#Grand Theft Auto: San Andreas (GTA SA)
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They've tried but luckily my country is so corrupted
lmaooo
That I've just bought the military id
Lol
Now I need to pay for the loan
Cuz the price was in dollars
And our currency is a dog shit
But I'm alive
Yeah that's the good part of all of this
And didn't lose my time to wash the toilets
Btw how's it going?
Yeah good people took care of the project
I'm thinking of redoing the project from scratch again, but with proper executable file and more polished
But that's a topic for the future
We definitely need a launcher to make installing our mod easy for players. Once you mentioned you are joining the army. And E-man seems very busy and may not have time to create a launcher. I have an idea to make the launcher. But it will take some time. I'm not very good at making user interfaces. Also, when I try to turn my Python scripts into executables, my antivirus always thinks they are viruses.
This might make players feel bad if they see virus warnings. It's hard to make the launcher perfect because I don't have a lot of experience of UI programming.
#1169530553339490314
It already is able to read the info about the game from the github
What? The project still alive?
But I need time to finish it
That's Cool!
But only if the repo is located in the repos file of the luminance
I did it for the "antivirus" purpose
So only allowed repos
Oh that's really cool, cuz for now installing the mod is a mess and updating it is even more
As the creators, we still need to see what changed with each update. That way, if something goes wrong, we can easily go back to an earlier version.
If we don't keep track of the changes, it will be hard to fix problems. We want to be able to undo updates if a bug is introduced.
By seeing the differences between versions, we can spot where things may have broken. Then we can fix the issue and update it again without problems. This helps us improve the mod safely over time.
Yeah i know what's the problem between seeing our update and luminance ?
Nothing, that means we (the creators) still need to use GitHub to keep a record of the changes. As the creators, it's better for us to update stuff using GitHub Desktop, not the launcher.
If we use GitHub Desktop, we can see what assets were changed between updates. It will be easy for us to check which changes might be causing problems.
amazing 8)
you guys did all the graphics but still didnt manage to fix the health bar
I CANT FIGURE IT OUT WHY U BRING IT BACK
chill bro im not blaming you, im just asking the community if its possible to fix the health bar
np i was joking lmao
๐๐
tbh i don't think we even looked at it, i'll check what I can do
i checked myself, i almost fixed all the UIs except for the health bar. Whats weird is that when im aiming a gun, the health bar pops up. And when im driving a car, it shows up sometimes
i thought it was up to the devs to work on it
It shows up in car when changing radio station
it shows up when u add an overlay, so i'll have to dig in that problem
If nobody can get the health bar working, I'll probably have to make my own health bar with Lua code.
i dont see the sun man
I created a fresh install to try it out, it works perfectly, a readme is meant to be read
That's just the standard readme file included in every Mixmod zip download. No offense meant.
fresh volumetric clouds?
That's actually an Easter egg for the upcoming update. The cloud is a double layer mesh giving the illusion of volumetric clouds. The new clouds in the next update will really have motion.
The mesh is created by @candid sapphire , i just recreated the UV mapping.
He seem to be learning new skills really quickly. It's impressive how fast he is picking things up.
He have been doing a great job helping out with the mod projects. I think with his talent and motivation, he could become an amazing modder. It's really cool to see members of our community developing their abilities.
Keep up the good work! I'm looking forward to seeing what else you can create as your skills continue growing.
โค๏ธ
Why is it even gone
idk, maybe the way it's done is not compatible with remix, so it just doesn't show up
I don't think it's the compatibility issues. In certain case, it does seem to display properly. It's possible we just need to tweak a few things to get it working in all case.
I'm looking into it rn, if I find anything i'll tell you
Went through every file in the game, not a single health bar, might be coded and that's why it shows up only when you add an hud element
Tried hud mod, tried forcehud mod, tried making the bar half the size of the screen, still don't show up
I report that the ragdoll mod doesnโt work.
?
When hit, the ped disappears.
This is the mod that Iโm referring to btw. https://www.mixmods.com.br/2021/09/mod-ragdoll-bullet-physics-fix-fisica-realista/
way better than defenitive edition
Ohhh, well it's a mod so idk why it don't work but i can't do anything about it
There is a list of gta sa mods you need for our remix mod, any other mod has not been tested, so idk how it would react i'm sorry
Okay.
And you will probably not need any limit adjuster mod since the needed mods includes essentials that has all these :
Silentโs ASI Loader [09/11/14]
CLEO [14/08/23]
CLEO+ [14/08/23]
ModLoader [20/01/18]
SilentPatch [24/02/20]
Widescreen Fix by ThirteenAG [11/11/18]
Widescreen Fix HOR+ Support [11/11/18]
Windowed Mode [07/10/22] *Leia o Leiame
Framerate Vigilante [14/08/22]
CrashInfo [13/09/22]
RunDLL32 Fix [05/02/16]
NoDEP [21/06/19]
RepairGTA [14/08/23]
Actually we need a limit adjuster, i will spawn more objects using the Lua script, and i adjusted the draw distance to 4000 (half the map) in the time cycle file, without limit adjuster, it might crash.
Open limit adjuster works best here. It suits this situation well.
I thought remix would fix those streaming issues ๐
Since it reads my vram correctly in the remix menu
Many graphics mods no work (shaders base mod). Texture and model swap mods still work okay.
The game engine limits it. Remix doesn't change the game engine. Remix is a path tracing renderer. It gets elements from the game through the bridge and replace the replacement assets to render the image. If the game can't do something, Remix can't either.
Okok
Mixset can fix those streaming memory problem right ?
Streaming issue (big hole on the ground or element not show correctly) fixed by "Improved Streaming"
So it does, we don't need open limit adjuster then ?
A small guide on what streaming memory is in GTA SA, Vice City and III. Showing you the how it works, and what settings I'd recommend when it comes to setting a streaming memory limit.
Mod links:
Improved Streaming - LINK REMOVED BY YOUTUBE. You'll have to search and find this mod yourself; YouTube no longer allows me to link the MixMods...
I will check which mods are not needed. Some may be included already in the mixset.
It's in mixsets setting, that's mean we still need open limit adjuster, if i use Lua script spawn more objects in scene, case closed.
Finished the first house, starting on the second one !
Fastman Limit Adjuster allows you to add cars without replacing.
can someone tweak the adjuster
to use 16gb ram
of vram onto the units
lol
Thereโs a tweak that allows fastman and OLA to work together
Oops wrong reply
can yal make outside houses have parallax lighting onto ground from rhem if they have lighting like wjndows for the houses and graffitis on not houses but walls in city later thats mostly all if the texs upscaled and everythimg
So I just found out that the fastman92 version of the limit adjuster seems more advanced than the open limit adjuster (I don't know what exactly is unlimited). So currently I have the open limit adjuster which comes with the project 2dfx (installed from downgrader). Is there a way to replace the ...
i mean parallax windows or all but inside of hozses of all ls building i could help maybe just and texturing
I dont understand what u trynna say herr
or think abt not photo grammetric but if the begging would have bricks on ground and scratched or graffed fence top and houses would have parallax int.
We'll see what is needed and add it, don't worry, and thanks for Ur help
beggining* and more grey ish mixed dirt ish floor or other fence top, even a bit bette ris good
and parallax windows and their lamp lighting coming out would be amazing too
Like those fake interiors
u can tweak albedo soo good
From Spider-Man PS4
Oh okok
or i mean a shade in from beggining road to the beggining floor at first mission
bc it looks like a - line
or
Yeah we're gonna do something about interiors no worry on this
i mean the most important and pnly change would be to change pavement of beggining first road if u lookat it
not the floor when u load in but the pavement in front of it
or its not that good pavement
no offense
thats rhe only bad part about the
mod
its crazy good tho but need some tweaks too like grass
why people not funding this
not the dirt looking yellow when u load in but the grey pavement
to more beighter color just 3 shades up
no cap
the roads everything stay
just that pavement bc jts sensitive too to pbr
and doesnt even fit to that dirty floor when u losd in also and it doens tllook real why not some cracks on it instead than pom style minercaft art no offense
If you want me to change something, screenshots where it IS located in game, Ur explanation are complicated i dont understand u herr
or why not make the bsuhes look remastered too than like rt roblox style rematser , realistic remaster if u tryna do it no?
ok bro
here bro
wait
no
this can stay
this style
this too gta v ish looking
but those pavements
in hemry s mos
r too dark yh
or why not try this
?wait
I'm working on Grove Street rn, for the vegetation no work has been done yet
but do u think can u esit the pavement to sum like this but even brighhter than this
like twice brighter or 1.7
to test out
this style
or this with ai
i try
or smthg
bc
this pvaement is even better
not this exactly
i find better i can send u
and try that exposed
i thnk itll look good on next to roads and
to the begginign start too
bc nowโs roads too pbr pom focused
We're not changing the game, we're remastering it, so i'll see what i Can do
and not color corrected
og has symmetric colors
yes but too
oh noo not this style it doesnt matter nut just brighter but more accurate pavemrnts yk, or atleast red stripe or grass only bc grass only surfaces exist too, at grove street, or just simpler concrete and lil dirt (gumslol) and cracky roads would be better enough w other (higher) exposure
and add grass to those surfaces that look like rhis is important (or glen park idk and beggining more in furhter of pavements
or
yh thats all but beggining or that psvemrnt atleast could look better and the beggining โs fence top bc its similar to real but very sensitive and dark , what if itd be red but graffitied , even thatd be better
or this two : pavement there and fence top could be fixed some bricks could be placed on the floor and vegs hanging from the fences or around ls ( the
the idea then is to create a half plant ingrown environment ,
then the 90 mods can come
this two idea already would drastically rewrite its potency bc it already looks mind blowing duus
duud
forget this do whatever ud like or w cracks n brighter,
but then the fences could look better or just a bit modern 90s or realistic , or like driv3r style realistic lol
Like I said, we're not changing the game, we're remastering it, i'll change the texture with one that fits, and there is the original one upscaled, so it can only fits perfectly, i'm not changing it to something different or brighter cuz it's useless
Also, when I ask for a screenshots of what you want me to check, get a proper one please, i can't see shit on this
Nice work! One thing to keep in mind when remastering texture so it's liked by most is to upscale/genearte texture so that higher mip of the new texture should be very similar/indistinguishable from the original textures. This helps with keeping the styling consistent, making the final output much better.
noo pls photorealistic view
yeah u right, more smooth floor textures i think
the dirt on the road here
its too much gta v like it -but on outsides of ls rather , and should be more smoother ps2 looking
even a idea like smooth concrete roads would be better
but i think smooth ps2 style but bit grey ish of this texture (= maybe less or mid or more pom on it too and less, and less on pavemnets,andcorrected pavement color to this texture
That was not good enough
So I did it better
(better with the normal map and lighting)
roof โ
No offense my dude, but i don't think many of the cars fit estetically since the game is set in the 90s while iv is in the 2000s and v in the 2010s. It's just not very immersive seing cars drive around that don't fit the era.
Besides, the models are ripped from commercial games which is iffy at best.
I'm doing a modpack for cars, trying to find the best replacement for every car one by one, it's taking longer than expected cuz everyone decided to make hypercar for every car lol
"doing" just downloading mods and putting them in modloader
But u know what i mean
You could try contact the creators of 90s atmosphere cars. Tho i don't know where they got their models from.
90s atmosphere cars, is by far the closest to the original cars while visually far superior
I'll look into that thank you ๐
There is two version around. The original from 2015 and the reborn version from 2019. Ngl not sure if you'll reach either creator but good luck
Well, i'll check the compatibility, and if it works i'll just recommend installing it without giving the files, just the link like we did for all the other mods, no need to contact them
oh right just using the mod instead of implementing the models would skip the permission part
And not having to implement it would just save a ton of time
Yeah
First test with grass, looks already good, but could be better with better texture and more variations,
(don't bother all the bugs aorund that's my test build it's messy af)
Grass is way too big
gangstas don't mow their lawn
that's amazing
this is an amazing proof of the of textures
fuck man it looks irreal
The polygon counts and textures aren't quite next-gen quality yet on these assets. For now they'll work as placeholders, but I think I'll need to recreate my own tree models to get them up to the level of quality I want.
Yeah the leaves need work, they don't look UE5 enough ๐คฃ
I need them look better than GTA6๐คฃ
I changed the grass but forgot to screenshot it lol, i'll show yall later ๐
More tree replacement
how many FPS u get?
he has a 4090 so probably way too much to be a benchmark lol
But with my 3080, I get ~ 60fps with dlss ultra performance, and approx 5gb vram used without terrain system
1440p with dlss ultra perf, it's blurry in motion, that's why i really want ray reconstruction
I will upload a video to show what it's look in motion.
Yeah, in balanced I have 20-30fps so not a really good experience :/
but again i'm playing in 1440p so probably more like 50fps in 1080p
like would it be possible to add volumetric clouds to the game now?? Just askin
Still not possible.๐ฅฒ
hmm
I really believe this will be one of the best remasters ever made
but to be honest , dirt, bricks, and small bush stuffs needed
To be honest, I understand if progress takes time when working on passion projects without payment. Modding games is difficult work that requires patience. If you think you have ideas that could help make the process faster, you're welcome to join the team and contribute your skills. Together perhaps we could accelerate the improvements.
true
idk how the fuck there isnt a company that remaster games
or at least literally any- thing , kinda bored of this jew ass world
when love and anything isnt real only money is
basically money can make anything and basically anything humans at this point like relationships
life is too much man ๐๐
i mean basically relationships r anything like attahments r replacable like humans and money
kinda shit that everything gets down into one circle yo
I have but it would make it look too photo realistic
look at the draw distance
its utterly bad tho๐
lmao no shadow distance cascades, and looks like enb 430 with srt3 lol
If y'all were paying me to do this remaster I won't stop working on it, we're working on the mod for free and in our free time, so yeah it's taking longer than if we were payed, i sometime want to play some game instead of modding gta ๐
At least we have ENBs and Renderhook
and finally hemry lol
A simple example of why this mod is taking so long, we just spent 3-4 days figuring out how to have realistic vegetation, grass, flowers, dead leavs on ground etc, without killing performance, we still haven't found a good way, either it works but is looking like not very good like this : #1097105394821759006 message
Or it looks extremely good and Hermy's 4090 get 1 fps
Not even extremely good, this is what it looked like when he got 1 fps 22GB Vram used here btw ๐
These flowers are killing a 4090
are you using OMM?
I swear I could hear my poor GPU fans spooling up to maximum warp speed when I hit that instanced geometry intense zone!
What's that ?
All the vegetation is polygon mesh no transparency map, with 10006 instancing mesh on a single mesh surface.
ah, okay
opacity micro map. very simplified explanation is that it makes materials that use opacity more efficient on 40 series cards
900K polygon per mesh
map? mesh?
here
geez
tadpole had some high res grass that ran well (iirc). may want to ask him about this?
Good Idea.
0.4fps ๐คฃ
i suggest taking as a base that video of "faithful gta sa remaster" , those flowers really look out of place, if you need i already have an installed game with all the fix mods needed i can send
This was just a test so yeah it's not really roleplay, but i'm interested yeah send me all you got i'll look into it that could help us, thank you ๐
Also if you have the link to the video you're talking about plz
in dm or here?
That grass so tall i'm suprised you didn't get attacked by a wild pokemon
Add a pokemon there my pc would get -1fps
slide show speed ๐
I DID IT THE GRASS IS WORKING
5 DAYS
AND IT WAS WORTH IT OMG ITS SO GOOD LOOKING
Do I make it taller ? idk it looks fine like this but I feel like a lil bit taller could make it better
๐
WOW
Fucking god
hope not -300fps
lmao
what in the gta 6๐
the. tree misses soome screen space shadows or idk some parallaxx type stuff
imagine with back wall retextured textures= gta 7 xD
photorealistic wall textures over the game mixed w cracky +\brighter road textures of it and this = wtff
Wtf man
fucj me
GTASA Remix more trees and grass replacement demo, video from intro to mission 2.
https://youtu.be/H7SoUbx9Tog
Welcome to my gameplay demo of the GTASA RTX Remix Mod! In this video, I'll be playing from the introduction up to completing Mission 2.
This mod utilizes RTX ray tracing for realistic lighting. You'll see improvements like a custom CJ house, updated Grove Street with more trees and grass.
As I free roam, notice the functioning day/night cycle...
looks good and tall enough tbh
No hit on performance ๐
Yeah just a placeholder for now, i'm still working on Grove Street ๐
no this is too fucking good
SSS = Subsurface scattering, not "screen space shadows"
https://www.d5render.com/post/d5-sss-translucent-materials
https://help.autodesk.com/view/ARNOL/ENU/?guid=arnold_user_guide_ac_standard_surface_ac_standard_subsurface_html
that looks so perfect bro. Awesome work you did here and I think it's tall enough like MadHunter said
๐ โญ so perfect video sir
It looks good until you see what it looks like when DLSS is applied, I took the screenshots with DLSS on Full Resolution, here is how it looks like with others, Ray reconstruciton is seriously needed here
https://youtu.be/iZYo1aDg9_A
can u share this mod?
great work anyways.
You can download it on the github, there's not all the grass/tree replacement for now since we're still working on it
#1097105394821759006 message
I don't think the graphics are good enough yet. The character textures are not PBR, except for Ryder's glasses. The buildings are still using the original assets and have not been replaced with higher detail meshes and PBR textures.
The trees also need improvement. We need to create better tree models. Additionally, the palm trees are stretching out too much in terms of their scale. There are also no height maps being used on the tree bark textures.
No way Ryder has reflections on his glasses
Thatโs mindblowing
was that build useful
wdym ?
Creating that PBR texture for Ryder's glasses was one of the easier ones for me to make. I want to make some small details in the game look more realistic. The original textures looked strange. And I don't have the skills yet to recreate realistic character textures. That's why I chose Ryder's glasses to practice remaking textures with PBR.
Sweetโs model looks janky in this pic though
And I can still count the polygons on the arms
Idk maybe Iโm not used to it enough
I use the "Cutscene Characters Remastered" mod. But no characters have been remastered yet. I am still learning how to do character modeling and skinning animations correctly. It will take more time for me to get better at making character models look realistic.
A friend tried putting Vados characters in cutscenes but the hands didnโt touch the objects correctly despite being more high poly
the thing i sent u
The game uses CPU skinning for character animations. It cause the meshhash to be unstable. Remix can't directly replace game characters for this reason. To remaster characters with more poly count, we need to edit the original game assets rather than using Remix.
Yeah he did it in the original
Look like his arm is broken.
Yeah itโs even more jank than Ezekielโs mod
What Iโm doing in my game is using the mobile cutscene models but with more HD textures
Our Final goal is not using any retexture and remodel mods, @candid sapphire already starting his grass mod now.
No I'm trying to use the less mods i can, I modded the vegetation myself to add these grass
they are pretty much just fixes actually
I'll probably use some of the mods from what u sent me, it's just that for the grass I didn't, there's some remodeling of player models, and just overhaul in the game that remix won't be able to do, so don't worry, it's gonna be useful ๐
Also all the fixes it does are lighting or textures fixes, which are useless since we gonne change them with remix anyway
Do you know if thereโs a way to increase the poly count for models?
Without starting from scratch
The low polygon triangle meshes in the game are not good for increasing the polygon count with sub-D modeling. It would be faster to recreate the character models from scratch instead. You could also use Human Generator in Blender, MetaHuman in Unreal Engine, or Character Creator to automatically generate high quality models more quickly. Programs like these can help make realistic characters without as much manual work.
The problem with making characters from scratch is that the hands wonโt accurately hold objects like guns compared to the original models
Character models not accurately holding objects has to do with skinning, not the models themselves.
Oh I see
fuckg good
i could use ideas in depth for Hemry and both to make it look like 90s la, nice tropical trees and the grass is mind blowing finnalllyy
and i think groove street would need brighter texture and road cracks more visible allat
like brither overall textures i mean mostly 90s La w cracks
idea could be re imagined to make yeah like rematser style but like
i coudl stop imagining this project bc so modular you know
and maybe mafia 2-3 or driver 3 atmosphere based road colors to make the game look like photorealistic version of 90s La with overally of base ls
finally, fucking awesome. it will be .
a photorealistic 90s ls/la of ls would be so fucking crazy i mean w the overall bright greyness and road cracks of in full hd, or even 4k more photorealistic would be better
that the grass finally looks
good
or i shiuld ai edit screenshoots of ls or smthg to get the ideaslol
smthg like that guy who recreated groove in ue5
Can u make photogrammetric trees ?
and wall i could do walls if i can figure out omnkvrse fknally my hdd ks sht
on the left
I don't know photogrammetry, the wall i'll just change the texture i'm not remaking a straight wall that's useless
maybe stable diffusion w another image
or just stretch out the texture or its ok like that
the photogrammetry is like photogrammetry models for the remaning trees
u could use pom or smthg to fit these already done trees to those
it will look good
it will match these
This is what it should've looked like๐
im talking abt trees like here
if the roads and graas and everything looks same too
also grass should be placed between pavements too like here on the middle of groove
kjust like on the index screen
trees like these + whats alreDy been made
basically this would be so good in game
and the whole map made to look like this man
Yeah trees similar
this project will be awesome already
similar it will be whch is
mindblowing
it will basically already it look like this lmao
the trees not realistic o nthis tho
gta v like
just only in the back bc of the engine
and 8k textures or idk lol
just only in the back middle* not on the back palms
or i think a little curve to the trees would be just good
it actually already will look just as similar as this project, fucking crazy ๐คฃ
better * the roads go crazy @warm thorn
why not try this vegetation instead tho for trees?
wait this is good
hemry very very good ur awesome
the palms should look more realistic tho
and more leaves the trees
Do you know he use many paid assets to archive those result?
Our mod is a free mod, we don't get paid from anybody, we don't have any budget to buy extra assets, i already paid monthly fee for adobe substance, adobe stock, creative cloud almost $100USD per month
oh thats true
He is a popular YouTuber, he have significant income potential from his videos that helps enable commercial-scale projects. As an unpaid mod team though, we don't generate revenue - we volunteer our free time out of passion for improving the game.
I'm envious that you can create an entire game world just using your imagination!
As our mod team, we have to work so hard in our free time just to add new things. It would be amazing if someday advanced AI could help us bring our imagined worlds to life too. For now though, we're limited to what we can build ourselves with current tools. I'm still really proud of everything our volunteer team creates through dedication and hard work alone.
Maybe in the future technology will give us even more ability to realize our ideas. But for today, I appreciate all the great progress we've made as a community.
when will you guys release an update?
the last update in the pinned messages dont have anything
this update that you guys have has dynamic sun, grass, optimizations
You should have the sun on the actual version
Also the grass isn't applied everywhere, I'll drop an update for the grass when it's applied in all of grovestreet at first then by zone
well to be fair apart from the palm tree which makes it too tropical
this too already could look photorealidtic w rt
Yeah thats awesome
i hope grass will be in more spaces like here too
on gr st maybe
damn
i wanna make photorealistic /gammetric san andreS
as
love the gi noise
I donโt like the trees
Yeah they r ass
Change them then
we got moving skies! shadows cast from players and we're refactoring the art work
i find this pretty photorealistic
i hope the level will be onthis
fuckig. amazing
There is a difference between modding a COD map and a GTA map, the size.
I can't put as much effort in each asset like he does or it'll take longer than GTA VI to make
how much vram does consume?
~5-6gb
if you turn off the terrain system
If it's on you'll have th cars color, but it'll consum like 10-11gb
This already looks photo realistic
Damn good work
Holy shit youโre making your own definitive edition
- way better than that lmaoo
smthg like between gta v and ue5 it will look like that
fucking crazy bro
But the plant on the right look too flattery i think
nut finally these low ahh bushes been replaced too
but*
what bush u talking bout
Which one
I haven't replaced all vegetations in grove street yet so yeah there are some that still look flat that's normal
the problem isnt with being flat its that jt looks splattered or idk
but its fine tho
okok, i'll check that
very good job tho, the floor on this looks Unrecorded or ue5 level
U should check for renderhook discord, some people might have higher cards who could help
thinking abt using upscaling ai and etc to finish buildings
but i cant do it bc i dont know omniverse
Why u deleted it?
it was really nice eitherway
i didnt know that the link in pinned messages was actually updated
im downloading jt now and hopefully it works good
but guys, instead of working on vegetations and textures, why dont you leave that aside and work on making the weather not weird?
because the time cycle and weather is more important than vegetations and textures
is that confirmed?
What is confirmed ?
Yo that's really good
the remix API, you said youโre waiting for it
Yeah, it's a thing at least since i saw people talking about it with screenshot of code from the git
1315 clump of grass later, grove street still don't have grass everywhere ๐
btw, still no performance hit, and this how much vram it takes with and without the grass, pretty much no difference ๐
(Terrain system OFF)
Theres any benefit for terrain system on?
Car colors
They're all white if it's off
This is way more realistic than GTA 5
Even the next gen version doesnโt go this far
i think i did that already
ohhhhh shit
i realized
i put the "rtx-config" folder in the game folder
i replaced the rtx config
now it looks good
Yeah np, have fun ๐
You should be able to play without even opening the remix menu
Yeah ik
I just tried and the file in the github is working fine, idk why it didn't for you
Have you restarted your game after you changed the rtx.conf ?
ofc
wait so what happens if we use API? will it scan every shadow in the game like renderhook did?
Shadows are created by light sources, so why would we want to access the game's shadow data?
The way my game is working right now with RTX remix, i see some shadows near me pop up out of nowhere and sometimes the shadows disappear
but i dont have the sun mod
will sun mod change the way shadows work?
@warm thorn
Currently, we are unable to fix the game's culling problem.
The sun mod introduces dynamic sunlight, significantly enhancing the appearance of texture replacements with the added lighting effects.
Ohhh i see now, thank you
While the sun position in the Sun mod may not be physically accurate, it significantly enhances the visual experience during daytime. Trying out the mod is worth considering, and if it doesn't meet your preferences, you can easily remove the sun mod script at any time.
ill try it rn
Where did you get the radar from
i think the mod was called C-HUD
im not on my pc
but if u search it u will find it immediately
square minimap
search that
I want it rectangle not square
Rather than having to use the cj insanity mod could you just make a capture with the mod and replace normal cj with the capture through remix
we'll have to do it for every single set of hair, shoes, top, pants, watch, hat, etc too much time for something not that useful
We'll do it if we remaster the model ourselves into something much more realistic, for now the mod is good enough
Unfortunately, all character meshhashes are unstable (CPU Skinning), preventing us from replacing any character models.
it will be square if you use widescreen fix mod, if you wanna make it rectangle with widescreen fix, go to the config text file for widescreen fix and make the all the size for mipmap 0.0 to make it wide and rectangle
Ok
Proper player retex remasters everything
for this mod, something more hq would be better tho
how ur emissive lights this good
i wonder if shadows could be put onto emissive lights
maybe because the armosphere is dark in the picture
can i ask, how can i get a timecyc like yours?
i mean when you click on Lighting it has option like emissive light and it doenst create shadows only colored lights
like, i want the game to look like this
i hope shadows could be done onto that
Ohhhh
i see
i think i used hemryโs original sets or either timecyc24h config
where can i find that?
@warm thorn do u think shadows can be applied from og emissive lights too? they use texture i think, its harder
type timecyc24h real linear graphics
in google or here?
lol google
also theres lua plugin where u can adjust timecyc24h ( timecyc24h editorโฌ
ingame
its better than other stuffs bc its lua
Using scripting, it is possible to replace the object cast by the original game corona light by utilizing their positions in Omniverse. This approach is similar to how I created the sun mod.
#1097105394821759006 message
Oh there we go, thank you
๐
Btw i have a small issue
my crosshair is not visible
any way to fix that?
Check the pins comments
i already installed that
i put the moonloader mods in, everything
No, seem like you are not using any texture replacement with our mod
To download the full GitHub repository, follow these steps:
Install Git LFS (Large File Storage).
Use GitHub Desktop to download the GitHub repository. Click on the provided link below to access the repository.
https://git-lfs.com/
https://desktop.github.com/
https://github.com/Hemry81/GTASA-Remix
Run this command after installed Git LFS
git lfs install
Git Large File Storage (LFS) replaces large files such as audio samples, videos, datasets, and graphics with text pointers inside Git, while storing the file contents on a remote server like GitHub.com or GitHub Enterprise.
Oh damn.
cj walkin messedup
i rlly dont know btw why the shadows get blurred this much because of the ray tracing denoiser, weird
I once solved it somehow with tonemapping and some settings?
idk why it aint play it for me wtf
Hey,
Since the beginning of the project, we've been sharing our mod in this discord channel, except that it's confined us to a small committee of a few dozen people, which isn't very interesting for making this mod into something bigger, and especially because for the moment, there are 2 of us on the mod, which isn't very many considering the scale of the project.
So here's our Patreon page:
https://www.patreon.com/GTASanAndreasRTX
*(the mod is and will remain free forever). *
Why a patreon page?
Opening a Patreon page is important to us because it provides the financial support we need, helps us build a community, offers exclusive rewards, and ensures the long-term growth of our project. (also a ton of coffee ๐คฃ )
Please share the patreon where you think it is useful, don't spam it in random servers ๐
i sent this to the creator of NVE graphics mod
the milker?
Razed
New grass + how to make it not blurry af in motion
https://youtu.be/Qefm6u5sqkM
I'm checking everything and i'll upload it ๐
Do you know what i shoud understand fom this ?
hd soon youtube is taking long af
debug mode
check motion vectors
and normals
could be broken
Yeah i did in the video i sent
which causes denoiser to act wild
I just don't know what it means
yeah its def fucked
@dreamy gull this doesnt look normal is it?
err, yeah, that certainly looks wrong. At a guess, I think Remix is failing to track instances across frames. Are you adding that grass using a Remix replacement, or some in-game modding technique? and if it's a Remix replacement, how stable are the transforms of the instances? (Try taking a capture, turn the camera a bit, take another capture, then compare the transforms for the same patch of grass in each capture)
One possible explanation is that the game is very enthusiastically culling the grass instances (so a bunch of instances start and stop drawing each frame), and may also be using a slightly different pipeline to calculate the grass's transforms from the rest of the world, resulting in tiny transform changes each frame. That would make it very hard for our instance manager to correctly track instances across frames, which would lead to crazy motion vectors
I modded the game and added assets in game, then modified them using remix
I'm pretty sure this is Remix's instance tracking falling over on its face as a bunch of grass instances activate and de-activate every frame. Could you file a github issue?
Yeah sure, I just drop the video and explain how I added the grass ?
and ideally links to how to reproduce your setup
What's wrong with this video? Can you spot it?๐
nothings wrong its due to ultra widescreen mod
which officially this game dont support
there's litteraly no walls in the kitchen
and a plant floating above it's pot
I'm bad at placing assets that's my bad ๐คฃ
THE HEALTH BAR ?
Why can I see the health bar
how
I think i scaled it, it's not your fault
I came across a Lua script while conducting tests, which contains code for displaying debug text on the screen. I intend to publish it at a later time.
Yeah, luas are good from now
cloudrendering.lua lmaoo
I think its good if we could stick to remastering right now
i think its good if we would use skybox anyway
I will make my custom skybox by using lua script.
can you make it look like this?
this or
or like directx 3.0 maybe?
I think they dont need to change shapes, more like change clouds basically and placements
Did you actually say to work on this, or is it just another one of your imagined commitments?
imagine something like this
0:01 intro, review
3:47 tutorial
Thanks for watching
don't forget to like, comment, and subscribe
its my imagined commitments because you wanna do it with lua but i think thats too much fps
to create smthg like this
i could use ai to generate this to change shapes and w remixโs scothatic shaders and etc it must can be made to look realistic like this
You previously mentioned creating PBR textures for the remix mod, making environment packs for the remix mod, and now you're mentioning cloud packs. Are all these just figments of your imagination, or do you actually plan to follow through with them?
no for the clouds i do wanna do it because i also fixed cloud rendering for renderhook when it was on dx11, but i didnt wanted to โworkโ on pbr and etc and there was too much alreadz done environment and prop pack, which i didnt see point in re making even if they are copyrighted
and i couldnt remake any env mod i dont know omniverse
but skybox
is good
but this skyboxโs clouds need to be partially transparent to make the rt sun lua shine it thru
and thats a goddess idea
this pack is actually pretty good regarding it has the original clouds, stormy, and sunrised thicker clouds too
Are you genuinely committed to creating original content without infringing upon copyright issues, or is your intention simply to copy and claim others' mods as your own? Additionally, it's worth noting that the environment packs you've provided do not feature PBR textures but rather ordinary diffuse textures, which differ slightly from the use of PBR textures.
no
That's funny
just copy not claim but to make it look photorealistic
but yโall wanted remastered sa not photorealistic
so no part of me here
Even if id wanted to help id suggest using photogrammetric objects/ etc , and ai cant make the buildings that much better, so i couldnt really do else
If you possess genuine skills and creativity, there is no need to rely solely on being part of the SA Remix Project or using others' mods. You have the potential to create your own unique remix mod.
Omniverse (USD Composer) and Remix are indeed relatively new software, and many mod creators, including me and Yaniss, started from scratch with these tools. There is no excuse for not having knowledge about Omniverse, as we all began with a similar level of understanding. It ultimately depends on your commitment and dedication to taking the process seriously, rather than simply relying on imagined ideas.
๐ Hey guys, I'm excited to share a method I discovered that accurately displays the health bar.
โญ Installation:โญ
1๏ธโฃ 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)
2๏ธโฃ Download MoonAdditions from GitHub Releases Page, copy the MoonAdditions.dll file to MoonLoader/lib folder.:
https://github.com/THE-FYP/MoonAdditions
3๏ธโฃ Download the "hbao.lua" in GTASA Remix GitHub, copy to MoonLoader folder.
๐จ Please ensure that you have moonloader installed to run this mod. If you've previously installed our sun mod, it means you already have moonloader installed, so there's no need to reinstall it.๐จ
Updated Version :
#1097105394821759006 message
v.026.5-beta
MoonLoader - ััะพ ะผะพะด ะดะปั ะธะณัั GTA San Andreas, ัััะตะผััะธะนัั ััะฐัั ะฟะพะปะฝะพะน ัะพะฒัะตะผะตะฝะฝะพะน ะทะฐะผะตะฝะพะน CLEO. ะะฝ ะฒะฝะพัะธั ะฒะพะทะผะพะถะฝะพััั ะทะฐะณััะทะบะธ Lua-ัะบัะธะฟัะพะฒ ะฒ ะธะณัั, ะธะผะตะตั ะฒัั ััะฝะบัะธะพะฝะฐะปัะฝะพััั ะพะฟะบะพะดะพะฒ ะธะณัั, ะฑะธะฑะปะธะพัะตะบะธ CLEO, ะฟะปะฐะณะธะฝะฐ SAMPFUNCS ะธ ะดะพะฑะฐะฒะปัะตั ัะฒะพะน ะฝะฐะฑะพั ะฝะพะฒัั ััะฝะบัะธะน ะดะปั ัะฐะทัะฐะฑะพัะบะธ...
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...
Did it just draws some text then make it invisible ?? ๐คฃ
I tried something similar but with the radio text, then i remembered that there is no radio outside of cars lol
Yes, it wasn't as difficult as I initially thought. I didn't need to create an additional health bar or manipulate the 'max health' value (which we can't obtain with moonloader). Instead, I simply display the original game's health bar, so there's nothing particularly special about it.
I'm grateful for moonloader, as it made it possible to create the sun mod and implement the health bar in Remix. In the future, I plan to use moonloader to develop features like streetlight, traffic lights and headlights.
please, someone helpme
I installed rtx remix in my gta sa, but everything is black when I enter the game, I installed everything correctly, bridge and rtx remix in the directory, and dxvk inside the trex folder, but everything is still black
#1097105394821759006 message
There's a github, in the github there's a readme
read it
have fun
๐
iโm sorry, I couldn't find this readme on the rtx remix page, if it's not too much trouble, could you send me the link?
I read everything, installed it as requested, but the black screen problem persists. When I enter the game and walk down the street a little, it becomes much brighter, but when I turn the camera in certain directions, everything becomes dark
Maybe the problem is my card, I don't know, I use an RX 7600
Can you take a screenshot of your problem ?
Not at the moment my friend, I left my house and came to my work.
I'll be home in 4 hours, can I look for you when I arrive?
it's almost 11pm for me so i don't know if i'll be awake untl then
Have you witnessed any instances of buildings appearing to levitate or fly within the game?
Here in Brazil it's still early, so it's for tomorrow. I thank you very much
no
Have you encountered any issues with the visibility of the sun or moon within the game?
just the screen is all black
no
Have you installed any additional mods that are not included in the recommended mod list?
Are you experiencing a similar issue as shown in the attached picture, or is your screen completely black without any user interface elements visible?
random question have you replaced the saving spot object yet? Cuz if not i would like to volenteer remaking it. It looks like a neet exercise
that
Not yet
ah cool
Have you installed any additional mods that are not included in the recommended mod list?
definitely not. The first time, I had some mods that were not on the list, then this completely black screen error happened, so I reinstalled a new GTA SA, and redid all the steps, only with the mods on the list, and again the problem happened
Please feel free to contribute to the mod. Your help and contributions are greatly appreciated.๐
btw what are supported map formates i should use for my texture?
In my experience, it's completely black, you can see very little of the game, and when you can see it, it's slightly grayish.
To better assist in resolving the issue, it would be helpful if you could provide a screenshot. This will allow us to visually analyze the problem and provide more accurate guidance.
DDS only
You need to use dds files, you can use the NVidia texture tool to convert PNG to DDS
or chainner
normal, roughness, etc
I understand, unfortunately I'm not at home, I really wanted to show you, but when I get there I'll share!
I also remember seeing something like this on the horizon. something limiting the view, cutting out houses and cars, but like I said, everything is dark and gray
@nimble jackal If you need help with anything, ping me, i'll answer as soon as i can ๐
i'm good, found what i needed. albedo/diffuse, emissive, normal, roughness, metallic
oh btw, polyhaven recently released this really neat bat model https://polyhaven.com/a/baseball_bat
it has a sane amount of polygons too
Speaking of weapon recreation, I have recreated the Brass Knuckles. The texture may not be finalized yet, and further improvements may be made.
wow, you've really gotten a grasp of blender now
Considering that the texture for the Brass Knuckles is hardly visible in the normal view, I believe using a simple metal material would suffice for this particular weapon.
I think making it higher, so it is better placed in the hand, other than that yeah remaking the texture is useless
Modeling comes naturally to me as I have nearly 20 years of experience in it. However, transitioning to Blender has required some time to familiarize myself with the hotkeys. The most challenging aspect for me is texturing since I'm accustomed to using pre-made textures and procedural materials in commercial renders. Creating PBR textures for game models is a new territory for me. However, I firmly believe that practice makes perfect, so I am committed to practicing and improving my texturing skills. If anyone has expertise or tips to share, I would greatly appreciate your assistance in this area.
nice flex
I'd like to address a concern regarding the positioning of the Brass Knuckles on CJ's finger. Currently, it appears that the placement is too close, which doesn't quite resemble how the knuckles would naturally hang. To address this, I plan on adjusting the position slightly by moving it up a bit. Additionally, I've noticed that my model is the same size as the original game model, but it seems a bit too large for CJ's hand. To achieve a more realistic look, I believe scaling it down a bit would be beneficial. Any suggestions or assistance in achieving a natural and proportionate appearance would be greatly appreciated.
yeah... I recommend looking up some references of people actually holding brass knuckles. maybe look up the dimensions of real ones and convert it into whatever units the game uses
Yes, Sir.
Yeah the original one is weird, it will need more adjustement than just an asset replacement
an image like this is gold for doing modeling, since you can just put it in as a background and make your mesh on top of it (using an orthographic view instead of a perspective camera) https://www.edcweapon.com/cdn/shop/products/stainlesssteeledcknuckles_8-584174_1024x1024.jpg?v=1625940459
If you can find one like that for the style of knuckles he's using, you'll be in business
Though also keep in mind that they're probably just re-using the animation for bare fists, which means his fingers are right next to eachother instead of being spaced apart. So you may actually need to make it more narrow than a real one for it to look right
Mark, Thank you for your input. I will make sure to follow this picture as a reference for scaling and capturing CJ's hand. This will help me accurately adjust the size of the Brass Knuckles to ensure a proper fit. Your assistance is greatly appreciated.
that particular image was just found in a quick google search - you may be better off with one that matches the shape of the knuckles you're trying to make
OK, thanks man.
HEALTH BAR, GIVE ME THAT
THANK YOUUUUUUUUUU
ok i need help
somehow i realized
moonloader was not working
i inserted the script that u released, including sun mod and the others
and none of them were inserted
the .asi file is in the game folder
This updated version, the "." character on the left corner is now "hidden".
Did you installed moonloader and moonaddition?
yes i already installed moonloader
and just to be clear, isnt moonaddition a mod for moon?
I would like to clarify that "moonaddition" is an additional library specifically designed for MoonLoader. It is required to run the script effectively. To ensure proper functionality, please follow the provided instructions and make sure to install "moonaddition" as specified.
Download MoonAdditions from GitHub Releases Page, copy the MoonAdditions.dll file to MoonLoader/lib folder.:
https://github.com/THE-FYP/MoonAdditions
ok bro this big building just jumpscared me
idk if that fixed it all
but i guess its a signal that moonloader works?
im seeing some weird things
Ohhhhhhh i seee
turns out this building is supposed to be the sun
but somehow its a building for me
@warm thorn any way to fix that?
The mod is not installed here
If you're experiencing issues with the mod, it's possible that the download process was incomplete. I recommend trying to download the mod again using GitHub Desktop. This should ensure a complete and successful download. If you continue to encounter any difficulties, please let us know, and we will assist you accordingly. Thank you for your patience and cooperation.
After spending approximately an hour on adjustments, the size and position have been corrected. While it may not be perfect, it is undoubtedly an improvement over the original version.
that's wayyyyy better ๐
Remix has unfortunately washed out several texture details. The textures source from ambientCG.
well hey thats way better than the original
hi my frient
yep i'm here
okok
Can you identify what could be causing this problem?
you didn't put the rtx.conf in your game folder
in the folder rtx-config, there's a rtx.conf file
you need to put it in your game folder
It's supposed to be next to the game exe
and in fact, this rtxconfig has been on the website since version 0.2.0 of rtx remix
That's not the point
what do you mean on the .exe side of the game? do you mean literally on the side?
I just put it in the same folder
it should work then
unfortunately it didn't work
It's the rtx.conf from the mod not from remix right ?
try this one
IT WOoooooooooooooooooooooooooooooooooRKS
im so happy
thanks
thankkkkks
Now we just need to configure it to improve the quality
Why when I move the mouse, the image is shaky, but when it is still, it looks great
There is a lot of mods recommended, you should install all of them
It will fix NPCs shakiness, provide a working raytraced sun, and a lot of general fixes for the game to run better
Will it give me more fps?
I wanted to keep the TAA at maximum, but it's making the game very slow
this has been my experience so far as well. many things appear oddly dull and flat ๐ฆ
ambientCG's textures are amazing
The textures from ambientCG is amazing. Additionally, they provide substance files that allow us to adjust the textures ourselves is incredibly helpful. This flexibility empowers us to fine-tune the textures according to our specific needs.
The floppy disk is kicking my ass
it looks simple at first but once your try to model the creases it drives you insane
Who doesn't love a good guessing game, right?
What kind of modeling problems have you encountered?
none i'm just easily frustrated and what i'm going for is many tiny details
honestly i think it would be easier to just rip the old model and slap some high res PBR textures on it
to bad i don't have the game installed
I also have a keen interest in modeling tiny details. Although it can be challenging at times, I find it quite enjoyable and rewarding.
actually i just made a good point against myself, Hard modelling the creases is kinda stupid, should have gone for normals from the begining
Which part?
all those little parts are really annoying
i'm kinda dumb and overuse the slice tool, can't stop myself and i keep fucking up the topology so much it hurts the modelling down the line
i kept restarting until i gave up for today
Do you use Sub-D modeling? I'm not sure, but it seems to make this part quite easy with Sub-D.
i don#t even know what that is and not gonna lie i don#t wanna see blender for a while, I'll get back to you when i feel like it
i got other things to work on
Please let me know if you'd like me to take the modeling duties for this piece off your plate - I'm always happy to lend a hand however I can. Just say the word and consider the modeling tasks delegated - I'm here to make the process as smooth as possible.
can the fire particles be replaced?
I have attached a sample photo of a Sub-D topology mesh (non optimized) that may provide you with some inspiration for your modeling endeavors. I hope this can be helpful to you in overcoming the difficulties you're experiencing. Feel free to reach out if you need any further assistance or guidance.
if you just meant the subdevision modifier i know what that is
Are you referring to the jetpack fire particles or the other ones?
One more.
Yeah, sub-D modeling is not particularly difficult for this type of model.
i like this mod
i realized def ed lookgoodly photorealistic too
like the timecyc id pretty good
these textures could look photorealistic
overall could โlookkโ good but not proper
i wonder if this exact atmosphere settings could be replicated how itโd look
Progress update๐
I think that's what i tried but stopeed cuz my blender kept crashing
each color from a car has a specific hash
So you changed the color, modified it's material, and boom
or i'm wrong ?
if i'm right the car colors problem will be easier to fix than I thought
Now I just need to figure out how to apply the texture only to the car body, instead of the entire car mesh.
The cars are captured as an entire mesh ???
The one I tried had every separated, doors, headlight, windows etc
you guys are doing some good shit really
but i've seen a video of the rtx remix at night time
it was sooo dark
you could barely see anything
can you guys work on that?
ok nvm sorry for interrupting
No, the car mesh consists of many separate parts such as mirrors, headlights, taillights, windows, and tires.
Can you send the video if you still have it ? I need to know where the problem could be from
@quaint heron
i think it was from one of you guys
either from you or Hemry
you guys uploaded a video on youtube
a gameplay and graphics preview
it was night time and you couldn't see anything
let me find the vid
๐
yea the video is from Hemry
but look at the night time
if you guys can implement a moon at night tim
the same way you guys did to the sun
that would be soooo awesome
Moon is already implemented, just need to add a light, i'll check what i can do but dark nights like that looks kinda cool tho
in case you guys didnt play RDR2, in that game there was a moon that projects light
Because I used a skybox mod that blocks a lot of light, I have the ability to adjust the nighttime sky color.
i agree with you but for gameplay purposes it will be just TOO dark
that you cant see anyone
alright if thats an easy task for you to do it then i'd appreciate it alot, the community would too
That's smart cuz the sky being a full light is weird
๐
You won't have the same darkness tho since he has a mod that blocks a lot of light like he said
lemme show you how it looks like
okay
This modification is not published just a WIP demo video.
Something like this
I see
isnt this Sa_Directx 3.0?
Yeah
yeah having a night time like this would be very good
or a little darker would be so nice
sometimes the night lighting is too good
Additionally, the tree replacement you saw in the video is not yet available as it was only showcased in the work-in-progress demo video.
Better than gta v
no worries about the trees
we can wait for that
The streetlight is looking better than this SS in next release, i am working on it.
Then take as much time as you need bro, thank you soooooo much
Amazing
yea see the lighting is very nice, but if the sky was dark it would be perfect
currently it looks like NFS
btw how much fps do you guys get in RTX remix?
wow this looks so good
actually ๐คฃ๐คฃ๐คฃ๐คฃ
Yeah, that's why he's adding a skybox mod, that makes everything so dark in the video, we still need to adjust those stuff, don't worry it's coming
DLSS ultra performance i'm having 60fps
i can wait 3 years no problem
lol
nice, i play at perfomance mode since ultra perfomance is too blurry and unplayable
probably what it will take to remaster the entire game honestly
but at perfomance mode i get 50-60fps
is it just me or
does the grass make the game soo laggy
like when i stand near grass, my fps drops from 60 to 40-30
the grass ?
Oh yeah cuz it's still not released i was worried there lol
hahaha
idk, maybe the displacement on it is making eveerything laggy
yea what i noticed is that
sometimes the RTX remix automatically assumes things as particle effects
lets take the tires smoke particle for example
in my game the smoke particle looks blurry and stuff
and some other effects aswell like the recoil effect from guns
whenever i see that effect
my fps drops
Because you drop to the ray tracing hell when there are many grass elements, transparency textures can be demanding for ray tracing. However, once we replace them with pure polygon grass, this issue will be resolved.
yep
or we can just remove the grass from the original game since it looks very outdated
We plan to replace the grass with polygon-based models that do not require any transparency textures.
fyi, i placed more than 1300 grass clump in an in game map editor by hand, and it still isn't entirely covering grove street ๐คก
damn
wait that grass texture that you made, did it replace all the textures in grass parts or did you add the textures on grass parts one by one?
He add additional grass on the map, one by one.
I add them one by one, then changing one in remix change them all, but i still have to place, rotate, move them one by one
the mod is missing here
Hemry it seems like the config setting that i imported from your file doesnt work.
I will create a script that converts the USDA file to a GTASA placement file, making it easier for him to add the grass in Omniverse and adjust the position and rotation.
Are you updated remix to 0.3.0?
Please, just restart your install, by following the readme step by step, there is a step that tells you how to have an up-to-date remix
i just did that
i already did it
this is my 4th time doing the installation
i even followed the installation guide
Download the update with remix auto downloader:
https://github.com/Kowlin/RTX-Remix-Downloader/releases/latest/download/RTX.Remix.Downloader.exe
ok so should i insert these files to the game folder?
Did you use Github desktop download the mod?
Lemme make a quick video to explain how to install, tha'll take few minutes
your wall looks better
no i downloaded from the website
i clicked the green button
Code
then i pressed "Download ZIP"
Oh okay thank you
GitHub Desktop can certainly offer a more stable file transfer experience than directly downloading many assets through the GitHub web site.
i installed it 4 times
I meant using GitHub Desktop to download the mod, not downloading it directly from the GitHub website. It's different.
Join Sarah as she explains how you can clone a GitHub repository to your local machine using GitHub Desktop
๐ถ The music in my videos:
https://www.bensound.com and https://youtube.com/ikson
๐๏ธ The graphics in my videos:
Krist McKenna from Ratworks - http://www.ratworks.net/
I think this download everything in the git
No, sometimes it's failed to download all file, trust me.
Updated the installation guide
I think I've got it working now. The next step is to gather all the car body texture names so that I can apply the "true" color to the vehicles and apply PBR textures to them.
oh my god damn man
fuck
Some vehicles need to make custom texture for them.
That's great news! This vehicle color mod will supports vehicles mods as long as the Vehicles mod's body texture matches the original car body texture name.
I think I can assign the window part to a "glass" texture and replace them with real glass material in remix.
samp lua,?
CAN U UPLOAD THIS FIX
or upload where atleast the cars fxed
removed top blac kdor
dot
?
I've to create all the color textures first before uploading them along with the mod. This ensures that everything is prepared and ready to go when the mod is available for download.
It's 8:18am. I need to get some rest now as I'm feeling really tired from testing and bug fixing the mod.
