#Grand Theft Auto: San Andreas (GTA SA)
1 messages · Page 6 of 1
I updated my remix yesterday and it was still working when did you updated it ?
no its not the remix, its the sun update
i had a problem with the sky you have to enable autotracking
how do you get the hud to show up?
alt+x
no like the minimap is not there tutorial popups etc
#1097105394821759006 message
Everything you need to make the game works is here
everything works except the minimap and other hud items i suppose I will reinstall
Perhaps you forgot to mark them for the UI texture.
I haven't made any changes to the sun mod. Are you referring to Yaniss's update?
#1097105394821759006 message
The sun update is related to remix, it's a usda remix file that is changed
Atleast the one i made here #1097105394821759006 message
i dont know which version it was, but back then the sun used to work fine, then when i updated it and replaced the files it stopped working
Can you try this ?
same way to install than this #1097105394821759006 message
I believe updating Remix to the latest build can resolve the issue.
oh, that didnt fix it
this is the github one, so white sun, idk what's breaking it i'll check it later
@quaint heron
the sun will work with this one, if it doesn't the problem comes from you
that didnt fix it either
but its weird tho
i remember before i already did a clean install and the sun worked
it was visible and all that
but i left the game for a week
i come back i see the sun gone
gonna do a clean install
Yeah this is supposed to work it's the github file, you prob broke something
@candid sapphire i dont think a clean installation even fixed it
but like, im having this draw distance bug
how do i fix that again?
NVM, i fixed it
oh sorry i missed ur message, does the sun works now ?
i believe so
i think it works weirdly tho
i dont see the shadows direction moving while i change the time
Damn. Zeneric trying remix. at this point this game will be better than gta 5 thats for sure.
those texs so good still
only thing i dont like this mod is pavement it looks ridgy, but i seen the update with normals, awesome. i hope the author can make roads and env just like nsf
nfs
from what i all seen this kinda possible or smthg similar which is mind bending
i wanna use @jaunty kestrel pbr and recreate full game like this
if you can't tweak roughness/metal/etc strength on texture assigned mdl's
why this then
is possible
unless nvidia hasn't implemented it yet
and those are just placeholders
Remix only supports two types of materials: opaque and translucent.
ok? then do it?
what do you mean? which material?
aperturePBR_opacity and _transluc?
mhm
Yes
You've been discussing create your own mod for almost a year now since Remix 0.1, and currently, Remix is at version 0.4. I'm curious if we'll be able to see your mod before Remix 1.0 is released.
tested
some parameters can be used
some cannot be
rough/metal parameters can be used
individually
but displacement parameter cannot be used
even says it inside the usda exported from usd composer XD
this
apeturepbr_opacity
maybe can use different mdl's that supports displacement/normal parameters
can mix mdl's into one
pull disp/norm parameters from a mdl that has them
and the others from opacity mdl
custom mdl
this is like python language almost
What version of omniverse you using? @fast stone
Remix only uses opacity and translucency,
within the opacity shader there is Roughness map, irridescence (dont remember if this one has a tex.map), metalic, normal, displacement, subsurface.
forget about omni_pbr.not supported(at least at the moment)
Now...sometimes maybe some geometry or a bug shows that you cannot apply displacement or subsurface. i had displacement option in 2023.1.1,when i tried new one the first time , those (displacement and subsurface ithink) were gone... it was weird. now they are present in the newer versions.
Havent installed the last version but, The two betas 2023.1.1, 2023.2.0 and the enterprise 2023.2.2 should have et(displacement). The materials shaders come from the rtx-remix folder nothing to do with omniverse's shaders(afaik).Example in pic:
can you open that opacity mdl with notepad?
and tell me what version it is?
is it 1.7? or 1.4?
@fast stone You might consider asking this question in the general Discord channel: https://discord.com/channels/1028444667789967381/1028444668918235197. There are more people there who can help resolve your doubts. If you're looking to understand the parameters used in Remix, you can explore their doc / public source code to potentially find the answer.
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
np. i can still show gta sa remix stuff here tho?
Yeah, absolutely! You can still post GTASA related stuff here. However, if you need help with Remix or other topics, the general channel or other channels related to specific topics would have more people who can assist you. Since there aren't many creator/developers specifically watching the GTASA channel, I suggest asking your question in the general channel for better support.
ya, same version. latest.
Hello guys. What's i'm doing wrong? I'm download 4.5GB archive from github, create rtx-remix folder in game folder, and unzip archive.
Then I copy rtx.conf from \Grand Theft Auto San Andreas\rtx-remix\rtx-config\ to \Grand Theft Auto San Andreas\, start game and nothing happens
you still need rtx remix, Moonloader, MoonAdditions and Modloader and in best case the other mods from the Necessary Mod List
move mods folder in GTA San Andreas\rtx-remix\GTASA-Remix\ to GTA San Andreas\rtx-remix
then install "Moon ImGui — Dear ImGui for MoonLoader" (needed for sun mod without this, script will crash)
@warm thorn your sun mod depends on 'imgui' but its not included nor mentioned in github repository
Thanks, I think it's bundled with the Moonloader. I didn't recall downloading an additional DLL for the ImGui.
I believe I downloaded a version different from the one available on the GitHub repository in the Moonloader forum, so it includes ImGui as well.
Finally, my game is working again, but it seems like there are significant issues with the normal in the new Remix build.
It only occurs when the character looks at a specific angle.
mine got fixed after a reload and installing CJ Insanity + Upscale COMPLETE mod
I have installed CJ Insanity + Upscale COMPLETE mod
Nice, you're back in the game
👌
death
Hey guys, I wanted to give you an update on the GitHub repo. I have made some changes by adding a few PBR textures and removing some textures that were mistakenly captured from Jessica HD Car Texture Pack or created using ChaiNNer. I wasn't certain which ones were from the original source and which might have come from other texture packs, so I erred on the side of caution and removed them to avoid any unauthorized usage. I deeply apologize for inadvertently using textures from other mods. Moving forward, I will ensure that we either create our own textures or use CC0 textures to avoid any potential unauthorized issues. Once again, I want to express my respect for all the hard work that artists and mod creators put into their creations.
https://github.com/Hemry81/GTASA-Remix
GTASA RTX-Remix Project. Contribute to Hemry81/GTASA-Remix development by creating an account on GitHub.
If you come across any textures that might have originated from other mods, please let me know so that I can promptly remove them. In the early stages of my modding, there might be some ChaiNNer PBR texture conversions that I overlooked. It is crucial for us to avoid including any creations from other modders in our mod, as we highly value and respect the original authors.
Since you use ChaiNNer, try using Realistic Rescaler
In the early stages of the mod, I used Realistic Rescaler to upscale textures and some of them use Photoshop to create PBR textures. However, I have since learned Substance 3D Painter, and I will no longer rely on chaiNNer for generating PBR textures. I will now recreate many of my old textures from scratch or use CC0 textures as replacements. Additionally, I have completely cleaned my capture folder to ensure that I do not inadvertently include textures from other mods.
Oh
It is important to me that people do not mistakenly believe that I have taken assets from other mods without permission. I am aware that some mods utilize original source textures to create their content, but I have no intention of using source textures for my own work. Therefore, I believe that recreating textures from scratch is a better approach for me to ensure originality and to avoid any misattributions.
thats very good bro, ofc dont use source textures
and yes , it will create its own realistic atmosphere
Like La this mod is just
-amazing mod
i wonder how pbr could be attached to cj tho i hope itll be done ( or for insanity cj)
the nfs underground environments go crazy tho.
Random texturehash😩
until you realise that shouldn't be there
Probably just a test
nice imvehft
nice
Damn this is amazing I hope ppl don't give up on this project
damn paralax asphault too
I have recently updated some PBR textures, so I haven't given up on this project. However, it's not currently my top priority on the modding list.
When I first started making PBR textures with chaiNNer and Photoshop , I thought they looked quite impressive. However, looking at them now, they appear very poor in quality. Therefore, I am determined to recreate all of my old textures using Substance Painter.
"I thought they looked quite impressive. However, looking at them now, they appear very poor in quality"
Really?? I still can't believe I'm playing GTA SA with this level of quality,
It has some bugs, but it's still good.
I will recreate them to resemble how I created the road in MC2.
i am installing the mod now let see how good is it
already the nfs most wanted one was amazing
how does paris and tokyo look like without enhanced assets?
this always pop up while cloning from git hub
i did retry one time before and the same
I'm not sure how to fix it. Maybe you can try this method :
#1097105394821759006 message
Actually, I didn't mod NFSMW. I have only been working on the script to apply roughness.
oh i thought so anyway i hope this is gonna work
san andreas community never gives up
yeah, not a busta
Grand Theft Auto: San Andreas (GTA SA)
@opal sable name is too long
why?
if someone searches for this game, if they type the full name it won't come up. having both is important
understandable
toughts?
he standing like he constipated or something
It's not pathtracing
on env. + house models
?
is it good?
i think what if we just replace cistomizely the houses, roads r good , but something photorealistic L.A wouldve been better , 90 s or snythg
it has small col less grass and stuff lot of places objects could be re made using other stuff it i aim to make photorealistic, but roads n pavements should be phootrealistic w pbr too, itdbe so good
Bro, do you realize that this is a GTASA RTX-Remix channel, not just a regular GTASA mod channel? I'm curious about the progress of your remix mod. It's been almost a year, and I haven't seen any updates or progress from you. Come on, man.
The least brain dead GTA fan
for a second i thought you perfectly recreated San Andreas lighting in RTX remix, this is not even a graphics mod, are u crazy
no its abt env
look whT these people do
they supposedly slowl recreatng whole map based on google maps, not V
photorealistically
because damn.
Bro, have you seen the work that talented artists can do in remix? Do you really consider this low poly stuff to be photorealistic?
can someone help me resolve this issue?
all cars are white
and car tints were black
i have tried everything from the pinned message but somehow im still getting the same result
I recommend trying remix version 0.4.0 or 0.4.1, as the recent build of remix has caused significant issues in the game.
appreciated sir! its now working
currently tested gta sa remix on samp it runs but somehow the chatbox dissapeared
and i still havent resolved the issue of having a black tint on every car (night and day time)
Tag the text as ui
Explore the ig menu, you'll find Somewhere that all textures appears as images in remix, there you'll search for a texture that could be the chatbox, click on it and check "ui texture", if the chatbox don't appears remove the check and look for another texture that could be it, repeat until you find and don't forget to save when you have found, gl
One last problem i still havent resolved the issue of having a black tint on every car i already used the timecyc that is given from the pinned message how can i resolve this? thankyou
Based graphics 🧑🎤
samp remixed would be crazy
Ikr i still play samp roleplay to this date that's why im figuring out how to work things out since I've heard about the rtx remix
mta sa rtx remix would be more interesting for me
most of gamemodes i play on mta sa is just dayz
I haven't tried SAMP, but in the original game without SAMP, does the car still appear shaded in black?
ill put all the environment mods to gether (with better objs(houses)too, to may be used with Hemry's pbr automatization too, later, i think it is not bad to re'release' or just a put together map if you wanna enjoy it , like gta 5
remix is so nice tho
I don't believe I have released any PBR automation tool.
However, you can give Kim's PBRify a try, the PBR texture look much better compare to other AI PBR creation tools.
https://discord.com/channels/1028444667789967381/1216200397497045002
Yes even on story mode the car window tints are black but it does have the normal color
Oh, if you're referring to the car window, I understand why the glass is not transparent. It's because I removed the window glass file and I'm using a script to assign the window glass dynamically. However, I haven't released the script yet, so it's my fault. I will upload the old version with transparent glass, but I have to mention that it only works for the original car without any car mod.
Understood thankyou i guess ill deal with it for a while or i can just remove the car windows jahaha
Since I will be recreating the car texture from scratch, it would be better to wait for the next version release if you are not in a rush.
No worries take your time and effort for the best result
lmao ass enb ( nice clods tho)
Directx 3.0?
Doesn’t look that bad
Looks better at noon, sunset, and night
yes itd be good in remix
Even if it would be possible, you'd need a godly PC
I barely get 50 FPS with just Directx 3.0 (the enb) on my 3070ti
So you probably need a 4080 or 4090, maybe even 4090ti to run RTX Remix and the ENB at the same time
Or you know work the quality sliders at all
and thats why paid mods is a sin lol
just imagine this with accurate lighting and reflections 🫨
i think hemry has same cars and imvehft for it
even these environment mods r free nd they look better than retextures (tho low poly)
biggest mods i ever seen that had a lot of effort into them were free
its already better than RTX remix
but ENB community worked on San Andreas for 9 years
RTX remix released almost a year ago
for screenshots, it's not that bad actually but in gameplay 😐
I have tried rtx remix with directx 3.0 and it keeps crashing
why the hell would you use ENB and RTX remix at the same time?
If you carefully read the Remix documentation, I believe you would reconsider attempting that. ENB or graphic enhancement mods rely on heavy shader effects that Remix does not support. If it runs with DirectX 3.0, it likely won't display the shader effects properly.
u kidding?
it cant work
its only better bc of the atmospheric scattering and cloud rendering hlsl file lol
yes. better build a sky adaptor that makes scattering effects and clouds rendering , than trying to make it compatible , it wont work neither
imagine cheatengine putting cloudrendering in remix
no im not
You sure do alot of imagination
That's the only thing bro does
remove his access from gta sa channel for 24 hour for a challenge
Vídeo mais recente: youtu.be/e3o33vRgFg8?si=TBCZ0ao09VFN2GDB
Artista: Ice Cube
Instagram: https://www.instagram.com/anderson2077_/
Steam: https://steamcommunity.com/id/toppen007/
Se você gostar muito do vídeo, considere compartilhar.
Isso me ajuda com a divulgação e eu ficaria extremamente grato!
the guys continuing with the map 🫨 he already making more realistic ones than those retexture mods
the problem is, this’ll look like gta v. , or bitbetter, maybe w remix photorealistic who knows yet
Why are y’all using real places
no bro hes adding useless props
@warm thorn any updates on san andreas? im always waiting for an update showcase video from you lol
lmao i thought this was a shitty gta v graphic mod
showcased in hindi
also yea, real places look weird
I am currently working on creating an emission map for the Casino area. With ray reconstruction, the nighttime scene looks absolutely stunning. I believe it will be even more visually stunning when I add more PBR texture replacements to the mod.
The Vehicle Toolkit was not used in this demo video. Instead, the Terrain System method was employed to showcase the vehicle color. This decision was made due to the current buggy state of the code.
There is a need to rework many emission textures. Currently, I am still focused on NFSU2 tasks, which means the GTASA update will require more time to be completed.
It's worth mentioning that the RR version of the remix is quite buggy in GTASA. While some areas work as expected, there are areas that may look worse, especially due to duplicate meshes from the sun mod in Groove Street.
looks nice
you can probably ride with your eyes closed
How do you know that's how I drive in the real world?🤣
okok this style isactually, prettynice, i think Hemry would like it, even pavements
only thing is upscale, make these two look similar color
then go implement to the project
Hey, bro, does it have the PBR textures? Since we're in a path tracing world, it's crucial to have PBR for Realistic Rendering.
its possible to make full map ike this
Yes ofc it doesnt lol i hope i can use modloader mods onto these
i mean to use pbr automation onto these, it'dbe great
Then i can make it in remix
Bro, please make GTASA great again, you are all GTASA fans final hope.
klazlo do live in his own fantasy world huh
this is klazlo's alt?
bruh
i assume nighuaa was the same person
Yes, just imagine the day when he creates the most extraordinary mod for the Remix community.
what's this obsession with realism
kind of the point of this discord tbh
😏 xDDD
bro isnt that renderhook?
so i downloaded the mod, put the rtx.conf to the game file but it wont launch with it
it just launches the normal game
Have you installed RTX-remix and all the recommended mods from the mod list?
is it normal for interious to be this dark
Lights can't be translated in this game, so we have to place them manually one by one, i guess this one hasn't been done, or there is a problem in your installation
haven't worked on the game for a while and don't have time for it now
CJ working out in the dark
Many interiors have not yet had lighting added. The process of adding lighting is progressing very slowly, and it's uncertain when or if all the interiors will have lighting added. However, there is a temporary fix available for this issue. You can check out the attached video to see it in action. (Press Alt + X to toggle Remix Menu)
i made renderhook config forhemry
No bro i used real skybox and his timecyc
It looks like renderhook
But with rt
I see so many photogrammetry, I’ll use environment mods (not retextures) to create realistic environment, google maps style soon, I made lot compatible but I’ll try to do the best out of all
I replaced many buildings now, but the street props attach to ground , i need to delete all road modifications , It’ll have : shoes hanging from wires, realistic LA props, realistic LA houses, realistic LA poles , small electric boxes on some HQ pavements, houses, parallax windows on most houses
I’ll only do houses, some pavements, ground levels without editing the main roads, so basically 90s full Ls to LA
in a way the houses have parallax mirrors, photogrammetric houses, objects outside their gardens, grass, and or clothes and props
I’ll only do groundlevels without mainroads(some pavements to add in a electric box , props, or poles), all houses, their outsides , stores, and full all over LA, i dont aim to find realistic roads, but most sidewalks and walk ins maybe will have props and different google maps realistic approach
the mods can be compatible and its easy it takes time tho
because lot too much mods look either very good jusbecause the atmosphere
i dont wanna edit the roads just some pavements and all houses, i think i cna make this really good
how hard is to apply pbrify?
Anyone still reading this guy ? 🤣
hi, I tried to install everything like here on github, but the "sun position" is showing this white thing there
you just got unlocked the easter egg
very easy
1.download chainner
2.download all of depencies
3.use the pbrify save file and use all of models from the models folder inside
4.select the directory which file should enhance it
5.select the directory which file should save it
6.click start button and tada
#1216200397497045002 message
Pls bro i can help us its not illegal to reuse mods even more if they been uploaded to vk com
doesnt matter if is uploaded on vk.com
copyright is copyright and we need to respect it
and checkout the rights of the mod
This means the remix mod isn't installed
yes true , cant be released, but im looking to use these in the mod and make videos and etc
and yes i asked most authors on vk if its good if i re construct with ai textures and reuse them in this mod
I asked authors, they released, its usable
the ones who released which ones, also most these authors sell their models for money, so
but very very cheap
so only in making them compatible , ai + upscale, and pbr ==??
remix-0.4.1?
i installed it
it’d be so much, and so much better than v .. like photorealistic sa:o
Nah the mod in the github
this?
Yep
Which means there is a problem in your installation if it's in ur game files already
ight, ill reinstall
You followed everything in the github ??
yes
Then redo entirely on a clean install, and install every mod recommended
ok, thanks
Why I need Renderhook config??? Do you know we are working on RTX-Remix not Renderhook?
So what is the gta schizo on about today?
classic klazloposting
I recommend trying Remix 0.4.1. The latest build of Remix has some compatibility issues with the mod, so I need to work on making it compatible with the most recent version.
Klaslo 8th alt after he uses reshade to emulate RT
@solid sand if this isn't Remix, please refrain from posting it
This is
just imagine upscale ai and pbr on these env mods, i asked copyrgiht from vk authors
So, when will your imagination become reality?
Why dont you do that
@solid sand in the interest of keeping this channel focused on the Remix project, we've made the decision to just mute you permanently. this will allow you to keep track of this project, you just won't be able to post
we know your alts, you keep coming back and circumventing bans. please do not make any more, otherwise we will ensure you are banned immediately every time, including this account
Biggest W since the release of remix on github
Wouldn't shut up
to be clear, there were a few good reasons we hadn't done it yet. but i hope this is good enough for him to not make more alts
hope this channel can be more uh... functional now 😛
Thanks 🫡
Klaszlo aka the nword will strike again he has an infinite supply of alts
Now Lets see how long it will take to make New account for this man
Who knows he might have made it already and is one of the guys commenting here recently 😏
It could be you, it could be me, it could even be--
acts like he knows what hes talking about, pledges to do a lot of work, doesnt, says "imagine if i did..." and never does anything. i dont recall him actually ever contributing anything to this project
I'm 90% sure it was a teen with an active imagination, I used to do something similar when I was kid during the mw2009 modding days 💀
The problem isn't having active imagination or whatever, he was spamming dogshit modded game screenshot and asking us to steal mods to speed up SA Remix development
stealing
maybe make own building mod instead of stealing someone else
helping makes it better
way easier to rely on vanilla than a modded setup at least for compatibilities sake.
irregardless of if you are stealing a mod or not
amazing btw
yea lol
anyone managed to make SAMP UI working?
it shouldnt be hard
1.go to rtx remix menu (by pressing alt+x)
2.then go to developer and textures
3.then find the text texture and flag the texture as ui
tried that already, it wont display them. Also cant hover over mouse on them, it selects texture behind that in the 3d world
anyone managed to fix the textures changing name on loading save game?
ive managed to add new lighting via capture. also replaced trees and other stuff
also any fix for lighting? seems it works when facing the light component but when looking away it turns off. managed to fix this by adding 4 main lights in each corner of the map all pointing in same direction
That looks good!
also leave those trees bigger they looked nicer
Hey, pinned message we made a mod with a sun mod and a lot if fixes with mod etc, try installing atleast the recommended mods on the github that could help
Hemry's also got the health bar back with a moonloader script
You'll need the "light" folder from our project for the Sun to work
I believe he has our mod installed as the waypoints are replaced with the "diamond".
It is not recommended to attach the light directly to the map or road because street lights are dynamic objects. If the street light gets damaged or broken, the area remaining lit would look very odd. I have a concept in mind for fixing light culling using a Moonloader script, similar to how I created the sun mod. However, I haven't started working on it yet. If you have scripting knowledge, you could give it a try as well.
The texture hash problem is Remix issue, and we are still grappling with finding a suitable solution to fix it.
i develop games in my spare time i have a lot of experience using unreal dev kit and other 3d software. I have never looked into asi scripts. il have a go and see what i can come up with.
does anyone know who created the delay on the d3d9 hook? i've been trying to hook scarface the game for months! but cant get it to hook 😦 it just crashes on startup. shows the remix at the top and doesn't count down. crash. i'm assuming this is because of the video intro. i've tried removing the intro videos and it still fails. I've tried every remix version! the game uses a silent patch and can load asi scripts. i think if its possible to get to the main menu then hook. like the way the gta hook does. i might be able to get it working.
Remix should hook silently as soon as the renderer initializes.
im guessing its an asi which is creating the delay with gta then. when i use remix without the github mod it hooks straight away. however with the mod it hooks at the main menu
Possibly
i just noticed i was missing a few files to get the sun mod working. ive got it working now. i can see the sun in game and also in my capture. ive removed my static lights and have attached a different style light to the sun in capture. for some reason i couldnt change the intensity of the light. looking much better now with the dynamic lighting. also no issues with light component
@wise needle Are you interested in creating your own mod or collaborating with our mod?
using rtx remix with gta sa while its in vanilla (which means that not patch) would be problem? since i want to run that on mta sa
i'm happy to share some of my mods. you are all welcome to use the files. just make sure you credit me for what i I've done. i will post some files on here soon! I've managed to improve it a fair bit now by adding a lot of new textures and models. it also looks more like the ghetto . things looked a bit too clean before. i will post some screens later today see what you all think. recently i ran into an issue with a model and it caused the game to lag petty bad. since then I've decided to stop adding stuff and focus on optimizing the models i currently have.
Purdy, how does it look at night?
where i can download the mod ?
just installed, seems like it's kinda working but i'm seeing the following artifact happen with whatever CJ(vertex? idk)is standing on - anything i can check before I re-installing everything?
Remix has recently improved a feature that enables rendering more shader objects. To eliminate the black square, open the Remix menu by pressing Alt + X, and then navigate to the texture section. Tag the shadow texture as "ignore texture" to remove it.
mixmods are now down

Thanks! Worked great
why do all cars have dark colours
for example this
and all cars are very dark
and there is no sun and day shadows
no moon aswell
im sure i followed all the instructions
the glass on cars is black too as you can see
:clueless:
😏
@mortal wasp dude you just lost your chances of ever being welcome here
make as many alts as you want. you've lost all chances to see work and progress here. you'll be banned immediately each time
stick to the RenderHook server
Yesterday, he posted some screenshots, but as soon as I commented with the siren emoji, he immediately deleted the post.
But this time he posted remix SS not RenderHook
Wait wait wait what did he post
it's aahka/klazlow/500 other alts
Ah ok
His alt names are very similar to a raider/alter from my server but he posts really bad things
he's probably using an alt making service at this point
that'd be why the name is like that
we've banned 4 accounts now i think
hey there enjoy your last visit
the main one gets banned
create new one and thats also gets banned
do exact same thing and still doing it
i wonder how to tell this man to stop
using a vpn or an alt service allows you to circumvent that
can also be done through proxy servers pretty easily afaik
so unfortunately Discord's prevention with this is just useless
why is this guy bothering with any of that
is this how the mod looks out of the box? Or you did something more
Probably set alot of the materials up
I've added a lot of textures probably around 150 - 200 and AI upscaled a fair few of the more tricky textures all with normals, roughness, metallic etc some i had to made with a shadermapper. new models, trees and various props. since these screenshots.. had to custom make a lot of textures. pavements, roads, buildings .etc. still loads that needs to be replaced. , ive changed the lighting settings. attached a different light to the sun within the capture. changed the axis the sun is rotating on and adjusted intensity. i'm still struggling to get a good night scene. but the day scenes are wicked. lighting is still a work in progress. ive tried improving game meshes in blender. . i was getting crashes and found out it was due to ImVehFt.asi and VehFuncs.asi. no longer crashes but cars now are all white. so working on that at the moment.
Are you going to add it to the repo or make a separate one?
its around 15gb so far not including the current repo. il package up a demo for people to test when i get some time off work. i'm not sure what to do yet. do you know if anyone has managed to fix the textures swapping at random? its like it plays fine until you go into another area or load game. i've tried turning up draw distance and it makes it a bit better maybe someone can create a a draw distance fix which shows the full map or a fix to remove the LODs.
You can increase the draw distance to above 8000 (the entire map size), but the original engine may encounter issues when loading the entire map without LOD objects due to the 32-bit application's memory limit. So modding the original game without LOD objects is nearly impossible.
To prevent texture changes and address the object LOD issue, the only possible solution that comes to mind is to attach static objects to more stable objects that do not undergo texturehash changes (such as roads or large buildings) in remix. However, this process requires a significant amount of work to make it possible.
i think ive bypassed the application limit using an exe patcher. how do you increase distance above 8000?
Wait, are you saying that you mentioned trying to increase the draw distance, but you're unsure about how to actually do it? The draw distance settings can be found in the time cycle file located at "GTASA folder\data\timecyc.dat".
i know what file its how do i edit the draw distance
How did you manage to bypass the 32-bit memory limit? Are you referring to applying the large memory address patch?
yeah i think that might be it. pretty sure it doubles the memory
ive used it before on other games and worked well
The draw distance keyword is "farclip"
The game is still a 32-bit application, so it won't bypass the 32-bit memory limit. While the game can utilize nearly 4GB of memory with the patch applied, it is still insufficient for a vast game like GTASA. The game features an extensive map and numerous dynamic objects in comparison to older games of that era.
//////////// EXTRASUNNY_LA
//Amb Amb_Obj Dir Sky top Sky bot SunCore SunCorona SunSz SprSz SprBght Shdw LightShd PoleShd FarClp FogSt LightOnGround LowCloudsRGB BottomCloudRGB WaterRGBA Alpha1 RGB1 Alpha2 RGB2 CloudAlpha
//Midnight
20 30 30 133 133 133 255 255 255 10 36 65 10 36 65 255 128 0 5 0 0 1.00 0.50 0.40 200 100 0 2800.00 100.00 1.00 30 20 0 3 3 3 19 40 52 240 255 66 66 66 255 88 56 28 0 120 0
is it 2800.00?
8000 draw distance
The game can be run with an 8000 draw distance "without remove any LOD objects", as long as you have "Improved Streaming" and "Open Limit Adjuster" installed. However, if you have multiple mods installed, particularly texture mods and vehicle mods, the game may encounter stability issues.
Each object still has its own LOD setting, which means that regardless of how far the draw distance is set to, some objects will still pop into view when using an 8000 draw distance.
I'm currently unable to launch the game with remix again, so I have temporarily halted my work on the mod. I hope someone else can step in and keep the GTASA remix modding scene alive.
just tested at 80000.00 and can see a lot. i'm running improved streaming and open limit adjuster
Render the entire world and do distance fog from rtx remix 🚬
eh?
LMFAO
A joke dw
"klazlow" is the guy who was recently kicked out from the channel.
I'm not sure, but it seems like remix doesn't want me to mod GTASA. I am able to launch the game without remix without experiencing any issues.
is he the guy i blocked that kept sending me like 100 messages on here? with screenshots that i dont think were even rtx?
His known history in this channel includes the usernames: niguhaa, Klaszlo, aido, aahka, and exquisite_puppy_60546_69362. He personally sent me numerous mod requests and expressed a desire to collaborate on modding, but there was little to no progress shown over the course of almost a year.
yeah it was aahka
if you check your antivirus you might find it has deleted some of the .asi files or blocking them. also blocks samp.dat. if you start the game and it crashes straight away its probably due to a missing asi file. are you using the mixmods crashinfo.asi? it will tell you what the error code is and what is causing it. did you try add a model before this happened
i had crash on start up once with a model i imported but luckily i remembered the name of the file i imported i open up the mods.usda in text editor and removed the line containing the change
After downloading remix 0.5, it can now be launched successfully. However, it seems that the most recent build (in action) is not functioning properly.
I had the crashinfo.asi file to debug my Moonloader script in the past, but with the recent build of remix, the crashinfo window does not appear at all. The game works fine without remix or with remix 0.5, so it is likely 99.999999% a remix related issue.
[07:26:46.774] warn: Detected non-Remix winproc on Present(), which is indicative of game resetting winproc after device creation. Remix winproc has been re-hooked. If this warning persists and remix GUI is not interactable, further intervention may be necessary.
I can't recall why I placed this in the kitchen.🤣
ive never seen that error before are you running any other .dll in the game dir? dx wrapper? ddraw? seems to me like something is trying to hook the game before remix can
missing some texture...🤔
i've seen a few references to 'Actions' downloads, is that stuff in the Github actions tab?
Yes
I haven't used any wrappers, and despite removing all additional mods, I still can't launch the recent build of remix. I'm completely clueless about why this is happening.
yea he sent me messages aswell
its the issue with latest bridge happened with me swaped 0.5 then latest dxvk and works
wow this looks interesting
why are the kitchen cabinets smoothshaded
no hate on the kitchen location itself, goodness it looks amazing, i just noticed that the kitchen cabinets were smooth shaded and it looks a little weird
sorry for nitpicking
I believe I added this mesh for testing purposes in the past, but I don't recall what it is specifically for.😅
is it supposed to look like this after proper installation?
It's possible that some mods didn't install properly because the health bar is not visible. Have you noticed if the sun and moon are visible in game?
it is but not like other people's
Grand Theft Diamond : San Cavedreas
sun is visible in game for me
samp ui fix?
sometimes the health bar is visible
is this normal?
the health bar is not visible when in car
but the sun and moon are weird
at start it says
sun mod something
and health bar also
health bar is there but as you can see sun and moon are wierd
it looks like this
the sun and moon shadows are really fuckd up for me
Tweak this post processing settings #1106549860393553961 message
Try to lower exposure, disable bloom, etc.
It's a known bug if you load a saved game, new sun will be created. I will debug the sun and moon script at a later time.
Do you have any vehicle mods installed?
nope
Do you have any mods installed that are not included in the recommended mod list?
This texture is the way remix shows when there is no detected texture linked to the mesh, so either ur installation is fucked Somewhere, or like hemry's said, you have some mods breaking remix replacement
Np 👍
Could also be remix updating and breaking the mod, try older remix version if it still occurs
I tried using remix 0.5.0, and the car windows still appear correctly. This suggests that there might be a conflict with another mod or some of the recommended mods were not installed correctly.
i only have to install the mods that are on pinned msgs. Right?
or are there any other ones
can you send your rtx config file?
just seen this on social media..
why cant people read before posting this stuff haha
Well imo looks bad ass, that's what i "imagined" when Rockstar announced the remaster.
Good job mate
games media is built entirely on low effort clickbait reporting
does he look like someone who actually takes time to know what they are talking about
..hmm i dont think so
prob has a twitter account and uses it regularly
lets not judge people based on their appearance, please 😛
wherre do I get the modloader from?
Just follow the instructions
Works fine for me, try using vpn
well not an option for me
What is it? Mod Loader is a plugin for Grand Theft Auto III, Vice City and San Andreas that adds an easy and user-friendly way to install and uninstall modifications into the game, as if the game had official modding support. No changes are ever made to the original game files, everything is inje...
Try googling first next time you need something, it tends to save a lot of time
i know
thanks
guys i reinstalled it but the car windows are still black
thats the only problem
there is no other issue
can someone help?
Like I said, could be remix fucking up the mod with its update
Can't really do anything other than redoing the assignment of the texture to the New mesh hash, and we ain't workin on this anymore so idk what to tell you other than fix it or wait for me to loose my job so i Can come back on this project lmao
I plan to release a simple script mod that fixes car windows. The script will also support vehicle mods. It's a condensed version of my vehicle toolkit, as the main version has become quite buggy after adding more functions. Instead of fixing all the bugs now, I believe the mini version of the vehicle toolkit is the best approach to address this issue. This way, I won't have to individually assign each car window, which would be a tedious task considering the game has over 200 vehicles.
Oh yeah I forgot i was working with a genius 🤝
@warm thorn i will give you the first release of my mod. im crazy busy with work atm. if it wasn't for you and the team i would not been able to create the mod to begin with so thank you! the folder system for my mod is a bit messy haha kind of just rushed things but gimme a few days il send you a pm. i hope everyone continues to mod the game. il come back in september and continue adding stuff. its festival season here and stages need to built.
has forced hdr sky and colour grading
Thanks, mate. I truly appreciate the fact that the GTASA Remix community is still active and expanding. We are in need of more talented individuals to contribute to this project.
game is crashing during the welcome to remix startup any idea what might cause this?
That's not possible because what mods are recommended with remix mod and if a person is using more mods or different then recommended that will only f**k it...
It is, it already happened that remix f'ed up some stuff that we had to fix, I had to in cj's house
Maybe it's a GTA SA thing
If there were no texture mods used then I can believe you but if used then no, I will still standby my words
Ain't arguig with you, told u it happened, trust me or not that ain't my problem
I have a glass mod seperately put in UG with countless update never gone wrong
"Ain't arguig with you" part in my message serves a purpose
Trying to discuss no argue bro,
I'm telling something, you just straight up say "no you're wrong, i'm right, i'm not changing my mind", you're not trying to discuss here
Remix updates shouldn't cause any issues with mods
Hashes wouldn't suddenly change after that
Its probably a GTA sa issue
.
No, i said (if) there were texture mod used then other then that i agree
Sometimes the meshhash of CJ's house randomly changes, causing all replacements inside the house, including the attached lighting fixtures on the ceiling and the outdoor area attached to the floor, to disappear. This issue is not specific to the remix update; it persists even with the same remix version. Sometimes, reloading a saved game resolves the problem, but it occurs randomly, and I have no insight into why this happens.
However, remix 0.5.0 has introduced a significant issue with my sun mod. It now randomly generates multiple (5 or more) sun/moon instances, which was not a problem in older versions of remix. Previously, this issue only occurred when loading a new save, resulting in the addition of 1 extra sun/moon. The behavior of remix 0.5.0 appears to trigger a reload that misleads the moonloader into thinking the game has restarted, thus causing the script to create multiple new sun/moon instances.
Barnyard also has an issue with the sun/moon, but in a different way. it just shakes: #1106420949257044061 message
pretty odd
Wow, it's like encountering the "three-body problem" in remix.😆
Moon moon moon...
Why is this happening?
It appears that the mod was not installed properly. There might be missing mod files, some additional mods that are not included in the mod list, or some recommended mods that were not installed.
yep have this same issue in gmod minecraft addons, spent so mch time replacing them only for them to change there hash id
holy crap i didnt check this channel for 2 months
i guess i see some progress from while i was gone
#1097105394821759006 message
#1097105394821759006 message
sorry i tired to find it
This Remix mod requires several other mods and installation steps to be compatible with Remix. All the requirement and installation details for the mod/script are already included in the GitHub repository, please read them carefully.
What to do with such a problem on MTA clients and the official MTA? Any ideas?
was this working before with mta and remix together?
Unfortunately no, as far as I know. But I tried my best to make it work
MTA uses a lot of shader effects, so the chances of successfully getting it to work are quite low.
are you klazslo by any chance?
nvm the case is closed
message deleted?
Yes
But DXVK works without problems.
unrelated
The problem isn't with dxvk not being able to work with shaders. The problem is that the rtx remix can't reliably get scene data from shader heavy games
Heavy shader effects might cause everything on the screen to be combined into a single texture and then projected onto a flat plane facing the camera. I've seen this issue in some games that use heavy shader effects, and they have this problem in Remix.
You are talking about shaders from the developers of a specific server, and not from MTA itself. There are no incoming shaders from the MTA itself.
If it's working for you, then please show us.
I basically can't run MTA because of the error I was showing.
I bypass anti-cheat because d3d9.dll is officially banned, except for ENB. But the workaround produces this error.
Use an ASI loader and rename the d3d9.dll file to something like remix.asi.
bwahahahahahaha
@sour nimbus is this solution helped? As far as i know MTA's anti cheat system can detect asi loader anyway. Any behaviour, when game hooks smth it should not normaly can cause anti cheat block you enter the game. Furthermore, if you will try to bypass this system, there is high chance that you will be global banned.
I think it will be better to create an issue on MTA's github
Did not help. The MTA anti-cheat is actually good, but not in all aspects. DXVK is blocking, but can be made to work. This is not a cheat, so the anti-cheat does not react with a kick or punishment. But just an error to prevent you from connecting to the server.
It can be considered a cheat, i mean you can litteraly replace every asset in your game, and it's manipulating the renderer
If you are talking about the ASI bootloader, then yes. If you are talking about DXVK, then no. I am not replacing any game resource. I don't touch the game at all. I can't tell you more.
You can use remix to make walls invisible etc. so yes. It's considered cheats
I don’t know about Remix, because I haven’t had the opportunity to use it yet. In any case, there was no such goal. I don't see any point in making the walls transparent in MTA, most of the servers consist of racing.
i was literally thinking about that, i came to remix and i see you guys talking about it
😂😂😂😂😂
Hey guy, do you understand? If other people know how to use Remix to hide / replace meshes, that would be considered cheating.
Yes. But I don't know about this. I haven't seen Remix live yet. I don't know about this possibility. But as I said earlier, this makes no sense. It will not bring any advantage to the player in racing.
Are you serious? Seeing through walls doesn't give any advantage in racing, does it? Are you really a racer? Just because you like to race in MTA, doesn't mean everyone else does. That doesn't make sense. Being able to see through walls would definitely give the player an unfair advantage in any MTA scene.
Thank God we can't change wall hit boxes and clips
But being able to see through the next corner, and the corner after that, is definitely an advantage.
Oh yeah 100% I agree, but just imagine clearing an entire floor and clipping to the end :kekw:
You're thinking about the wrong races. On the Drift Paradise project this does not provide any advantage. Other projects are much less budget-friendly than this one, and even more so. I want to bring back RTX graphics design, pseudo ray tracing. Do you really think this has any advantage? Explain which one for example? There are no walls in toge mode. In duo drift mode, it is not important to be first. The number of FPS is all the more important to keep up with the leader.
I am very perplexed by the speeches of the MTA developers in defense of the anti-cheat ban on Reshade, claiming that it gives an advantage. When this is the main improvement in the visual component of the game with a minimal loss of performance.
By being able to see through the next corners, you can see how sharp the turns are and what obstacles might be blocking your route. This allows you to easily avoid crashes if you have the right skills. Do you still think this isn't an advantage?
I think you didn’t play on the project and have no idea what you’re talking about. You will not get such an advantage here even by 1%.
Knowing the GTA:SA game engine, you will make things worse for yourself by reducing FPS performance and getting lower speed. You will lose in this.
It seems like you don't fully understand what racing is. Do you know why rally racers have a co-driver? Or why autonomous vehicles have an advantage in avoiding accidents?
I'm talking about the drift project, you're talking about the rally. You and I will not get along.
"you arent looking at it from a gamers perspective, you know nothing of this obv smh"
im sorry I cannot take this argument seriously lmao
I've played a lot of racing games. Even when I played GTA V on PS4 with lower FPS, I was still able to beat players on PS5 with higher FPS.
I speak for the projects I play on. These transparency tricks will not work on these projects. But I didn’t even see how this transparency works. Does she clear bushes and trees?
You are comparing the drift category with other racing games when this is a mistake.
If you want, you can make everything visually clear.
Interesting. In any case, my goal is to return RTX rays to the game by improving the visual part, and I didn’t even know about this that you’re telling me. If Remix allows you to make walls transparent, then it should be selectively disabled by the server creator in the MTA in the anti-cheat settings as file selection (there is such a thing). But the MTA developers are tightening the screws so much that they do not give the creator of the project a choice whether to allow the anti-cheat to work with graphics or not. For the remaining projects in the form of RP and DM skirmishes, this should be prohibited by default. Remix allows you to make walls transparent, as I understand it from your words. But Reshade doesn't allow this. But it was banned everywhere and it’s sad.
Suggest them implement a feature that allows using Remix as the renderer, but only permits light mods without any texture or mesh modifications. Textures could still be made transparent, or some hacks could be added that don't exist in the original game, like the one shown in this video : #general-remix message
Why is there such a function in Remix?
Mesh replacement
This is impossible. I proposed making Reshade a selective ban for MTA server owners. They told me “This is not planned. Closed.”
Reshade doesn't even have an advantage, but is subject to a global ban everywhere.
Or are you saying to offer the developers a Remix?
I think Reshade can display depth maps or normal maps. By adjusting the settings correctly, you'd be able to easily spot enemies at a distance.
But it's true. In the unofficial version of Reshade there is this...
But all the same, it was possible to simply selectively prohibit on one project and allow on another.
If you think that's simple enough, then make your own custom MTA clone that allows the use of Reshade and Remix. Sometimes you need to think like a developer, not just as a gamer.
I don't think, but I know how it works. Now anti-cheat checks files when connecting to the server. Some servers do not allow the timecyc.dat file. On some it is allowed. You can simply add the dxgi.dll file from Reshade to this check and remove it from the global ban.
If the anti-cheat system only checks for these modifications when it starts, how can you prevent users from adding additional Reshade shaders that could give them an advantage? Are you aware that Reshade can refresh the shaders without restarting the game?
I didn't mean individual shaders, but Reshade himself
Reshade allows users to use many custom shaders. Users can even create their own custom shaders as well.
Returning to the question of advantage. Where the benefits are 0, Reshade itself will be allowed. Not individual shaders.
The server owner himself will decide whether to allow or deny.
As is the case with timecyc.dat and other game files.
If you don't allow the use of shaders with Reshade, then what's the point of even using Reshade? Reshade's main purpose is to allow custom shaders.
Reshade's main goal is to improve the visual appearance of the game with minimal loss of performance. Using the example of the Drift Paradise project, this will not bring any benefits.
Okay, if you think it's so easy, then talk to the MTA developers and propose rewriting the system to allow the use of Reshade.
I already said what I proposed. Initially, this was the case. On certain servers it was prohibited, on others it was allowed. It is now banned globally. In response to my proposal, they replied, “This is not planned.”
😔
If the MTA developers don't want to do it, they must have their own reasons for that. If you feel so strongly about it, you should create your own MTA server clone. I'd be happy to join and test your server, that would be an insane first Remix-compatible online server!
I'm lazy) But I'm a perfectionist when it comes to graphics requirements))
I know how hard it is to do a project. I was involved in the development of an alternative to Drift Paradise. But it's hard. Now the owner is running it alone and is not bringing success.
Don't be another Klaszlo15 here.
I've learned how to write Lua scripts to make the game more compatible with Remix as well.
If you truly enjoy the graphical improvements of Remix, just do it. Being lazy is not an excuse in this case.
It's one thing to make graphics you like. And quite another is a whole project, which is complex in all aspects, starting with models of cars and characters, maps, and ending with systems consisting of scripts and other things.
Mocha is also learning the D3D and OpenGL APIs because he wants to make RTCW more compatible with Remix. We have many modders who have learned new skills from scratch due to their passion for Remix.
For example, AdamPlayer learned reverse engineering to fix culling issues in Remix, xoxor4d worked on fixing the fixed function pipeline in COD, and Xenthio made mesh more stable in Garry's Mod.
Doodlum is trying to use the Remix API in Skyrim SE, which is a DX11 game. However, that is not possible with the standard edition of Remix, as it is mainly compatible with D3D8, D3D9, and a few OpenGL games.
There are many other developers and modders working to make their favorite games compatible with Remix. So if you're passionate about it, show us by taking action, not just talking about what you want.
I tried to run it on DX11. Is it even possible? What is needed for this?
I see, you're new here. Klaszlo15 is the person who just dreams about everything without actually doing anything.
The interface does not appear when I press Alt + X
I remember him wasn't he banned and used many alts in the gta thread
There are many things you need, like reverse engineering skills or the game's source code, to use the Remix API as a renderer. It's not easy, in fact it's very challenging, it's a whole other level of complexity. https://github.com/NVIDIAGameWorks/dxvk-remix/tree/main/tests/rtx/apps
Sorry, I meant that Inconsumable is new here. He just joined the Remix channel a few weeks ago, so he doesn't know who Klaszlo15 is.
Gotcha
It's definitely Remix not hook, because it's not using the D3D9 draw call (I think). I haven't really read too much of the Remix source code to see how it works, as I'm not very familiar with C++ code.
I think MTA is Lua-based, and Lua is an easier programming language to learn compared to others like C# or C++. You could potentially make your own edition of Drift Paradise using Lua. I'm also using Lua to edit the game and add new features not in the original, like a sun and moon mod and a vehicle toolkit for custom vehicle parts and materials (mainly for Remix).
Creating an alternative project will take too long, several years. A lot of things are hidden from the player so that he doesn’t steal the work, but this is right
Bruh i come looking for an update of the project, not to read your programmera drama. I quite IT specifically to avoid that shit.
Yes, I'm also looking for an update to the floppy disk mesh. I don't want to judge people who want to do something, but they haven't actually done anything yet. As a 3D artist, the reason I want to learn programming (scripting) is because I want to fix something in GTASA myself, instead of relying on other people to do it for me.😜
Rather, you simply misunderstand some people, thinking that they want to do something and imposing it on them
i actually dont understand the situation, can you tell me whats the thing that people disagree about your work?
i did read the chat but im just not understanding exactly what all of this is about
I personally did not have any disagreement. We discussed whether it was possible to make Remix work on the MTA, after which they forced me to do it myself.
You're probably new to this channel. There are a few people who often say they'll do something, but then never show any actual progress. This happens a lot, especially in the GTASA Remix Channel.
GTASA has a very active modding community, and it's a great game to remix. But it seems like only a small number of people are actively working on Remix mods for it these days.
if ENB works in MTA then i think remix would work too
Translator translates badly. not “forced”, but “imposed”.
im not an expert tho so i dont know
Thing is, tons of people come here and say "please add this, but i won't do it myself tho, and if it's not here ur thing suck"
And when did I say that I would take it and do it? You're probably confusing something. I'm telling you. You misunderstand people and impose your own on them
But honestly
Klazslo and all the voice in his head
These types of people dont deserve attention in this channel
but
Yes, I understand. But I came with the words to ask “how does it work”, not “do it”.
These are important differences
I understand, i guess you took it for everyone
there are people who know about the GTA SA engine more than the remix devs themselves, they just dont know what to work on remix, if thats the case then its good to have someone to give ideas and plans. He doesnt have to work on the game as long as he knows how to help the developers
but having someone to say something like that, thats a different thing
it's cool when it's "Hey that would be cool to add/change this" not when it's "do this it's better"
if it's just that one guy saying shit it's ok
when it's 2-3 perso/week that want you to change one thing because of their preferences and that say that it's better their way
no
I think some people have already told you that it's heavily based on shaders, so it probably won't work. And the anti-cheat will ban or prevent the use of other DLLs. So unless the MTA developers change the rules, no one can achieve what you want, unless you do it on your own MTA clone. That's what I mean.
Also remix is a cheat, so it will never happen
This is good. Thank you.
its weird that people would use RTX remix as a cheat, considering the fact that RTX remix is not for performance gameplay. It takes away alot of FPS
Yes it's a shitty cheat, because it's made for it
I was surprised too. And I think this is not advisable given the performance of Remix RTX
but it can be used to cheat, so it will never be accepted in online game
gmod not included cuz it's something else but u know what i mean
me on RTX 3060, i tried my best to play on low settings, yet i still have 30-50 fps, considering the fact that i used to have 190-400fps without remix
Call a spade a spade. Wallhack.
Yeah wallhack
just so you know
but Path traced wallhack
i know about san andreas mods and scripts since i used to mod san andreas the most
there are so many easy scripts
that have wallhacks and stuff
im a san andreas multiplayer player myself
so people would choose using script hacks rather than Remix as a hack
Yeah, but the real reson for MTA is the heavy shaders usage, not really the "cheat" function
I think about this in Remix RTX cheaters don’t even know. Only those who decided to use Remix RTX know
i actually never tried MTA, i only played SAMP
The advantage of MTA over SAMP is the almost complete absence of cheaters and high-quality synchronization of players
yea but SAMP is more active than MTA from what i've heard, i mean by english servers
thats why i chose SAMP instead
ive seen some videos of MTA, i didnt see much difference aside from more UI customizations
In the RU segment it is completely the opposite. And I understand why that is. Many people try to cheat and exploit vulnerabilities. Many are tired of this and have suffered.
In terms of gameplay itself, the difference will be very big. It will be reflected in many aspects.
At a minimum, each car does not look like a stock one from a single game. It can be configured as you please through handling. What setting will be determined by the developer of the server project.
MTA is open source, though I haven't looked into the code in depth. That's why I mentioned that you could probably make your own MTA clone to bypass the DLL check.
This doesn't make sense because I'm interested in playing with friends on a certain project. Here the question is not in the complexity of creation, but in the vast community of the project itself, where I play
As I said, I haven't looked deeply into the MTA code. What I mean is that you could use a modded MTA client to bypass the DLL check. This would also allow you to convince the server that you haven't modified anything to bypass the anti-cheat checks.
I'm not sure if this makes sense to you or not.
Ah yes. Cheating in a nutshell
i cant get @warm thorn mod car windows to not lokk black
Sorry, the mod currently does not support modded cars, but I will publish a script later that will allow for the modded car windows to use a real glass material.
I don't know why, but this doesn't change anything for me, i'm using 0.51 version of rtx remix
Have you installed any car mods? Can you share a screenshot showing how it looks if you mark the "dirt" texture as the terrain texture?
I'm gonna check it again later today and send the comparison screenshots, but i tried this with normal cars from the game, not on modded models. I did every step correctly several times and it only changed the car from being white to a dark shade of the car's color, for example if the car's default color was red, this option changed the car from being white to dark red, bit without any reflection on any part of the car
For the black car shading, you need to use a modified time cycle to "fix" the in-game shading effect. Check the pins for more details.
You could try adjusting these settings in the Remix menu.
nope, that does basically nothing for me, and your unit scale setting slows the game to 0.5 fps
the definitive edition
Okay, that "fixed" the car texture. Can you provide more details about what exactly you're trying to fix?
It did, but it also added those black jagged stripes on he sides of the car. I'm trying to fix the lack of reflection on the car, i tried everything and it still doesn't work
You can try adjusting the terrain material properties, like setting the roughness to 0.02-0.1 and the metalness to 0.2-0.4.
That does make reflection work
But, windshield and headlight covers are still black and non transparent
The windshield, headlights, and taillights glass share a common texture with the car body parts. You can't simply replace this with just a texture, as it would cause some car body parts to become glass material.
I've manually replaced all the glass materials with a translucent material. You can try downloading the mod link in the pins, but note that our current mod is not compatible with any car mods.
I will be releasing a script that will be compatible with car mods as well. However, I need to fix some buggy code before I can release the script.
Here's the latest demo video for the Vehicle Toolkit (although it's been almost half a year since I worked on it recently).
#1097105394821759006 message
So that's the problem. Good to know. I've actually tried downloading the mod from github, several times, it starts downloading, but stops every time before the end, and when it stops, it corrupts the files, and i have had to repeat it again several times, unsuccessfully, even though connection is stable, but since i don't have unlimited internet, i waited for you to upload the mod to another site, like moddb, to download it. Anyway, big thanks for helping me out.
Hey, my hdd where i had all the stuff from the mod died, i lost EVERYTHING, so might not come back to this as soon as i wanted, I lost all progress on grove street i did 🤡
and no i had no copy anywhere, yes i'm stupid thanks
nah it's dead dead, tried all i could cuz i had stuff i wanted to get back, the thing never worked again
the disk was fucked even if i was able to make it work it will most likely be all corrupted
That's really unfortunate news for the GTASA Remix community. I hope you haven't lost motivation to continue working on the GTASA Remix project. Please don't abandon it, I'm counting on you to keep it going. Don't leave me alone.
I have to do everything over again, i really want to do this mod but now i'm just pissed
I know the feeling
I lost all my first 2 years of blender projects after one simple laptop drop.
im back 🙂
anyone fixed night and day?
been working away for last month or so
@warm thorn
Ouch
Do you mean the mod that adjusts the day/night cycle and lighting? Or the one that automatically turns on street lights and car headlights at night?
anyone fixed added atmospheric scattering*? and cars will be fixed fr by hemry thatwould be awesme
Fuck. But i made a pack that could will be used the best 2g with u hemry and shred’s mod
that look less San andreas more photoreal los angeles like
Just do the grass i can send u everything the problem these mods
I can send everything that’ll complete with shred s mod if set correctly
while it’ll look just like sa remastered
im nor klasz
Don't talk about grass that'll make me sad lmao
when shred release
Oh hey that one guy is back
Fun
Does anyone know if this bundle is compatible with Remix? The remastered trilogy has me scared lmao https://store.rockstargames.com/game/buy-grand-theft-auto-the-trilogy
Best to get the steam versions
W-wtf?
But games for windows live doesn't exist anymore? XD
Steam only has the remastered trilogy, they took down the classic versions 
I thought they put them back on?
Nah they just gave em to all def edition owner
It's madness, the remasters are so horrible. If the bundle ever goes on sale I'll probably grab them and report back if they're compatible
Maybe u can buy keys somewhere else for the og games
Just, for the love of god don't use websites like G2A
Eneba, instant gaming never had an issue on them
U Can check dlcompare for cheapest Price but it will prob be g2a or kinguin Aka scamshit
Just checked Eneba
They're selling keys for our game
We sure as fuck have never given them any X)
Yh these sites like to sell stuff before they even exist Aka instant gaming selling GTA VI since 2015 lmao
Nah they have actual keys
What most of these grey marketplaces do is allow people to sell keys that have been bought from steam with stolen credit cards
It's a massive heaven for scammers
How else do you think they could sell the games for cheaper than the actual developers?
Sure I get that, but at the same time you're also directly contributing to credit card theft
If people use those marketplaces, there's more incentive for the scammers to do their thing, whcih means more victims
99.99% is the same guy.
Can you share SS of your mod? Is it just a combination of many mod packs added to the original game, or is it a true "remix" mod (PBR ready)?
Txd dff like GTA California
who s criminal
i wont share it bc it dont needs shred or hemry or even tho he existed or exist since no one cares thatmuch abt san andreas i recall as he was banned for posting screens with mods without pbr tho modified txd dff is that valid
@opal sableThat dude who has been banned a bunch of times is back, under the above IIIII lookin' account
Allegedly
RIp
he wants to steal mods to implement them in our remix mods, but don't want to do it, and is constantly sharing modded gtasa (not remix modded) and saying "hey you should do that, it looks photorealistic"
he LOVES the word photorealistic
even when it looks worse than day one definitive edition
dam lol
altho remix should be ( if not already ) just enhancing lighting and stuff, my guess is there are enough mods or WIP mods that overhaul GTA SA textures n stuff
just need to recapture the skygfx atmosphere too
i mean RoSA exists, 2dfx, immerse urself and more
Ain't how it works
Remix lighting doesn't look great without PBR materials
The old baked lighting texture combined with physical lighting looks strange and unnatural. The mod developers should recreate the textures using PBR properties to make them look more realistic.
When I do interior rendering freelance work, I've seen some small design companies use photographs to fake the details of objects like discs in kitchen cabinets, books on shelves, and toys on shelves (mainly for saving rendering time with ray tracing). This can look okay if you don't look too closely, but in a game world, players can observe the objects from any angle. So the baked lighting texture really doesn't look as good as using true PBR textures or real meshes replacement.
How does gta san rtx remix work now, what are the issues?
Sorry, I'm a bit unclear on what you're asking. Are you asking about the progress on our mod? Or are you looking for help with remix modding?
I'm curious about the progress, last time I looked at the car and there were no colors of the cars, I haven't followed it since then.
sorry my bad english 😅
since I'm viewing Discord from mobile, the pins don't show up, but anyway, I'll check it on my computer tomorrow
No worries, my English isn't great either. That's why I'm using ChatGPT to help translate my words.😆
I've found a temporary solution to fix the white car color issue (more details in the pinned message). I've also developed a more advanced method to actually resolve the problem, but my script is too buggy right now due to my limited knowledge of the MoonLoader (GTASA scripting language).
Since I've added more advanced features beyond just fixing the vehicle color and window glass, I'll need to put in more work to stabilize the script. If I can find the time and regain my motivation for modding, I'll continue working on it and publish the updated version here.
All the original car colors have been fixed
#1097105394821759006 message
Here's the progress on the script - it works with any vehicle mods (but not fully work😛 ) :
#1097105394821759006 message
Good thing apart from retexturemods and all that shit its possible to change pavements if the hash is still used , meaning = we might have photorealistic SA by the end when shred shares his roads
Oh look, they're back again
I wish I had this guy's dedication
Admirable really
@opal sable kill
is there realisitc atmospheric scattering
It's right there
😩
Only thing scattering around here is you buddy 🙂
bro those are UE taken roads is it stealing
gone
🫡
whos mono again is it that alting guy
Ye it's that guy again
Server lore
I like how after ONE single message he was discovered xD
Man is really good at ratting himself out
a
Hey everyone, I'm back to working on GTASA. Right now, I've rewritten my code to fix some odd behavior. I've also added a feature to adjust the headlights and taillights on modded vehicles. I'm currently testing it with a 90s AVP vehicle mod.
Next, I'm planning to add emergency services vehicle lights and neon lights. I don't have a release date yet, though. I want to make sure you all have a great experience with the script, not one that's buggy and requires a lot of adjustments on your end.
If the x86 Remix API is released, I'll also rewrite the code to use that API.
Are any of you having issues with Moonloader?
I've noticed that with prolonged gameplay, the number of scripts running in the background keeps increasing. This makes the game run very slowly. I'm not sure which specific script/mod is causing the problem.
In addition to the headlight and taillight adjustments, the script is also planned to support multiple lights.
Just to clarify, the sphere light is just a placeholder to easily see the light's position. It will be invisible during the final gameplay.
Nice, it already looks promising. Are all the light sources going be adjustible in color, intensity, direction and spread of light ? Do you plan a support for Imvehft, for turn signals, fog lights and a check for pop-up lights, so the light is on only if they are fully opened up? A check for a model, if it has an extra that has lights, that sometimes shows up, or for example a rally car with tunable fog lights.
And if the script can recognize when a light dummy is damaged so it stops working? And maybe, here is an idea, sometime in the future, is there a plan to support modded cars so the lights are integrated with the vehicles' light dummy, for example the brakelights, the source of light is behind a texture, so when the yellowish bulb light passes through red plastic/glass of the brakelight, the light is produced and spread in an organic way( like in real life), or for headlights, the light from the bulb is reflected by chrome and is projected in front of the vehicle.
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Currently, the light color and intensity are not adjustable. But if the x86 Remix API is released, I can switch to using that API to cast the lights. That would allow the script to make every light parameter adjustable, without any culling issues.
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For the turn signals, I need to do some research first on how Imvehft works. In theory, if I can find the memory address, I should be able to implement that feature as well.
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As for the light damage part, the script can check the damage status using MoonAddition. My previous code could get the light dummy position using the MoonAddition library, but my new code can't do that right now. However, I think I can fix this before the script's release.
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The light bulb passing through the color glass / plastic looks visually correct. I've tested this in Need for Speed Underground 2, but the normal map is barely visible.
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For the vehicle mod's headlight, taillight, reflector materials, we can't dynamically edit those without the Remix API. So the user will have to manually edit the headlight, taillight chrome reflector materials using tools like Remix Toolkit or Omniverse.
(I may try integrating my "lazy_roughness" script and use IMGUI to make the material conversion (opaque to glass) easier. But the user would still need to capture the scene first for the script to access the headlight, taillight and reflector textures. However, this is not part of my current plan.)
I've figured out which mod is causing this issue. In theory, using just vehicle mods or texture mods shouldn't cause the problem. But when combined with other mods, especially larger scripted mods, it seems to create this issue.
I don't recommend using other (untested) mods alongside Remix. If that causes any performance problems / visual bugs, that will be on your end. I can't address or fix those kinds of conflicts.
That's awesome! Good to know that all of this is achievable, at least in theory. Thanks for the answers.
As for how Imvehft works, there is a Model Extras mod by Grinch that is supposed be an open source replacement for IVF. Maybe you find it interesting. And for the materials of models, maybe a simpler way to do it would be to mark a material on a model in a modeling program with some kind of trigger that remix can recognize to automatically convert it to a specific material, so models can be made pre-adapted for remix. I think that's how some cars are adapted for renderhook, like this one:
https://www.gtainside.com/en/sanandreas/cars/149874-ford-mustang-boss-320-1970-rha-1-1/
GTA San Andreas Ford Mustang Boss 320 1970 [RHA] 1.1 Mod was downloaded 22677 times and it has 10.00 of 10 points so far. Download it now for GTA San Andreas!
And do you plan to upload the project to a site like moddb?
Okay, I'll take a look at that later.
The upcoming release will be uploaded to GitHub and ModDB. I'm hoping Yaniss has time to do the Grove Street replacement again. I'll replace the vegetation, redo the asphalt road texture, and maybe replace some props. I'll also include the vehicle toolkit script and sky dome mod.
Again, I don't have an actual release date yet. I don't want to promise anything here, in case I lose motivation and can't maintain a stable modding state.
those ballas causing trouble lmao, typical xD
but looks amazing
So cool dude!
Just a normal day in San Andreas.🤣
Thanks, mate.
why does my game crashes when I launch a new game ?
I have done everything they said in GTASA RTX-Remix Project github page, but it doesn't work
Did you install any extra mods or scripts that aren't on the recommended mod list?
Is this the first time you've started the game with Remix? Have you tried any other Remix versions?
no ive tried to quit the game and launch it again, and no i didn't try any other rtx remix version, i have the last versions of rtx remix, bridge remix and dxvk remix here
You could try a different Remix version. Or you could remove all the mods in your modloader/CLEO folder to see which one is causing the issue.
ok i'll try
You can also try the crash info.
https://www.mixmods.com.br/2022/09/crashinfo/
And you can post the d3d9.log, gta_sa_d3d9.log, and NvRemixBridge.log files here so we can take a look and see if we can find any problems.
I reinstalled everything yesterday following the github and it worked perfectly
What's your GPU ? Are you starting a new save or loading an old one ? Do you have other mods ? Uninstall CJ Insanity and CJ upsacle thing and Mobile hands from modloader, it breaks my game too @fervent sorrel
ok
There is not a single answer here but okay
Oh, that means I should remove those from the Necessary Mod List...
Maybe I should start working on creating my own CJ model and new custom textures for the next update.
That's one of the few things i don't want to do, character modeling is AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
I tried modeling human faces many years ago, but they looked really terrible. The Uncanny Valley appearance made me stop modeling human faces. But these days, there are a lot of free software and add-ons that can help make good human characters with rigged bodies. Maybe I can try using those. But first, I need to finish the vehicle toolkit script.
Yeah i thought about metahuman but it's not very compatible
Metahuman can be used, but it might need some adjustments. There's a video tutorial on how to do that:
https://www.youtube.com/watch?v=BHcqAJL1xCU&ab_channel=MaxNovak
Another free option to use in Blender is MPFB2 (Make Human Clone), but the quality may not be as good as Metahuman:
https://www.youtube.com/watch?v=9jmTdhVjAsI&ab_channel=MakeHuman
MPFB2 is a free and open source human character generator. In this video, topics such as installation, basic modeling, posing and sculpting are covered.
For general information on MPFB2, see http://static.makehumancommunity.org/mpfb.html
For a textual quick start guide see http://static.makehumancommunity.org/mpfb/docs/getting_started.html
Do...
Yeah that's why I thought of metahuman, cuz it looks really good and if there's a way to make it work that is definitely the way
It could look good !
I'm trying to recreate the texture for the CJ house door using Substance Painter. ( The base model was created by Yannis )
(Probably a free model i found somewhere tbh ☠️ )
Oh, the original model had a lot of problematic Ngons. I think that was your fault initially.😅
I honestly don't remember if i took it or made it
No problem, I've fixed all the issues and redone the UV mapping.
metahuman seems nice but i dont wanna download additional 50gb unreal engine for that
Then don't, we're doing a full remaster of the game don't expect it to be 2gb
it's already 10gb soo it's gonna end up close to those 50gb if not more
The github is 13.5gb now
it can only go up
We're OBVIOUSLY going to optimize all this, we don't want it to be too big to, but we're here to see a full remaster, remodeling, retexturing, and even more with hemry's coding a new sun and a toolkit for car colors, lighting etc
Whoa, it's 13.5GB now? Shit, I think I'll need to scale down some of the 4K textures to 2K or 1K instead.
Yeah, like I said, we'll optimize it, but it will still end up big
Aslong its not like 50gb i can download it but Lets see what we got in final result
I'm hoping we can finish this project before GTA VII comes out. Yes, I mean GTA VII, not GTA VI.
Btw is there anything left to be remastered as for models?
ive been learning some 3d modelling and doing random shit at blender to improve my skills
There are a lot of things that need new models, props, buildings, vegetation, and characters (replace base game models). As for vehicles, many people already use car mods, so that may not be as necessary right now. The original vehicles lack advanced script features, and the variations in their mesh hashes would make it really complicated to replace them all.
Metahuman is only free to use in unreal projects, don't get sued!
Same thing as megascans, big nono outside unreal unless you're paying
Got it, thanks for pointing that out. I'll try using other CC0 tools for creating the characters instead.
Daz? A lot of people use it
