding.
Why we can't just mention them in the launcher?
I have noticed that some mod creators choose not to upload or update their mods on other mod websites. The reasons behind this could vary, such as author preferences or partnerships with specific websites. It is important to be aware of these considerations and take necessary steps to prevent any related issues.
Okie dokie
But after all, the end user will be able to play GTA SA rtx in a click of a button
I believe that many websites rely on advertisements to sustain their web server and maintain a profitable balance. Automating processes that bypass these advertisements could potentially harm the traffic and functioning of those websites. While it may seem like an overthinking, it is important to ensure a fair balance in supporting websites and their revenue streams.
Maybe contact the devs somehow and ask permission
And upload the mods to the luminance GTA SA GitHub
While prioritizing user-friendliness for the end user and fostering the growth of the Remix Community is essential, it is equally important to show respect for the original authors. Therefore, it is advisable to seek permission from the authors before proceeding.
I can implement the authors display
To the launcher
Launcher grabbing all the info from the game repo on GitHub
Online
You can already see the contributors
Do I need to upload the mod to your GitHub repository, or is it simply a launcher for the automated process?
Wait, let me tell more detailed
Look
We have the launcher
Locally on user pc
And the launcher repository on GitHub
The local launcher will request the file with all the official launcher's repositories list on the GitHub repo
I believe that this differs from the original idea proposed by E-man.🤔
And those repos is the games patchers
So those game repos and mods are different
Game repos needs for patching, installing wrappers, dxvk.conf, rtx.conf files
And the game's mods that were created for the game, and not the rtx remix
Everything for better compatibility with rtx remix
And there'll be mods, that anyone can post, those mods are for rtx remix
There'll be textures, models replacement and etc
That will go to the one global directory
Like rtx remix/mods/luminance/mods/*
And will be added to the USDA loader file
And you will be able to change the order of the mod loading
So that's the mods
And the mod packs
That will be just a regular rtx remix mods
Like yours
Ugh, that was tough to explain
With my broken english
Do all files need to be uploaded to GitHub? What if some files are larger than 100MB? Is it possible to provide alternative download sources like Google Drive for those files?
Yeah I will do that, but you will need the GitHub repo still
To gather the information about mod, the icon, description, authors and etc
I also struggle with English, so I rely on ChatGPT to help me translate my simple English.😅
I will give the launcher a try once I am back home.
Okie dokie
But it will not work for now, I mean you can launch it, but it will not apply patches
Not install remix and etc
Just the visual things
( that was gathered online btw )
And you will need to put the launcher to the GTA SA folder
Or Gmod one
We have only two games for now
Here's the repo
And Gmod one
#1169530553339490314
WTF neural materials???
that sounds awesome
this settings share good directional light colors
thanks
we making gta definitive edition by ourselves with this remix xD
Cock-a-doodle-doo its time for a chicken
cock-a-doodle-doo its time for a feast
eat a ninety piece bucket you can tell
hes been to cluckin bell
Hey, i can't get the luminance launcher to work, it launch, detects gta sa, but won't launch, it's stuck there and not a single button works, any idea why ??
is it supposed to do something ? cuz when i read the html it looks like just a showcase of what it will be
Alex's mod is buggy, causes geometry bug around cars
How can I use remix then ? It won't launch with my game idk how to make it work
It is not working for now
Check the #1169530553339490314
The patching, remix I stalling and etc is not implemented yet
yeah ok thank you, but how do I make it work ? i mean remix in SA, it just don't load for me, the game start but not remix
alex's mod causes geometry bugs around cars, idk why
i tried Shadows Settings Extender with another shadow mod and it played well. ill try other mods
I've followed all steps of the pinned thing and it won't work, crash on loading screen, I only have remix and essentials
Ok it's working, my problem now is why is my render distance so low ? It's at maximum in the games settings
Uhmm
I think you should lower the graphics, and try ignoring untextured drawcalls
Lowering the graphics will make my render distance better ?
You need to open the remix menu game set-up tab, parameter tuning, sky setting and increase the N draw call
Thanks !
How can I allow more video memory, I have 10gb in my GPU nad 32 of ram so whatever it's using i have more than what it's written
also the sun don't make any lights ? it looks like a dark rainy day everytime is there a fix or it's just like that for now ?
idk that
turn on directional lighting
in remix menu
or use silentpatch and set it to 1
mostly both
idk if its just for me but @jaunty kestrel ‘s pbr pack seems to make geometry bugs following cars
do u encounter bugs like this with cars?
maybe game issue or something
I had modded cars and not a single problems with cars so idk where it could be from
Only that some where stuck in full white for some reason but i just guessed that it was not compatible
I litteraly saw that you talked about the problem but never thought about reading it i'm so fucking stupid
thanks lmao
The sun definitely don't want to work for me, the sky is just a huge light
it was already on, and i turned it on in silentpatch too
idk what i'm doing wrong
maybe not the right "directional lighting" options in remix ?
No shadows, no lights, i've changed time and weathers multiple times and it's not doing anything than changing the sky s color
Jefferson retextured by hysen?
Dont use retexture mods bro the performance will be shiet
No
use hemry’s mod + this small mods max.:
https://www.gtaall.com/gta-san-andreas/mods/99855-the-beginning.html
Ah that one
GTA Definitive edition right here
Just looked up hysen's mods and noticed it wasn't the.
Hysen calls his mods "retextured" but he actually remakes entire small areas of the map
GTA San Andreas Jefferson & Idlewood Retextured Fixed Version Mod was downloaded 13169 times and it has 10.00 of 10 points so far. Download it now for GTA San Andreas!
Theres something wrong, u must set the directional lighting more intense in light transition and tonemapping tweaking
these arent good and worthy performance wise, instead use this max + project props
How much of the map does the latest version of project peops cover
Oof latest update on github was 2 years ago https://github.com/user-grinch/Project-Props
A props modification for Grand Theft Auto San Andreas - GitHub - user-grinch/Project-Props: A props modification for Grand Theft Auto San Andreas
Lots of Insanity + prob jefferson retexture yh, a full car replacement pack, and I have a 3080 10gb so it's handling a good 25-30 fps, enough for me tbh
Where do i find these settings ? I'm prob just tweaking the wrong settings
The original game's lighting system does not work with remix. I will create a mod later that have a real sun and moon object uses real-time lighting based on the time in the game. This mod will be compatible with the remix.
Oh ok
But how did you get the lightning on your screenshots then, u using ur mods ?
cuz mine don't have these lights
Thanks for your work bro definitive edition coming soon thanks to you lmao
I have a full-time day job, so I only work on this mod during my free time. There is no set schedule for when updates will be released. Currently, I am still working on NFSU2, replacing some 3D models.
take ur time bro np
thats fine
I tried to open a capture i made in the game, and it's sideways idk why
anyone know how to fix ?
the ai method if they’d have better models would be better considering SA , + your already done works
whatever i do with the Z-up or left hand options it always end up sideways like that wtf am i doing wrong ?
Ok i found
no it took me 30 min not 3h
and now whatever i change it just don't change anything IG
i just drop assets in the capture and save i guess it's not that easy ?
it worked for one bush then just stopped working, when i save it just cancel everything i've done
In the remix menu, set the orientation to Z-Up and change the scene scale to 0.01.
If you need help replacing assets, refer to this guidance : https://discord.com/channels/1028444667789967381/1096847508002590760
Ok thanks i'll try that
still the same problems, the capture is the tiny thing under the front right wheel
is there a way to reduce the spawning size of assets ?
Everything I spawn is oversized, i have to adjust them myself by hands one by one and it's taking way too long to be efficient
and most of the time it just don't save
ok so now it's saving my changes, but just not working, i changed materials on all greyed stuff, table, carpet and chair
Why is it so bright ?
rays traced broda
Oh you have a sun
how ? i never got any sun light in this game
just the sky being a huge light
shutup man
?
the game is awesome
bro I asked you how you got these wtf is wrong with you
wtf ahahaha
bro had rough day💀
mods from the original are suitable for GTA San Andreas - Definitive Edition?
GTADE released by Rockstar or the mod?
if it's rockstar's then no
GTASADE
the skybox mod is awesome on this, basically looks like gta v
If you are using my mod, I have disabled directional lights in Remix. You can re-enable them by going to Remix menu and selecting the second tab.
#1097105394821759006 message
@candid sapphire I saw you trying to replace one of the assets in my mod in the :general" discussion group. Are you hoping to contribute to the mod, or was it just a test? Have you successfully replaced any assets yet? If you need help replacing assets in GTASA, you can ask about it here as well.
A few tips:
Don't use assets that come with Omniverse, including meshes and materials. They may not work in Remix or need conversion. If you collected assets from other sources, you can import and convert them to USD in Blender or other 3D software. Then replace the mesh/material in Omniverse. Remember, some asset websites don't allow using their content in game mods. Make sure you have permission before using assets in mods to avoid legal issues.
I really want to contribute in a remaster for this game since it's my childhood game, and the definitive edition definitely isn't looking good, I replaced an assets but used one from a webstite I found in the discord, and nope i never succesfully changed entirely an assets since it never showed any texture other than a full gray which is probably the default no texture's texture
Also, does USDZ works too ? I have multiple of these are they usable or do I need to convert them to USD still ?
I think you need to convert the image format to DDS. Remix only supports two material types: "opacity" and "translucent". You can find the materials in the "capture/materials" folder. Please refer to this link for more information on the file formats Remix supports : https://discord.com/channels/1028444667789967381/1111273025657114654
I don't think Remix supports USDZ files. USD files likely work best. If you experience geometry or UV map errors in game, you can use the E-man's Tools plugin to convert your USD files to a format compatible with Remix. https://discord.com/channels/1028444667789967381/1146527055664652449
Friendly reminder: Only use assets if you are certain you have permission to include them in game mods.
Yeah don't worry for that i found somewhere in this discord some websites that shared stuff free to use but thanks
I get most of my textures from ambientCG.com as a CC0 repository, it is a great open source for finding textures, materials, I also combine some in Photoshop. Now I am using Substance 3D Painter to make custom textures for my mod. I want their style to match the original look. For 3D assets that I make myself in Blender.
Yeah i'm using this one too but don't really understand how to make it work in create tbh
Here is the file I used with chaiNNer to change the format of files from ambientCG.com.
Thanks
You can download chaiNNer from this link:
https://github.com/chaiNNer-org/chaiNNer
Yeah already got it thank you
Hope this helps with your modding.
I'm glad to see you contributing to this project.😁
Can't input the roughness image but can't start the script if there is an empty "load image", am i missing somethin on chainner ?
ok my bad they were locked for some reason
I only locked the emission and metalness maps because I may not always use this texture.
Just replaced my first asset and texture working, thank you man i was struggling for days now, FINALLY WORKING YESS
(the lights weird cuz no light in the house so i toggled a light option in remix to have some)
If you use a mod not in my list, the meshhash may be different. I added lights to CJ's house in my mod. GTA SA has many mods so I can't match all meshhashes. Mod assets meshhashes may collide. The best solution is to replace original game assets with high quality assets in remix instead of using texture mods.
I was using your mods but destroyed too much stuff in the mod.usda so cleaned install remix, still have files from your mod but a new clean mod.usda and the rtx.conf
well i just created a new mod.usda everthing is still from ur mod
I mean this mod list:
It sounds like you have a clean mod.usda file, meaning you are not using my mod's assets. That's why the lighting did not work correctly.
I only have essentials and silent patch is it better to have all fixing mods or essentials is good enough ? since i'm not playing just modding for now
If you don't install all the mods on my list, the meshhash may be different. That means other players won't see your changed assets when playing together.
Essentials, Silent Patch, Mixset, Open Limit Adjuster, Improved Streaming and Ped Spec are important to have.
If you want to change vehicle textures or meshes, you will also need the ImVehFt and VehFuncs mods.
Without the Ped Spec mod, do you notice characters shaking strangely?
When replacing meshes, assign new materials too. Otherwise, other meshes using the same texture may look strange.
Ok I'll install all these rn thanks
Yeah they were shaking but i'm modding the interior rn so never really bothered on how to fix i thought i'll do it later, but if you say the mods fix this that's great
Yeah don't worry i was going to replace it just this is the old asset and is using the same materials as the couch i replaced models and textures so it bugged
So you're saying that with rtx remix I'll be able to change cars assets too ?
Like I capture it and change the model like if it was a normal asset and it just works ?
I might just be dumb but i can't find the download buttons on mixmods
Replacing car meshes is difficult. Cars have many parts that need matching replacement parts. Some cars share meshes, so you can't modify the original mesh too much or other cars will look strange. Also, the game changing dirt textures changes the meshhash. So you need to assign multiple meshhashes to maintain the same appearance across variations. When I replaced the taxi mesh, there were over 15-20 different meshhash variations.
yeah i'll just install a mod for cars i guess lmao
Do you know how to create 3D models? What type of assets are you looking to replace now?
I ask because I want to avoid duplicate work if you are already working on replacing those assets.
For now i'm just replacing all the CJ's house
and I'll probably just do the entire game
well not the entire game but what is necessary
Also I still haven't figured out how I dwnload sutff from mixmods
i'm just dumb idk
Which mod you can't download?
I just can't download any mod from this website, there is no download button, do I need to create an account ?
It seems the website is having some issues now. I cannot find the download button, and some pictures are not displaying either.
It's looking pretty good, I'll prob change some stuff, and it's not finished, and i'm for now just doing CJ's house, i'll do more when I'm satisfied with this one
Nice decor looks good
I hope you make it less colorful
This is a very good start for a beginner. You've clearly put in a lot of effort. To make it feel more like CJ's original home though, it may help to add some worn or aged elements. Small imperfections can make designs feel lived in. Don't be afraid to experiment. Keep practicing and you'll continue to improve. Well done so far!
remix became better than rh.
I could but finding free assets exactly like I want is kinda difficult near impossible tbh, I have to make my own, and I never did so i can't really
Thanks bro, all this is thanks to you and your help thank you a lot
yes bro it look like gta v
This is disgusting, but i won't be able to change it, the asset is huge and is just EVERYWHERE in the house, if anyone that do 3d models want to create a whole new asset using this one as a base to keep the whole thing, u can (mesh_94179CA5E9B28A1E)
(For those that don't understand, if I change anything on the stair, it removes the entire mesh, which will create holes in walls through the whole house, i'm not dealing with this)
i think you should port the assets from this https://www.mixmods.com.br/2016/12/cj-house-remastered-by-ezekiel-casa-do-cj-em-hd/
just incase this is someones is not aware, you can port the gta sa model format to blender with dragonff https://github.com/Parik27/DragonFF Tho i don#t know if it works with current versions of blender. When it doesnt try 2.90
like no offense my dude you did great work, but it doesn't feel lore friendly to have designer furniture in a low income gangster household in a poor neighborhood in the 90s
Yeah sure but again, it's near impossible to find free assets that are RP friendly, and thanks for your help !
And i already extracted the assets, the problem is that I don't have any skill in 3d
If you can help me find great Roleplay assets, i'll replace them right away, it's just that if I want specific stuff, it's not that easy to find for free, and I can't afford to pay assets for a free mod that I don't even know if i'll still be working on tomorrow
Ok I just found a blender plugin with cc0 and RF models, that's insane, i'll rplace everything and update when it's done, thank you for saying it was shit i needed someone to tell me that it was lmao
Don't worry, I can do 3D modeling. If you can't find a good replacement asset, I can make a new high-detail 3D model later.
I suggest not using other people's work without asking. No offense, but these mods may not meet next-gen quality. He is new to modding but has passion. I think @candid sapphire has more passion than others who just want to use mods or AI to make textures look "next-gen" without real work. Give him time to learn skills. With practice, he could become a great mod creator.
Yaniss' furniture replacements may be a bit too expensive-looking and clean. He might have trouble finding old, worn furniture that fits the aesthetic. With time and practice searching, I'm sure he can develop a good eye for more realistic replacements. This is a learning process, and he shows potential to improve.
For anyone modifying or remixing other's work, it's important to keep in mind proper attribution and permissions. Using CC0 assets helps avoid potential issues. While modding is a learning process, respecting original content creators is key. Their hard work deserves credit. I only suggest CC0 as a way for modders to feel free while showing respect. Continued creativity comes from understanding these principles.
Fair enough
I sometimes think faster about the could than the should. Sorry about that
Yeah i guess we can't use mod files without permission and Ezekiel doesn't seem to be active anymore, so we can't contact them easily
No problem at all.
Honestly if it was a more egded object i could model it myself. Tho i don't know if i have the time to invest into modding
Well, what do you know, the blender guru has a 9 part tutorial on how to model a realistic couch
Oh boy that'll need a lot of backing to reduce the poly count
I used to model in 3ds Max about 20 years ago. 4 years ago I started watching Blender Guru's tutorials, which helped me learn Blender. While some advanced features are missing compared to 3ds Max, Blender is very useful and easy to use for modding. Its free availability and flexibility make it great for hobbyist modders. My experience modeling for 20+ years also helped me pick it up quickly. Blender Guru's videos really helped beginners get up to speed with the basics of this powerful free software.
I've been modeling cars for many years using 3ds Max. This includes work from 14 years ago as well as more recent projects from 4 years back. For the latter, I rendered my 3ds Max car models using FStorm Render:
https://youtu.be/9CddV-t9wcQ
https://youtu.be/4RC0acD7iDU
Check out my work-in-progress (WIP) video showcasing the Porsche Boxster! I utilized Autodesk 3dsmax 9.0 and VRay software for this project. In this video, I demonstrate the process of using the basic polygon modeling tools in 3dsmax to create a detailed model of the car. Stay tuned for further updates on this exciting project! Feel free to leav...
Check out my latest test renders using fStorm Render! In this video, I've taken the time to enhance certain aspects of the cars, such as the headlight and taillight parts, to achieve more detailed rendering results. Additionally, I've incorporated numerous bump maps to further enhance the level of detail. I hope you enjoy the final outcome! Feel...
Ight, didn't know i was talking to a veteran, that's certainly a surprise
While path tracing renderers consider polygon count less than traditional methods, high poly assets can still impact GPU memory usage. In tests replacing assets in NFSU2, the main issue encountered was models exceeding VRAM limits, not performance declines due to polygon counts alone. So for path tracing, memory footprint is a more important consideration than pure poly counts when replacing 3D assets. This test provided helpful insights into balancing model complexity and hardware restrictions.
https://youtu.be/WAvRxZDEkRs
RTX-Remix High Poly Instacing Performance Test 04
Scene Setup: approx 1 Million face per Sphere x 2 instacing x 50 mesh x 100 variation diffuse texture (2048x2048 texture)
CPU : AMD Ryzen 3700
RAM : 32GB Ram (16GB x 2)
SSD : Samsung 980 Pro 2TB
GPU : RTX 4090
OS : Windows 11 Pro
Game : Need for Speed Underground 2
Well i already learned a thing or two about reducing poly count. I make make a main version of my object with desired polycount, then a detailed highpoly version which i use to bake normals among other things for the main version
The illusion of detail is key, rather than bruteforced detail
While I greatly enjoy modeling cars as a hobby, it's not my primary area of professional work. My main design responsibilities are in other fields.😄
While Blender can bake details from high to low poly models, Substance Painter is generally better suited for advanced texture work. It allows you to add significantly more detail and refinement to textures than Blender alone. Substance Painter gives the artist powerful tools for enhancing low poly assets with baked details as well as manually painted texture maps. So for production-quality texturing, a dedicated app like Substance Painter is preferable to relying solely on Blender's baking capabilities.
I chose to subscribe to Substance Painter via the monthly payment plan rather than purchase it on Steam. The subscription provides access to additional programs like Designer and Sampler. It also ensures you always have the latest version with new features, unlike buying on Steam which gives a single version of 2023. The ongoing access and updates through subscription make it a better value compared to the one-time Steam purchase in my case.
Again, i'm broke
I already pay for adobe, despite barely gettibg to use and can only afford it due to student discount. I have litteraly no over options than blender when it comes to 3d stuff.
I can probebly still get by, by using cc0 textures, like the ones from polyhaven
Oh, i see. If you are a student, that's make sense.
I'm not in any specific field yet, but i aim for video and vfx. That's why i learned 3d in the first place. Too bad germany works a bit weird.
I spy a fellow Fstorm user 😁
Why demo tho?
When I got my new GTX 1080Ti graphics card, I wanted to test its rendering speeds compared to traitional software raytrace Renderer. So I did a test render using the FStorm demo version just to compare performance. Later, I subscribed to the monthly FStorm plan to do more rendering. But I didn't upload the non-demo test renders since they had a watermark. I just used the demo to benchmark performance.
Ooh, I just noticed this is from 5 years ago
I currently use FStorm on my rig (4090+3090) and the speed is nuts 👌
Andrey is doing magic work with that engine
Nvidia doing another great magic with real time ray(path) tracing.
That's true too
I don't currently have a license for 3ds Max, so I'm not able to test how FStorm Render has advanced and improved its capabilities over the past 5 years.
When RT came out for 2080Tis I was convinced at the time that we wouldn't see realtime RT for another 5-10 years. But then obviously DLSS and such weren't on my mind as things you could do to speed it up
I can't imagine how realistic game graphics will become over the next ten years with continued technological advancement.
https://fstormrender.com/
If you scroll down a bit there's a few posts with "work results for XYZ" years - it'll show you what Andrey implemented, with examples.
Yeah, I'm waiting to get my hands on a "5090" or whatever the next beast is
Been buying high-end cards every gen since Kepler
In SLI before 3090, but then that got killed, so... 🙄
It seems FStorm Render has added their own scatter system, which was a highly requested feature from users for many years.
I typically upgrade my graphics card every 3 generations of new GPUs released. However, it's possible that the upcoming high-end graphics cards may not be available for purchase where I live.🥲
Yeah, Scatter is why I used to use Corona beforehand!
I feel ya. Availability is always crap outside the US/UK
I'm in the UK, luckily, so I get FE stock for MSRP at least
@nimble jackal Better, i'll check if I can find something for the chair, but yeah i like it more being more roleplay u were right
Do i change them ? They don't look that fancy tbh
What graphics option are you on btw?
Ngl i think i could remake the original fairly easy. Just pass me the original model in a format that blender accepts and i'll see when i have time
Ultra
They look disguting but i'll let you try, also they are in two mesh
2 parts or the same model twice?
Cuz i know they sometimes have cutscene exclusive versions
2 parts, but i just found a good replacement, like litteraly the same chair but in HD
old vs new
like it's the exact same
More or less what i would have modelled
tbh i take everything from blenderkit
The library of 19,919 free models, materials, add-ons and brushes to create beautiful 3D artwork and 3D visualization. Explore now or download directly in Blender.
that's straight up the best thing humanity have made
maybe not
Tho i would have kept a bit closer to the original since cj picks that chair up in a cutscene
I can still export in 2 part and modify the one causing problems
Honestly, export the original model anyways so you can scale up the new model as close as possible
If you know whish cnematics he grabs the chair so i know where to put a hole it would be great, for now it looks like this, I might change the material cuz rusty copper might be too much
(it's not the same model idk why it was glitchy)
Big smoke, litterly the first mission's first cutscene
Too much. The stuff is old, not trash
Yeah more like a scraping metal more than a rusty copper
no man
just regular painted metal that has a few scratches and chipping
@candid sapphire don't you think this couch fits a bit better https://www.blenderkit.com/asset-gallery-detail/c012c054-6840-4976-8484-fc5f7b9ea74c/
btw do you know how to bake normals?
cuz these models got a shit tone of polygons
Leave em as is, rtx remix can handle a fuckton of polygons
in theory, but at the end of the day, it comes down to the user's rig. Optimization is an important part of game design so mods should be no different
REPSECT THE POTATO SPECS GAMERS
It really doesn't make any (significant) difference in performance
You can try both models
#general-remix message
He previously used this one, but recently switched to another one.
what about storage space. Wouldn't it be much better to have optimised models
Storage is cheap, everyone has it
just delete some files, it's just a 500gb Remix project
Portal prelude with rtx is about 20gb, which literally remastered hundreds of models
With super high poly count
yeah, but gta sa has like a few thousand models
It's quite impossible to remaster it all, but still.
Storage space isn't our main concern - we're more worried about how much memory it will use.
In this video it loads a test with only 2 instances of spheres, there are 50 unique sphere meshes with approximately 1 million polygons each. So the total polygon count remains around 50 million. However, as it mentions, each of these 50 spheres now have their own 2K albedo texture map, resulting in far greater memory usage shown over 13GB. This amount of memory consumption would likely cause issues for many users.
But as a point of comparison, it states the 50 meshes themselves account for only around 6GB on disk. And the texture atlas for the spheres is a modest 500MB in size. So visually complex scenes are definitely possible within reasonable budgets if asset loading can be optimized. This video provides a good demonstration of how memory utilization becomes the critical factor for interactive real-time rendering even over raw polygon counts.
RTX-Remix High Poly Instacing Performance Test 04
Scene Setup: approx 1 Million face per Sphere x 2 instacing x 50 mesh x 100 variation diffuse texture (2048x2048 texture)
CPU : AMD Ryzen 3700
RAM : 32GB Ram (16GB x 2)
SSD : Samsung 980 Pro 2TB
GPU : RTX 4090
OS : Windows 11 Pro
Game : Need for Speed Underground 2
That was done on ultra right?
Performance with 4090
I meant rtx remix graphics settings
Rtx remix has options for textures quality
I wanna see how much it differs on lower qualities
i mean DLSS Performance
There is an adaptive texture resolution feature
Im pretty sure it will help those who have lower end gpus
i have a 2060
i know many people that have weaker rigs than me
to me modding is and always has been for the those too poor to buy AAA games and/or the rigs to run them
https://www.youtube.com/watch?v=UsUgxiElwCU
I tested the same scene setup without any textures - just 100 unique red shiny materials. Even with that simple material, it still used 13GB of VRAM.
RTX-Remix High Poly Instacing Performance Test 05
Scene Setup: approx 1 Million face per Sphere x 2 instacing x 50 mesh x 100 glossy red material (no texture)
CPU : AMD Ryzen 3700
RAM : 32GB Ram (16GB x 2)
SSD : Samsung 980 Pro 2TB
GPU : RTX 4090
OS : Windows 11 Pro
Game : Need for Speed Underground 2
i have 8gb vram
?
amazingpbr
Wow, this looks way better than anything from GTA 10! The quality is on another level.
everything is really glossy, otherwise imo that looks pretty good
Don't worry I'm learning blender, and yes the couch I use was like 2.6M polygons, I reduced it to like 200k, don't worry I'm aware that 3gb per interior will be way too much when the game has 90+ interior
my game looks photrealistic
this game looks gta 6 quality wtf
fcuking good refs tho
lmao weeneed a gampley of this lol
its pretty much working on performanced dlls even on a 2060^ it works pretty good
and literally looks like gta v or better, tho, i prefer hemry’s textures
i mean on balanced performance dlss
it works with 50-60fps too
He grabs a fourth chair that only exists in the cinematics, so i can't even change it
It probebly has a diffrent file name
it's either est_chair1 or off_chairnu
If the cutscene chair has a stable meshhash, you can capture it and then replace the original in Omniverse.
So, here what should I do ? I either change the window texture, but it stays opaque cuz nothing behind, or i put curtains all over the windows, and just close curtains all over the house
👍 change windows 👎 close curtains
There is 3 windows like that
and for those wondering, the plank on the curtains is linked to the floor so i'll have to fix that by modifying the original asset but don't worry i'm aware and will do later
It will be more roleplay to close the curtains, but more vanilla-ish to let em open and put opaque windows
https://youtu.be/-ug_72Qpnco youtube taking time to make it HD, but here is : (not finished but recorded this to see what to modify and did a lil montage to post it here for yall)
The opposite to me. Modding was always about making the original product much better, both in gameplay and graphics (fixing bugs, adding better assets - and more of them, etc). You add gameplay mods to extend the fun, but you add raytracing to make the game "shinier on the eye" at the expense of hardware reqs.
Modding can be both at the same time, it's down to the end user to tailor their experience (whether they want to add longevity to a game they love, or whether it's to stretch the limits of how good the game can become).
Lighting looks great, but is there a particular reason why the wall textures are so drastically different?
I just applied the wrong one and never took the time to change it
heres a buig to enable cars??
That rasterizes it
Its no longer ray traced
marking them as terrain fixes it
ai ima do skygfx on it
u lying
i managed to run a skygfx clone
If you don't want to use SkyGFX for any reason, but you like reflections like in the PS2 version of the game, then this mod is for you! This ASI plugin will add these reflections.
ofc skygfx works too it s just causing geometrybugs
damn itactually fixes car windows
That's better (new) (old)
Dont set the car textures to ui
Just tried and it shows the original one
keep pressimg f10 and trying to mark car parts as ui and stuff
but remix’s refs and colors r the same; its hard to make car colors work but i was able to 1:1 size the right color on the car from third personview its perfect
would look best with alex’s mod’s atmosphere and hemry’s textures
2 looks better tho.
1 is like a brand new daycare 😄
Once again
Do not set it to ui
That literally makes it rasterized
gta v level
actually this would look photorealistic with a car pack
that was hard to say of gta sa for a long time
can someone fix cars colors accurately and put hemry car lamp lights on this conf of alex
i wteaked it a bit to use dir lighting from two angles
or i mean sun* the rt lighting seperately, it looks gorgeous
hemry's conf makes the car lights lit up can someone put that on this or put this conf on that
it could look photorealistic
I mean to use the sun’s lighting like u see on the picture, as fallback lighting, and directional sky lighting, now it looks like a proper game
U see here
so the lighting is basically similar to Defenitive Edition now
even more further
because alex’s config made sun lighting available and directional too by silentpatch
Will your method fix the night time lighting issue? If not, what is the difference between toggling the directional light in Remix vs your method?
I think yes
Any SS at night time?
I tried it 12 hours ago by typing nightprowler but the ray tracing just showed accumulated frames
i think by toggling night with cheat it fucked up the ray tracing, everything was blue but no reflections and mashed frames
But it must work since now the sun(og lighting) and ray traced directional lighting exist too
Try alex’s rtx conf and set directional lighting to 1 in silentpatch
Fallback lighting = sun lighting
directional lighting= overall rt lighting
atleast it looks like spiderman rt now😂
im not sure its neccessary to set dir lighting in silentpatch, tho
but i did and i got sun lighting with alex’s rtx.conf and directional lighting too.
In Remix, the sun light is always present but we disable it in the config. This is because at night, it causes all traffic lights and vehicle headlights to behave like directional lights.
With cheat and silentpacth on 1 the night behaved like mashed up frames somewhy but i think it should work like that
Yes this method doesnt make that problem no more
A simple screenshot or video showcase could show whether your method is working or not.
U mean like here ?
?
then yes
not sure abt moon’s light but pointlights and all work
not fucked up no more as here shown
Where are the traffic lights and vehicle headlights? Is there a way to disable each separately? Are you certain your screenshot shows Remix with the directional light toggled on?
Couldnt find those settings are those in ur rtx? then applying should work
I dont think they can be disabled seperately
Not sure but this shows that pointlights no more enabled as direction lights
Your method did not work for me. Could you please provide a video tutorial demonstrating how to set up directional lighting correctly in Remix? A video would help show that your approach works as suggested previously.
finally good car colors too.
DAM thes setting for cars make contact shadows
or idk how it look like dat but good sa
fucking good look like gta v
actually beter, finaly the dream came true
heres fixed cars and the lighting and enable directional in silentpatch
u see not only sun has directional lighitng
implaying spiderman on sa
fucking god i kept hdiing that it looks like gt a6 xD
looks like bump mapping but rt bump
also idk how i fixed cars too
this th e max bug u an see
can*
no stripes and bugs on top max. contact shadows type thing idk how i did it
look like gta 6 lmao
wassup foo, break yosel'f
FOO'
the max bug is no more stripes and cascades but contact shadow type stuff its crazy
finally it looks allright
not just alright, kinda looks like spiderman ps4 depends on what timecyc u have
so glad that cars look finally 90% ok
if the materials dont load in time it looks like mashed potatoes
😂
oh somewhy doesnt detect usd what
fain yll
mann the glass look sooo gooodd damnn
after some settings too
this the max. cascade bugs that can appear
idk wsup with the taxi sign lol
directional lighting + sun lighting too
lowkey ue5 sa
police lights still messed up a bit
Is it sun light pure white? Adjust sun settings to make it more yellow'ish
i waited so long to play sa like with this graphics
I prfer white , it suitable for pbrt
pbr*
literally looks better than gta v lol
some settings not set right lol
heres the sun directional how it work
ok anisotropy basically makes the sun lights dir too loll
ok i fixed it
just a reminder: the wall on the left is not retextured, only applied pbr
cj still oily tho💀
Need a new fridge, also is the stove just weird for some reason ?
can yal remap stable diffusion prompt graffities on buildings and place grass and more realistic floor textures on the beggining and areas like idlewood and jefferson
lmaoo the ragdolls mod funny asf
wth is that CJ posing
Any comment on the kitchen ? Changes i should do, texture/models i should change ? (Fridge to change, microwave to add i already know that)
Also if someone happens to find a complete dirty wood texture in 4k plz send me
By complete i mean with displacement, normal, roughness map etc
Finally someone tell the truth.
And is useless cuz its just a light that don't move, so day or night, it's bright, also broken most of the time, and ugly almost everywhere on the map, the only "good" looking places he already took a screenshot
new looks sharper it's ok but would've been better if it was the same color
try changing it with ps
Changed stairs and floor, they both look way better/more roleplay
NEW
OLD
Also if anyone can 3d model, remastering the stairs railing on this would be very helpful, i'm learning blender for now so i won't be able to for some time, and it's the last thing i need to change before finally dropping my v0.0.1 of GTA San Andreas : Definitively Remastered (yeah i'm prob gonna do the whole game, not alone I hope)
Also upscaled the walls, same texture but higher definitions, it's kinda specific i can't find a good replacement
Don’t worry you are not alone.
🥳
Heh, downloaded this and opened it in 3dsmax, the mesh is literally microscopic in the 3dsmax viewport. The size is fine in blender, is this the raw mesh from remix or has it been exported from blender? I though the whole point of usd was to have an universal no headache solution for 3d scene sharing.... ITS literally in the name and its already breaking mesh scale
Its from the capture, fresh from remix with no modifications
You're gonna remake it ?
I might take a go at it if I can figure out the scaling problem
well it's the same in remix, everything appears really small, so I guess it's more of a san andreas problem
Whatever I add is huge compared to the capture, and i need to have movement speed to the lowest to travel in the capture or else i'll fly through the entire map instantly
i can use that usd file ?
Anyone knows cleo scripting ?
I used an AI to tell what I want to do, if anyone know cleo scripting, I need you, we need you
1.Creation of a Circle:
The script creates a circular marker in the game world.
This marker represents the position of the sun as it moves through the sky.
2.Continuous Movement Simulation:
The script continuously updates the position of the circle marker to simulate the movement of the sun.
The movement is synchronized with the in-game time.
3.Angle Calculation:
It calculates the angle at which the sun should be positioned based on the current in-game time.
This angle represents the sun's position in a circular path.
4.Polar Coordinates:
Using polar coordinates, the script translates the calculated angle into X and Y coordinates.
These coordinates determine the new position of the circle marker.
5.Visual Feedback:
The circle marker visually represents the sun's location, giving players an indication of the time of day in the game.
6.Continuous Loop:
The script runs in a continuous loop, updating the circle marker's position according to the changing in-game time.
This loop ensures that the visual representation of the sun's movement stays synchronized with the game's time progression.
In summary, this script adds a dynamic and visual element to the game by creating a moving circle that mimics the sun's path, providing a visual representation of the passing time in the game world.
Same for the moon.
Hmm ok interesting that its very small in both but not in blender, probably a sign that the blender implementation is wrong?? Idk either way blenders ui give me headaches lol
parquet floor stairs? :v
I'll change it later for now it's this but too bright compared to OG
better but not perfect
Yeah, that looks a lot better.
The brush geometry in these old games is super weird.
Still looking bad af
i havent adjusted this the first time doing everything complete
o
ok
dx2.0 rt lol
fuck me
fuck god
You combined enb with remix?
no i edited remix to look like enb lol and real skybox
lol lmao too good btw lol
wtf..
its unreal at this point tho lol
bro it looks like damn
so clean and good
it looks photorealistic
yeah but again ur light never move
same light day and night
so it's cool for screenshots, not for gameplay
Still looking for someone for this
Same here
Hey which game file is for the interior of the donut place. The one from this cutscene https://youtu.be/EGQ-xQ5SZK0?si=-R6IrJigr5bJlPy_
Grand Theft Auto: San Andreas Mission Guide / Walkthrough Video in High Definition
Mission No. 021
Location: Los Santos, San Andreas
Mission Name: Burning Desire
Mission Boss: C.R.A.S.H. Officer Frank Tenpenny & Eddie Pulaski ===================================
GTA Series Videos is a dedicated fan-channel keeping you up to date with all the...
Wdym by game file ?
You could just start the cutscene in game and capture it with remix
I wanna use it for something not rtx related. How easy is it to get the capture data intp blender?
you have the usd files of every mesh in a folder next to the capture file
and blender is by default usd compatible
the entire scene idk if you can but meshes one by one is possible
but I mean you have the usd files of the capture so you could try that too
like opening the capture in blender could work too since it's .usd
Is it a good replacement ? Too big ? idk im new to 3d modeling, if it's complete dogshit say it, i'm learning, thanks !
(Obvious but left picture new one i created in 5 minutes, Right one the original one)
(Made it more the same form as og one, well the og is weird so i did what i could)
Litteraly made this during my lunch break at work lmao
no
because he’s right
Maybe next remix updates could introduce this
since the fallback / + directional lights are in every rtx remix bases
I used alex’s pbr ai + real skybox with 4k textures
and project props, thats all
how does it look like in motion? got a video?
it is RTX Remix? Or Render Hook?
no video but i set dlss on performance mode and it has same fps as render hook
i used fallback lighting like alex so it became the sun + directional light as the sky based light
these looks photorealistic as eu trruck simulator but in game looks more aesthetic i will make a video
but yeah moving sun is needed either by cleo or asi mod
best part that this is really playable on performance dlss
remix sir
also yeah performance mode makes it same fps as renderhook
but looks mind blowing
i used real skybox 1.3.3 + 4k textures from gtaall or libertycityru
timecyc 24 h asi + real linear graphics
+project props with hd models from zeneric
+insanity cj with fixed torso
- alex pbr ai enhanced with high resolution on enhancements tab (not on the screens tho)
i used original remix settings since his mod makes lamps have shadows and lights work, and also car’s windows reflections
and from that u can make it look like gta v
literally 80s gta v
cool
just be sure the lamps make white light when loading in, and car’s windows have reflections already
and decrease emissive intensity under lighting
but it actually looks between renderhook and photorealisticness
test video but it was laggy
and also the 'sun' dont allways turns on
i was just about to turn on the directional light to give it a good rt look but then
but u need to turn on this bc it will look like cardboards
i need to re-do then i can share the config with working pointlights
yeah it would be pretty good lol
so yes they lit up now but they somewhy use old lamp lights, i did got this to work here idk what went wrong
I said before, you are not alone. I think it's great when people are passionate about projects, even if they don't know how to do everything yet. The most important thing is being willing to learn new skills.
Recreating things from old games can be challenging. But as long as you keep trying your best and are open to learning, that's what really matters. Don't get discouraged!
We're all still learning. Feel free to ask questions whenever you get stuck - others in the community want to help each other improve. As long as you have the motivation to see it through, that's the first step. You've got this!
In this video, we'll be demonstrating the GTASA RTX Remix directional light demo using path tracing!
GTASA RTX Remix Project:
https://github.com/Hemry81/GTASA-Remix
Stairs ✅
(I'll change texture later, looks a bit weird but kinda good at the same time)
this has some pretty big potential, have u tried to see if there is any possibility to have compatibility with cloudsworks? i think it was a mod
Not really, like I said his solutions is good for screenshots, not gameplay, the light don't move, and never turns off, day or night, extrasunny or stormy, same light
no bro im using real skybox but 4k clouds it looks the same
yeah and the sun directional light by game or the skybox blocking the sun or remix doesnt create artificial sun for lights but u can lower the reflected areas
clouds look gta v toer
so with rtx remix it aint possible to put clouds like the DE has ?
or anything on top of remix
I don't know if it is, I'm talking about the light, it just don't move so is not a good idea
gta
New guessing game again...😎
bzug
bro show me ursets
whice skybolx wf
It's a custom timecycle, it will be release in my mod very soon. But the video not about the sky. It's a more important thing.
the only thing was missing from ur mod is this but now this texture identifies as sidewalk section by the pbr and cant add normal tweaks to look real
u#thagts awesome
i seen the first video it was perfect finally
but will it have directional moving sun or work at night / i mean mostly it changes not only clouds? or somehow did u ‘emulated’ sun or idk but thats the preffered outcome we wanted, it will look like gta 6
yeah trash can pbr replacement and with ur mod it will look like
damn but the sky looks very good actually makes the gamephotorealistic
how u did this whats this lol
oh i see
yeah directional light didnt worked from the settings i made, finally ur mod looks photorealistic it will be very good
but does it allow fallback lighting too or just directional? because directional looks very good but fallback automatically looks like sun too but it can be set more upwards
oh i see everything
this is very nife
nice
damn moving sun?
bro fixed the last bug finally it will look photorealistic or 4x times better than def
We don't need to use SilentPatch directional sun light anymore. Finally we can turn off directional light in Remix, it fixes many strange lighting bugs that happened at night time in the game.
for me i couldnt even set up directional light good finally it will be awesome damn
only on other configs somehow but fallback lighting not even needed it looks good already , thats very good veryverygood
no cloudworks bc thats hlsl
and dx11 or takes whole remix engine and it would eat 2x more fps than it already do
daamn man yeh i tried directional and fallback light twice it lookked too spider man-y but finally wokring sunlight together with point lights, finallyy
i had a setting for cars whcih was somehow pedfect and it splattened the color of the car just like a camping tent so it was like a slime that only showed color of the car just very sensitive one and it was perfect for cars
sometimes its okay but need correct terrain boxing config like that i didnt saved it but it was perfect for every car
to get the colors right, but if u just mess it with a bit u can make it 90% colored or make the stripes look like contact shadows on curved or non curvy cars
So, for those that need more explanation about this video, yes it's a moving door, but more importantly, it's a way to simulate a perfectly realistic sun by making this door (not the door but changing it to somehting else) follow the real sun path, and adding a light to it using remix, BOOM FUCKING PATH TRACED SUN RAYS OMG IM SO EXCITED
Edit : Also like Hemry said, no more directional light that created loads of light glitch like we can see in his video (this one : #1097105394821759006 message ) and no more Fallback lights that was looking good but not moving which sucks cuz you had the exact same lighting day and night.
(of course I hope doing it for the moon would be possible, most likely it would be but we never know)
the thing is that it will make it finally photorealistic u dont understand
but smthg like small bricks and overgrown vegetation like in suburbs needed to look like datt
Yes I understand wdym i litteraly said it would make a realistic sun
ohh yes man thats awesome
but ion think so but sometjing like fallback lighting type nghts would occour
but with already pointlight shadows it doesnt matter already cool
or not sure
no more fallback light, or anything that needs configuration, we'll add a light to this moving object using REMIX, it will make a sun AUTOMATICALLY, no specific rtx.conf to have a FUCKING INSANE looking light.
I'm modeling a fridge, and after this i'll finally drop the full cj house remake, idk how long it will take to upload but tonight or tomorrow would be cool 😁
Next, I need to write a atan2 function in CLEO. This will allow me to calculate the rotation angles and make the object point towards CJ.
However, objects in the game disappear when too far away. So if the "sun" object is actually far, it will disappear/cull.
To fix this, I can use an offset value in Remix to make the main object closer to the player character. Then the real sun object (Remix) can be spawned further away, so the lighting looks more natural over long distances.
Yeah i thought that a render distance mod could fix this but your method is way better cuz performance friendly
Custom atan2 function is too complex for realtime calculation in CLEO script, i have to find another way to make it possible.
Making it point cj gonna be weird, isn't it better to make it points towards the center of the map ?
We're going to make it a light in remix so distance isn't a problem (I think), so pointing the center is good enough ? (maybe idk)
Yes, it can be pointing to anywhere, i just need the sun angle that pointing to a specify position, but the angle calculation is 100 for loop for every 10ms (sun position update on 10ms), even only calculate the position in every second still too complex for is a script
Here is the python code sample for calculate the angle:
def arctan(x):
if abs(x) > 1:
return pi/2 - arctan(1/x)
else:
sum = 0
for i in range(100): # increase range for more precision
coef = (-1)i
num = x(2i + 1)
denom = 2i + 1
sum += (coef) * (num/denom)
return sum
I think using CLEO Redux may help solve this problem. CLEO Redux runs scripts using JavaScript instead of the native CLEO language.
JavaScript has trigonometric functions like atan2 built-in. So with CLEO Redux, I wouldn't need to manually write my own atan2 function.
Could be better, but isn't it going to make cleo 4 scripts not compatible ?
I am not sure, still keep searching for a possible way.
they work together
Oh yeah btw
github link : https://github.com/Hemry81/GTASA-Remix
GTASA RTX-Remix Project. Contribute to Hemry81/GTASA-Remix development by creating an account on GitHub.
So, now do I remake Grove street ? Or I start by all the interiors first ?
you can use and make lua scripts for sa if that's any better
Not without MTA (Multi Theft Auto)
v.026.5-beta WHAT IS MOONLOADER MoonLoader is a modification for GTA: San Andreas that brings new ability to use Lua scripts made by mods creators. With Lua scripts you can change some game aspects, expand gameplay and add new features. MoonLoader provides to developers extensive functionality fo...
Yup my bad i never heard of that before
Try ChatGPT
Yeah it takes u 20 x times before it finally does smthg
u have to answer a question from ur multiple personalities
💀
I tried for a long time, it just invent stuff to make the script
yeah but that can be good for unneccessary shit for an already done code
like rotary angles
Sure, but it's shit for this specific script
of course it's a good thing for other stuff
i used it to code some stuff
but for this one it's not good enough i guess
but this idea is great
i think this how fallback light works thats why
thats why it looked this good
this is fallback lighting enabled and set to look like sun by alex
it will look like ls map for gta v ( no lies )
https://youtu.be/BqkQ8asE_jw
Why use fallback lighting when we can have realistic sunlight?
In this video, I test out a real-time lighting technique that simulates the movement of the sun. By attaching a powerful point light to a 3D sun object, and having that sun object follow the actual path of the real sun in the sky, I am able to cast dynamic, path-traced shadows and lighting that change realistically throughout the day.
This demo...
Is there a way to make light pole lights less powerful, so they will be invisible in day?
Sure, and I think I can write a script to turn them off during the daytime. But first I need to figure out how to properly add the sun and moon.
That's so cool
Fuck man Finally
Or smaller, and more white or other texture or what he means
Wait U made this by script thats awesome
Oh this is awesome man
it looks so realistic it makes ur heart pound
what the fuck this is gorgeous it could l
Yeah, thank you for your hard work on CJ's House.🫂
Bro u talking bout skybox and u send a screenshot of the ground
no reverse
WAIT, IS THERE CAUSTICS IN "DIAMONDS"?
The caustic effect is fake - I created it by attaching many light sources directly to the mesh.
😭
caustic is lie
Maybe someday with an RTX 6090 or 7090 graphics card, it will be possible with Nvidia's Black Magic.
then what is this
NVIDIA Marbles at Night RTX is a fully playable physics-based game. It is entirely ray traced with NVIDIA DLSS integrated.
It is powered by NVIDIA's Omniverse and showcases photorealistic real-time graphics.
This playable demo has hundreds of dynamic ray-traced lights and over one hundred million polygons, running smoothly at 1440p on a single...
You enjoy with this noisy game play?
its not mine
and yea, better with noisy gameplay than with ugly gi and reflections in that version of denoiser
While caustic effects look impressive, I suggest focusing more on creating stable, high-quality images. Even though real-time caustic technology has existed for a few years, how many AAA games use it? There must be some disadvantages preventing wider adoption. Overall, polish and performance should take priority over flashy effects, in my opinion.
i love it, how can i test in my pc ?
actually turning off denoiser help alot and look satisfying.
i play portal rtx with denoiser off
check #1147888305833246782 for instructions
@warm thorn could u fix backface culling for lampposzt lights ,or smthglike junior djrr
super nice btw
.
i fell like im in the game
car fix hemry conf
man
damn
4096px:
damn so good man amazing
last thing is 2dfx lol
fucking gta 6 rage
lmao
bro thsi mod js insane
why is the door floating
Activate Windows
#1097105394821759006 message
i hope u share it with us
i shared my config its hemry’s mod and my rtx file for cars
🔗
wow u updated this mod to github??💙on ur mod
For now the sun script is not uploaded, there is the CJ's house and some more modifications to roads, sidewalk, street lamps etc on the github, the script is not finished for now, you'll have to wait for it to be 100% working, tested and optimized, then we'll upload it, We'll say it here when it's uploaded 👍
need a 3d art developer like zeneric to make clouds
to make changing shape based volumetric clouds lol
Renderhook + Remix could work together ? If yes, just install this volumetric RH shader, and the remix sun will be working fine since it's PT https://github.com/keroroxzz/CloudWorks
and other stuff lol it could look better than gta vi
what?
no it cant this is hlsl code bro
Idk that's why i'm asking
Ok
same as remix but by peter
not same not even but beta version of remix for sa lol
but cloudworks cant be implemented unless peter can rewrite the stable editable version of remix, and volumetric clouds as shader would cost even more fps if u have 60 in normal remix it would make 20 fps with cloudworks
the author told me he tried with ray tracing, barely ran
but shape chaning pictures or ai of cut out 4k clouds like real skybox without much shades to it could work and even create cloud shadows
like the clouds from this mod cut out seperately and the sky’s back shades and everything and this clouds shape change by ai and getting bigger or smaller with movement could make rt clouds and their shadows like this or if its a 3d object too lol, rt will just make shadows for it by sun so, it will 100% look realistic, any idea
In my opinion, a script (yes another one) that generate smoke in the sky and moves following the sun script, that could make volumetric clouds, but is it performance friendly ? idk
If ENB works, we could use this the cloudworks thing, there is enb version here : https://www.mixmods.com.br/2021/09/cloudworks-volumetric-clouds-for-enb-renderhook/
I'll have to try it
it can be compatible bc of dx9 and the game but i dont think it will work together with remix with visually anything coming out of ot good
but place images of these clouds as seperate teture if u want moving clouds but they will not change shape
unless u have a ai to change their shapes and change the images
if u want moving clouds that not just rotaring
rotating around the sky
but this idea is way harder,
this 4k skybox already makes it kinda look like gta v
they dont use volumetric clouds too but images and its good
see
but that is possible for remix look
https://www.gta5-mods.com/misc/new-clouds-beta
idk how they did volumetric clouds in latest naturalvision evolved, tho,
Retextured versions of GTA V's clouds. Tried to edit more but too clunky atm so a beta version for now.
Update 5/13/2018
- Initial release.
Updated 5/15/2018 - OIV installation now available [Thanks to Quant for helping me out]
- Removed .odr files and added .ydr files for rdrclouds and cloudhat fog
- Updated read-me instructions for a ...
but i think cloudworks can be later implemented but wont look this great, tho
so images of clouds even better for that purpose but maybe more fps
either way itll lose fps
oh wait
as i remembered
theres a guy who converted enb shader like cloudworks for mta lol
also theres guys who made icenhancer 4 he implemented shader into enb, that’d be even harder to implement
First Cloud Shader, this are very light
#gtasa #gtasaandroid #opengl
but he didnt provide any info how he did it
bc look its water and cloud shader without enb or rh or remix lol
so it could work with remix
weird
so cloudworks is possible if once this guy reveal how he made shader for og version
he made godrays water and cloud shader for android with opengl
oepngl mod for android so idk
so this wont work either i think
enb will launch with remix but no life support
Almost all shader effect not work in remix
damn! ur mod already goona look like serendipity
it will be so good
no need for skybox seperate clouds yet, skybox can look drastically realistic too or photo realistic
FUCK these settings to realistic
so good
damn
fuck man
fucking hell.. gta v
i guess we're getting closer to a definitive edition type thing
but yeah, keep some sort of that draw distance, maybe extended a bit but not too much
Am I a genius in trash bag ? 🤣
this good
lmaoo idk
Discord bug
looks like another game
actually this looks like a mobile game ad, that means you are successful xD
You are the most brilliant GTASA Modder I've ever seen
Thank you for the feedback. I want to clarify that I am still a beginner when it comes to GTA SA modding. Junior_Djjr is definitely one of the most skilled GTA SA modders in the world.
❤️
yes, hemry’s fix is gonna look photo realistic to be honest, also dec 5= vi’s trailer
Yeah, that is...weird...
Also what is a bit disappointing is that I keep seeing textures that are not in line with what the original visual intent was. The NFSU2 guys are trying to keep things as close to the original as they can, but here it seems pretty random what the textures, models and colors will end up looking like.
wdym ? CJ's house i did what I could to make it the most og looking, and the outside is just old texture upscaled with PBR, i don't know where you saw that
Tell me where it is i'll change it, I want it to be OG looking too
Thank you for the feedback. Yaniss is new to modding and did not have experience with modeling or texturing before starting this GTA SA project. Many textures and meshes are placeholder for now until his skills improve or I can modify them later. Our goal is to eventually match the quality of the original game, but as beginner modders it will take time and practice to get there. We appreciate patience as we learn.
soo my question is can the lamps be fixed so they dont turn off when backface culling?
You have to add the lights to something that is always loaded like the floor
so it don't turn off too soon when looking away from it
Or use remix anti culling light feature, but it's buggy.
yeah it sshit, need juinor djjr for this fix
But the street lights connected right to the floor look a little strange. In game, streetlight can fall over if something hits them.
yeah so for now it's either floating lights, or glitchy lights, nice choice lmao
anyways, hemry’s directional sun light will be crucially amazing
like did u seen this? wtff
But @warm thorn To be honest
If we wanna talk about photorealisticness , something like driver 3’s atmospehre should be concerned
because it has bright simple textures and that what it makes it realistic automatically
and if roads could have that look with cracks onto them = basically photorealisticness
But yes. these roads are amazing already
just need to give the game just some simple vibes so it will look photorealistic
i made a config that mimic’s intel isl’s photorealistic mod eith tonemapping, and it would look mind blowing with the last version of your mod
we're not changing the original texture look, if the og road had cracks, it will be, if it was clean and new, it will be too
But whatsup with the lighting if someone shoots a gun or police chases? it seems to be very large
Yeah, every original lights in the game are lighting up the whole map, that's why toggling on direction lights fucks up lighting
We'll need to reapply lights to each part that has one, for gun shot a mod could fix this problem i think
GTASA Interior Sunlight Demo
https://youtu.be/da9aPt7lifo
Have you ever wished you could see outside environments from inside buildings in GTA San Andreas? In this demo scene I created for the GTASA Remix mod, I tested new lighting effects that realistically bring the outdoors in.
The original GTA SA didn't support sunlight affecting interiors. But using ray tracing, I set up a scene to demonstrate da...
That looks really good
If Remix releases the custom render API, it will be easier to add effects and change things in the game. For example:
-
Changing car textures. Cars won't need the terrain system for car color anymore.
-
Gun fire light/texture toggle
-
Moving objects and lights in the game world. Like street lights that turn on/off. Or headlights that turn on the front of cars.
-
A realistic sun that moves across the sky. Lights won't need to connect to objects anymore.
I hope the new system lets us use Lua coding too. That would make it very easy to modify the game. I can't wait to see what they create! Modding GTA SA will become much simpler.
Before GTA 6 I hope 🙏
I'm hopeful it will be released soon.
#general-remix message
Yeah I saw that, I'm excited for this that could make modding way faster
Woooww
so realistic wtf
+for this
this looks nice
omfg
Updated the time cycle file to fix dark/night car shading. Place this new "timecyc.dat" file in your game folder's "data" folder. It will replace the default one there. Be sure to backup the old file first.
🚨 This edited timecyc.dat is customized for the RTX Remix graphics mod. Using it without RTX Remix could cause strange shading.🚨
If you want a 24 hour time cycle, you need a separate 24 hour cycle mod downloaded as well. Here is the download link:
https://gtaforums.com/topic/892517-24h-timecycle/
We already talked about this in the skygfx topic a bit, now a separate thread. The timecycle in San Andreas only has 8 hour definitions per weather as opposed to 24 hours like in every other GTA game. This mod fixes that, it will read a full 24h file from TIMECYC_24H.DAT in the data directory. AS...
Niceee broo
but also if this possible, the author of renderhook said he can convert CloudWorks to Remix
if once this will be possible
That's good news, but it seems like Remix doesn't support custom shaders.🤔
holy shit i just came back to the community 1 month later and you guys improved that much already damnnnnnnn
This is the REAL impressive stuff #1097105394821759006 message
Wait a few hour, then download the mod, i will update new version very soon.
Wait ?? Will zou upload the current version like in the videos with directional sun fix ????? WHAT
You^
Yeah bro, i only used hemry’s mod with project props and insanity cj
Fuck man
Yeah with sun, not definitive version though since he need to fix a few stuff still
Also i'm currently working on Grove Street, pretty early on it for now since I litteraly have to make a lot of the meshes myself
Can the sun look like a
hm leme explain
? or without its lines its more realistic is this possible?
Yeah like I said, it's still WIP, for now it's too close from CJ, and not even aligned with the game sun, it's just a way to have good lighting while waiting for more remastered area (i'm doing grove street, i'm hyped cuz it's looking really good already even early in dev)
Also there's no Moon so really just a way to have a temporary sun
I could add a flat texture plane, but it would need to always face the screen to look like a shader effect. Otherwise it would just be a flat texture and not a real effect. Currently I am using a sphere it's avoids viewing angles issue. But no sun flare effect.
Not sure its 100% needed tbh, but itd be coool
Noo no i meant to just make it look like real sun ( so be more distanced far away) no need for flares
without flares its awesome, If we think in that way, Volumetric Lighting would be good coming from it
But to be honest as i seen in your video it already creates volumetric effect
The plan going forward is to use the remix custom render API instead of CLEO, which would avoid potential culling issues.
Damnn
👀
Once I have completed this rattan pendant light, I will proceed to update the GitHub repo.
Hey guys, GTASA Remix 0.2 alpha v2 has been updated!.
🆕 Current Update:🆕
Replaced CJ's House texture and mesh
Added a Sun mod that requires CLEO to run the script (copy it to the "CLEO" folder), To run this script, you will need to have 🇨 🇱 🇪 🇴 , 🇨 🇱 🇪 🇴 + and NewOpcodes installed. Without these, the game may crash when loading.
Updated the time cycle (copy it to the "data" folder)
Let's enjoy GTASA with RTX Remix!
Ok, so for now th sunscript makes me crash, if you want to play and the game keeps crashing, delete "sunscript_04.cs" in CLEO folder, or just don't put it in your game when installing
Sorry man, I'm currently testing out the script converted to Lua. I need to run some checks on it in the Lua environment.
Yeah don't worry, it's just so if anyone install it, atleast they can play
Quick walk in CJ's House with latest mod update : https://www.youtube.com/watch?v=l2TfCe6fiP0
A complete GTA SA remaster using RTX Remix,
Still WIP and REALLY early in development,
Download here : https://github.com/Hemry81/GTASA-Remix
Thanks for watching !
i have two questions, How did you go about the outside and did you optimize the models?
The outside, it's @warm thorn , and yes we always optimize all the models we use/create
no i mean, did you use some mod or code or did you just straight up import the map data?
I captured different outdoor areas near the CJ house in Remix. I combined them into one USDA file and attached it to the CJ house floor. Then I wrote a Python script to assign unique hashes to each assets. This prevents hash collisions with the original assets. Otherwise, all replacements would use the same outdoor area file. And that would cancel out any mesh or texture replacements.

bro is way too good for me to keep up, I replaced few assets and he literaly programmed a sun lmao
The whole outdoor scene I captured is only about 85.4 MB since it uses the original game assets. Loading multiple outdoor environments together like this is no different than how the game normally handles outdoor areas.
When you play the game, it also loads many outdoor assets at once as you move between locations. So combining various outdoor scenes into one file doesn't add significant extra size or processing compared to the game's existing systems.
doesnz work
I'm looking into adding a feature to turn the street lights on and off at night. I found some hints that it can be done.
Also, the game normally doesn't draw lights that are behind your character. But I think I can make it so the lights still show up even when behind your character.
I have finished making the sun mod for the Moonloader version of the game. It's now ready for testing. All I need to do is replace the Sun and Moon. This update included Moon too. Then I will upload the complete mod for everyone to try out.
dont even launh for me
the update dont launch for me
the 6 hrs ago
one before that worked
can u update this version
this realistic
Just delete the CLEO script
To install and run the sun and moon mod, follow these steps:
1️⃣ Download and install MoonLoader from the provided link, This will allow you to run Lua scripts in GTA San Andreas.
https://www.blast.hk/threads/13305/ (Original Russian Page)
https://gtaforums.com/topic/890987-moonloader/ (English Page)
2️⃣ Download MoonAdditions from GitHub Releases Page, copy the MoonAdditions.dll file to MoonLoader/lib folder.:
https://github.com/THE-FYP/MoonAdditions
3️⃣ Download the SARemix_Sun.lua in GTASA Remix GitHub, copy to MoonLoader folder.
https://github.com/Hemry81/GTASA-Remix
- ⭐ Be sure to get the newest update for the sun and moon mod. If you don't update, you might see buildings floating in the sky during play.⭐
- 🚨 If you used an older version of CLEO sun mod before, delete that file first. That will help prevent any glitches from the old file.🚨
v.026.5-beta
MoonLoader - это мод для игры GTA San Andreas, стремящийся стать полной современной заменой CLEO. Он вносит возможность загрузки Lua-скриптов в игру, имеет всю функциональность опкодов игры, библиотеки CLEO, плагина SAMPFUNCS и добавляет свой набор новых функций для разработки...
v.026.5-beta WHAT IS MOONLOADER MoonLoader is a modification for GTA: San Andreas that brings new ability to use Lua scripts made by mods creators. With Lua scripts you can change some game aspects, expand gameplay and add new features. MoonLoader provides to developers extensive functionality fo...
A bunch of useful things for MoonLoader. Contribute to THE-FYP/MoonAdditions development by creating an account on GitHub.
For the first link since it's in russian 🙂
Don't download both, it's just if you prefer an auto install, or just install it yourself
My apologies, I didn't realize at first that this page was in Russian. I have an auto-translate tool installed that I thought was translating everything to English. Thanks for catching.
Wtf why if something is about modding then it's a Russians
The page is written in russian, not my fault bro lmaoo
Yeah ik, I mean something else
English is not my native language so
Btw hello everyone
Yeah you're back i saw u were in the army
I were not