#Grand Theft Auto: San Andreas (GTA SA)

1 messages Β· Page 7 of 1

pastel jungle
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im now downloading gta sa rtx remix files

round tendon
pastel jungle
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Oh also how much GB is GTA sa rtx remix files in zip?

candid sapphire
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Don't download in zip, use Github desktop, at a certain point github website fucks up the download and it will end up corrupt if it's too heavy

candid sapphire
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Too much time has been put in this set of cans for pussy flavored horse eyelids dog food

solar creek
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@warm thorn I downloaded the car mod pack like you have (90s avp). How do i change the glass on cars to be glass and not either black or full transparent

warm thorn
candid sapphire
solar girder
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So what should I use then?

candid sapphire
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i can't help you if you don't read my messages

pastel jungle
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tldr: use github desktop

solar girder
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You said use github desktop and then said github website sucks

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Wait do you mean the github app?

candid sapphire
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yes

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github desktop

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it's the name of the app

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mb i should have said it

pastel jungle
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github desktop β‰  website

jaunty kestrel
wintry furnace
frigid plinth
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I can't get my graphics better than this. Maybe should I use Github Desktop to install the mod?

jaunty kestrel
frigid plinth
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NVM I didn't install the RTX Remix application but only the RTX Remix files from Github lol

warm thorn
opal sable
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they understand that now. was just a misunderstanding πŸ™‚

frigid plinth
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I started my game with RTX Remix after installing correctly, but now my game is getting 1 fps

frigid plinth
bronze comet
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Oooh amd

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Yeah you probably won't get playable frames then

frigid plinth
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But I thought I read that RTX Remix was working on AMD GPU support

pastel jungle
bronze comet
candid sapphire
# frigid plinth Ryzen 5 5600x + RX6750XT

I got a 3080 and needs DLSS performance to get 30fps, your 6750xt won't run it, you need atleast a 7900XT to run it at a somewhat playable framerate (if u stay in AMD GPU)

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You could use lossless scaling to upscale and frame gen but it will most likely look terrible if you don't have enough base frame

warm thorn
# frigid plinth But I thought I read that RTX Remix was working on AMD GPU support

I have an RTX 4090 GPU, without FrameGen enabled, in some scenes with lots of transparent effects like smoke or fog, the framerate can drop below 20 FPS. Even the latest hardware still struggles with fully path-traced rendering. Maybe a future GPU like the 6090 or 7090 could provide a better 60 FPS experience without needing FrameGen.

pastel jungle
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this making it rtx 3060 a weak device for gta sa rtx remix

pastel jungle
warm thorn
pastel jungle
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seems i should give a shot

solar creek
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im running it on rtx 3060 mobile. Dlss ultra performance 2k resolution, 30-50fps

candid sapphire
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Yeah ultra performance gives a big boost but looks ugly

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That's why i don't consider it a playable state

solar creek
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for me, it was terrible before the ray reconstruction update, now with RR it fine at least for me

pastel jungle
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i think you can squeeze bit more with disabling rtxdi,etc

solar creek
candid sapphire
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Yeah but you end up with a blurry slow mess

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Good for you if you can play like that

thorny copper
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Ultra perf was absolutely crap but somehow RR fixes it by a mile, Add Sharpness to it via Reshade or Lossless scaling and bam it looks good. I think as RR gets improved Ultra perf dlss will also.

jaunty kestrel
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help

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i have problem with shadows

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on my rtx 3060

pastel jungle
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Change the settings in graphics

candid sapphire
# jaunty kestrel

Remix got updated so it now casts game og shadows, you have to hide them in remix menu, if we someday update the mod we'll make it hidden but for now you have to do it yourself

warm thorn
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It seems the shadow texture is rather random - sometimes it changes, sometimes it doesn't. We might need to make some adjustments to prevent the original shadow from appearing.

jaunty kestrel
jaunty kestrel
warm thorn
# jaunty kestrel you have the config file with fixes'

Just put the rtx.conf file in your game folder. That may fix the black surface problem.
As I mentioned before, the shadow texture hash seems a bit random. It worked for me this time doesn't mean it will work for me or you the next time you start the game.
If it's not working for you, try opening the remix menu (press Alt+X) in the game setup tab. Find the shadow texture (you can use your mouse to point at it) and mark it as "Ignore texture". This should fix the problem.
In-game, press "Esc" to go to the options menu. Then, go to Display setup > Advanced > Visual FX Quality and set it to Medium. This should fix some of the shadow issues.

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I'm currently learning reverse engineering, so maybe I can figure out how to prevent the game from casting shadows. That could fix the problem, but it may take some time to do it.

magic scarab
warm thorn
magic scarab
# warm thorn I've tried all the shadow settings in mixsets, but the black surfaces still appe...

Actually i don't use that setting, rather i marked those annoying shapeshifting black surfaces as "ignore texture", and they don't appear again. Problem is, you have to do that several dozen times, once for each shadow for every pedestrian model, gang members, police, cars, bikes shadows etc. But once you set them to ignore, they don't come back.

As for the gun fire, a permanent solution would be to edit the model or use modded models. There might be a mod that removed all the 3d flashes already.

magic scarab
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Quote

" This mod is already included in MixSets : 'No3DGunflash = 1' "

elder river
warm thorn
warm thorn
jaunty kestrel
warm thorn
# jaunty kestrel if that tries the problem is that each person has individual shadow texture

I'm not sure exactly how the cast shadow texture process works. My guess is that the game generates the texture based on the sun/light position and edits it in real-time. So every time you encounter a new person or group of people, the game generates a new shadow texture for them. Sometimes it may reuse the same shadow texture if the "old" person is off-screen.

If you restart the game or start a new game, the texture cache is cleared, so the game will generate new textures again. The game seems to optimize the texture cache really well - if a texture is not in use, the game will reuse that cache to fill in a new texture, saving memory.

Remix uses the first generated texture as the texturehash, so there are a lot of texturehash issues because of that.

Of course, I could be wrong about how this all works. I'm not a game developer, I'm just thinking about how games can optimize memory usage, especially in old times.

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I think maybe someone who actually develops games could give you the correct answer here.

rocky ridge
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The Draw Distance isn't kinda right

warm thorn
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#1097105394821759006 message
@rocky ridge

muted summit
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πŸ’š Hello Project Leads! πŸ’š
Are you leading a Remix Mod Project? I'm eager to hear all about it! Please feel free to send me a direct message so we can discuss your project in more detail.

magic scarab
warm thorn
rocky ridge
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Now to figure out how to hide the OG shadows

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and make the health bar appear

pastel jungle
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You can read the pinned message to get these things work

candid sapphire
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I don't have any shadow putting this as low, i guess that's good enough cuz who cares about fx quality we're gonna change them

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The shadow texture still exists but just doesn't show up, and no it's not just hidden with remix

unreal cloak
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months ago I saw some pics posted here where the game looked amazing with Remix, what happened?

bronze comet
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Naw for real though what exactly do you mean?

unreal cloak
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there

magic scarab
# candid sapphire I don't have any shadow putting this as low, i guess that's good enough cuz who ...

This what i've found on visual fx quality setting differences:

Low - shadows are simple blurbs, GTA III-style. No grass.

Medium - Objects cast real-time shadows. CJ and peds shadows are still blurbs. There is grass.

High - Objects cast real time shadows. CJ shadow is rendered in real time. Peds shadows are still blurbs. Grass.

Very High - Objects cast real-time shadows. Both CJ and peds shadows are rendered in real-time. Grass.

candid sapphire
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We don't care about having all that, grass'll be placed with remix, shadows well there's path tracing, so I Guess low FX quality is the way

bronze comet
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Yeah for the majority of settings in remix projects you'll want the graphics settings to be as low as possible

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Exceptions being draw distances and resolution

candid sapphire
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Yeah cuz remix doing it better so need for it I guess

bronze comet
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Yupyup!

warm thorn
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We still need the original grass to appear for our mesh replacements. If the grass isn't there, we'd have to add it directly into the ground/terrain in Remix. But if we try to add a lot of instanced grass on a single surface, that can still hurt performance too much.
We tested this before, and replacing the original grass didn't seem to impact performance too badly. So being able to preserve the original grass is important for us, rather than having to create our own grass elements from scratch.

merry hare
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How do I buy og gta San adreas

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Because I don't have it anymore

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Child me refunded the game

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And I kinda wanna try it again

bronze comet
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Very common game

merry hare
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Yeah but they are in disks

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And shit

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I have a modern pc

bronze comet
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Not having a disk drive = modern PC? XD

soft zinc
merry hare
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OH DAMN

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Oh I'm forced to buy the trilogy am I

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Shart

merry hare
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Most modern pc's don't have those anymore

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they are mainly in like office computer and old tech

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Nowadays at least

bronze comet
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I mean, I have a super cheap external one just for this kinda stuff

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Super easy to get a hold of

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Just plug it in via USB and you're good to roll

merry hare
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True

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OH WAIT

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DISK DRIVE FUCK

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WAIT

bronze comet
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Waiting

merry hare
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Oh yeah nevermind

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Yeah still sticking to my statement there

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You do you

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It's whatever

bronze comet
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If you're going to play lots of old games it's good to have at least an external one laying about πŸ™‚

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Lots of old games not available anywhere else sadly

merry hare
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Although most of the old games are on steam

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So depends really

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Not like gta

bronze comet
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They really aren't, there's a lot of good ones on there for sure! But the vast majority aren't available anywhere

merry hare
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OH WAIT

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yeah gta sa is on steam

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Just the shit one

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the uh remastered

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"remastered"

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Definitive

bronze comet
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They used to be on steam but they were removed when the remasters came out

merry hare
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Younger me refunded the game

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Biggest mistake ever

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πŸ˜”

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Bc now I've been really wanting to play it

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It's been like this for about 2 years

bronze comet
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If you really want to play it the easiest way is probs to pick up a PS2 copy!

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They're literally everywhere

unreal cloak
pastel jungle
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Problem is that its pricey since its 299 dollars (you can get it for 199 dollar as for welcome offer)

warm thorn
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β˜€οΈ Sun and πŸŒ™ Moon Mod Update:

New Feature:

Smooth Transition:

  • The sun and moon now move smoothly, enhancing the transition between times. This improvement applies when:
    • Loading a saved game
    • During cutscenes
    • When the player manually adjusts the time

Fixes:

  • Weird Nighttime Lighting:
    Fixed an issue where the sun was still present in the game during nighttime, causing unusual lighting effects. The sun is now properly removed (culled) when it's supposed to be night.
  • Duplicate Sun and Moon:
    This issue has been addressed.
  • Real-Time Editing:
    Players can now press the "F3" hotkey to edit the sun/moon position in real-time.

Note:
**🚨 The old file "SARemix_Real_sun.dat" is no longer valid. Please overwrite this file with the new version to prevent issues.🚨 **

Installation Instructions:

  1. Main Files:
    Place SARemix_Sun.lua and SARemix_Real_Sun.dat in the moonloader folder.
  2. Library Files:
    Place SARemix_SettingsManager.lua inside the moonloader/lib folder.
  3. Additional Files:
    Put Sun.usda in the rtx-remix/mods/GTASA/Light folder.

If you have any problems or suggestions, please discuss here for further improvement.

round tendon
warm thorn
# pastel jungle (i know its quite old but anyway) https://www.reallusion.com/character-creator/ ...

Thanks for the suggestion, but I'm not going to pay for any more applications right now. The only way I would do that is if I suddenly won the lottery or decided to get really serious about this modding project. Otherwise, I'm not going to spend money on paid apps for a free mod.

It's better for me to just stick with the free tools and applications I have access to. I'll try focusing on sculpting the face details with those since I bought a new tablet mainly for that purpose.

I appreciate you thinking of ways to help, but paid software isn't an option for me at the moment. I'll have to make do with the free resources and see how far I can go with those.

pastel jungle
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i understand your point on paid software and i wish you to the success

candid sapphire
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maybe you can pay πŸ‘€

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(don't)

pastel jungle
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Dont worry our Economy is having strong resistance of buying this

round tendon
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so sticking to free tools?

candid sapphire
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Not necessarily, I could afford some but not a 200€ one

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Like treeit is 6€ it's ok, if you have a character creator software for like 10€ I'll take it

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But if it existed I would have already bought it I think

warm thorn
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I've already signed up for the Adobe Creative Cloud monthly subscription for my job-related work, as well as the Substance bundle yearly subscription for texturing. So we do use some paid software for modding, but I just can't afford to pay for any more right now.

The Adobe products and Substance tools are necessary for the modding and my job, but I don't have the budget to add any additional paid applications on top of those. I have to be selective about what I can invest in for the mod projects.

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I've also bought some Blender add-ons when they were on sale, but I never ended up using them. It's kind of like how I've bought a lot of games during Steam sales, but then never actually played them.πŸ˜…

candid sapphire
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You PAY for adobe ???

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Isn't it like 400€/month or some shit ??

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ok not all lmao whyi thought it was that expensive

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but 70/month is still huge

warm thorn
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Creative Cloud : HKD$228 around USD $30 per month
Substance : HKD$1656 around USD $212 / year = $17.66 per month
Average is $47.66 per month

round tendon
warm thorn
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Oops, it’s the real creative cloud HKD $408 around USD $52 per month

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#showcase message
Hey Guys, I think our friend posted a "realistic" screenshot in the showcase.

jaunty kestrel
native gust
jaunty kestrel
round tendon
warm thorn
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@jaunty kestrel I noticed your screenshots seem a bit dull in terms of contrast and color vibrancy. What kind of settings are you using in the Remix config? I'd be curious to know what adjustments you've made to achieve that look. I attached my SS for comparison.

jaunty kestrel
warm thorn
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Some tree replacement that generated by Treeit.

unreal cloak
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#1097105394821759006 message

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Few days ago I was asking about these pictures

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Why does the game look way better there 4 months ago?

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Is that person keeping it private or what?

warm thorn
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He has done some really nice texture work, but hasn't released the mod yet.

round tendon
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the number 9 but in rtx

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we gon see CJ puke in next gen

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the puke will have rel time reflections

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XD

candid sapphire
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I'll learn liquid simulations in blender just to make it ray traced

native gust
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How stable are the hashes?

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Whats unstable and whats stable

warm thorn
# native gust Whats unstable and whats stable

The meshhash is generally stable, except for character models. However, the texture hash is not as consistent. As you move around the map, some textures end up reusing the same texture hash.
This means that if the texturehash changes, any mesh replacements that rely on that hash will get disabled. This is especially problematic for things like interior lighting, which is attached to those mesh hashes.
For example, if you save and load the game a few times, CJ's house might end up completely dark because the texturehash changes and the interior lighting mesh replacement gets disabled.

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Are you interested in fix / mod the game ?

candid sapphire
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Totally fine and definitely not expired milk, trust me, please

pastel jungle
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reminds me this

warm thorn
# candid sapphire Totally fine and definitely not expired milk, trust me, please

The bottom of the bottle has a yellow tint to it. Is this intentional, to give the impression it could be some kind of "alien" milk? That would fit well with the GTA series and its history of including alien Easter eggs.
By the way, the model looks nice overall. But you could try beveling the sharp corners a bit, which might make it look even better.
The bottle also needs to have some thickness to it, not just be a piece of glass surface. And the milk inside should have a bit of space between it and the bottle walls. Otherwise, if they're touching, it might look a bit weird with ray tracing.

warm thorn
iron anchor
candid sapphire
candid sapphire
candid sapphire
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Better (old left, new right) thickening the glass makes it not see through idk if i'm doing somehting wrong cuz i tried multiple glass shaders and it end up not showing what's inside or just being a mirror, i'm just bad with blender lmao

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(yes the bottom is hella straight i'll round it up dw)

agile blaze
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whats in the bottle?πŸ€”

candid sapphire
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Milk

warm thorn
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If you want nice glass rendering in Blender, just follow this tutorials. I noticed some weird refraction issues caused by the milk and glass overlapping. But you should test how it looks in Remix, just to be sure.

#1097105394821759006 message

candid sapphire
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for now it's just a solid white cylinder

agile blaze
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"milk"

warm thorn
candid sapphire
warm thorn
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Also, you need to use the Cycles renderer to get realistic glass refraction. So make sure you switch from EEVEE to Cycles before doing the final rendering.

candid sapphire
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Yeah i'm using cycles dw

fast stone
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still ain't sure if posting here is cool or not cuz not related to hemry's project (or maybe it is cuz would benefit it too)

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possible to attach lights to materials?

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the street lamps

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can be turned on and off with remix

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particle.txd

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some textures from particle.txd get activated at certain times (like shad_exp texture for lamps that get activated at night time)

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see the squares there

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that's a particle texture from txd

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it gets disappeared during day time

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need to link spherelights to it somehow

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need a cleo script or something

warm thorn
# fast stone

Zeneric, great to have you back! Don't worry, this isn't our project thread, you can discuss anything related to GTA San Andreas Remix modding here.

As for the street lights, many of them are combined into a single mesh piece, so we can't attach lights to their individual meshes. The meshhash changes every time, and we don't have the option to attach lights to materials (only at runtime).

The best solution is to create a single object to attach the lights to, and then use CLEO or Lua scripts to toggle them on and off based on the light status. We just need to figure out how to get the light status for each one. I think CLEO and Moonloader both have functions that can help with this, so it shouldn't be too difficult to implement.

fast stone
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ya, we need a script to achieve this

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cleo or moonloader

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talked to grinch_ bout this

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maybe he knows

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shad_exp (the shine on ground from street lamps) from particle.txd gets turned on on night times, and off during day times

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have cleo detect shad_exp being activated

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and when detected it activated

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spawn a custom mesh or something

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but

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like a single invisible poly mesh

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for every instanced street lamp

warm thorn
warm thorn
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Instead of trying to detect the shad_exp status, I think it would be easier to just turn the lights on and off based on the game time and the light's health. Also we can also create a random light flickering effect.

warm thorn
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The streetlights turn on based on game time is done, and the flickering feature is also completed.
Now i need to accurately adjust the position of the light on each individual type of streetlight.
That approach also fixed the culling issue. Originally the light was anchored to the road mesh, which has a long culling distance.

candid sapphire
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Just so y'all know, stuff in interiors might not be accurate, cuz wtf is this supposed to be ? (obviously bottle, but what's inside, what is written what is the logo supposed to look like)

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and this ?

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so yeah, i'll improvise some time

round tendon
warm thorn
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I found a bug - if the light (which is actually the road mesh in the game) suddenly appears, some objects like vehicles or pedestrians that are under the light will get removed.
I had a similar issue when working on the early stage of the sun mod. It seems like i need to find another way to hide the light or use a different object with a great culling distance, to avoid this issue of other objects getting removed.

warm thorn
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Finally, I found a simple trick to prevent the vehicles and pedestrians from getting removed.
As for the weird vehicle colors, that's because I asked GPT-4 to help me optimize my vehicle toolkit code, and I didn't make a backup before proceeding. After the modifications by GPT-4, the code is very "optimized" but it stopped doing the color replacement for most vehicle's parts. Now I'll have to rework that part again.πŸ₯²

fast stone
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cant you port moonloader stuff to cleo?

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or asi

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so not needing moonloader asi

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to load your mod

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btw static shadows

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on default gta sa can be disabled with mixsets or skygfx

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the shadows for vehicles, peds and poles

warm thorn
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I tried mixsets different shadow settings, and I still had dynamic shadows. But if I edit the visual effects quality to "medium", that seems to fix the shadow issue, now I only have static shadows, which I can easily ignore the texture in Remix.
SkyGFX is not compatible with Remix. It caused a lot of performance issues in the older Remix builds. I haven't tried it with the recent Remix build yet, but maybe Nvidia has fixed the compatibility issues.

As for the code transfer, my previous sun mod used CLEO, but it wasn't very stable and the game would sometimes crash. I'm not sure if that was a skill issue or if there was a problem with CLEO. So I don't want to use CLEO anymore.
I don't know how to make ASI scripts, so I'm looking for good tutorials on that. Or is there a good library like Moonadditions that I can use to access many game properties?
Since all my code is open source under the MIT license, I'm sure your team members have the skills to take a look at the reference and transfer the code to CLEO or something else.

fast stone
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this

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skygfx has these settings

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not sure if actually works

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test time

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nah skygfx doesn't work

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mixsets partially disables shadows

warm thorn
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If my vehicle toolkit script already has over 2000 lines of code, I can't even imagine how massive the CLEO code would be if I tried to implement this script using CLEO instead.πŸ˜…

candid sapphire
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the metal looks white for some reason ??

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i just realized

warm pecan
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Hey guys, i was trying to install the mod but for some reason there is little to no light. Any idea of what mistake i made?

candid sapphire
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You probably missed some steps

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verify the rtx.conf

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verify that you installed the mod and not only Remix

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also remove any mods not in the github, i can't guarantee that it's compatible or not breaking anything

warm pecan
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got it

warm pecan
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now it worked, thanks

round tendon
fast stone
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there a way to tweak material's intensity/strength (for roughness/normal) via parameters inside usda?

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or still stuck with parameters being used only when no textures found

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my lighting/tonemapping/etc set up

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not done, still tweaking

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using "california" timecyc someone else made

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this timecyc fits remix well imo

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possible to separate your sun/moon/light time based/etc script from your project?

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make it standalone?

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so i can use it on my project

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i'd link to your script (github) with my project

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i can make it standalone i think if you don't want to but is cool with me doing it

warm thorn
# fast stone possible to separate your sun/moon/light time based/etc script from your project...

If you want to use the sun mod standalone, you need the following files:

"SARemix_Sun.lua" (the lua script)
"SARemix_Real_Sun.dat" (the data file)
Also, you need these files inside the folder "GTASA Game Folder\rtx-remix\mods\GTASA\meshes\Sky":

moon_albedo.dds
moon_normal.dds
sun_albedo.dds
Sphere.usd

Inside the folder "GTASA Game Folder\rtx-remix\mods\GTASA\Light", you need the file "Sun.usda".

To use the mod, you need to insert the "Sun.usda" file into your mod.usda Layer or other subLayer, and that will make the mod run.
Also, all the .usda files are using a relative path based on your mod.usda folder. This means that if you move those files out of that folder, you will need to manually change their paths to make the mod work.

fast stone
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great, thanks

warm thorn
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The file structure should look like this:

- GTASA Folder
  - Moonloader
    - SARemix_Sun.lua
    - SARemix_Real_Sun.dat
  - rtx-remix
    - mods
      - GTASA
        - meshes
          - Sky
            - moon_albedo.dds
            - moon_normal.dds
            - sun_albedo.dds
            - Sphere.usd
        - Light
          - Sun.usda
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You also need these two things for the sun mod to work : Moonaddition and ImGui. Link in my GitHub.

fast stone
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noticed in your script

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wrong directory?

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or is just ignored

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from your github

warm thorn
fast stone
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changed to

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references = @./meshes/Sky/Sphere.usd@

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can be standalone i think

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don't need to include it in any mod

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set up like this

candid sapphire
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idk if remix can load 2 mods separately

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wow

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caps on

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better

fast stone
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loaded rosa

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but dunno bout sun/moon

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not loaded or something issuey

candid sapphire
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is there a sun ?

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or just a huge mountain in front of you following you ?

fast stone
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huge mountain

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thought i'm supposed categorize it as ignored

candid sapphire
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Nope, it's supposed to be the sun

fast stone
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ok

candid sapphire
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and if it's not, the mod didn't load

fast stone
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thanks

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good to know

candid sapphire
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np

warm thorn
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I made changes using the "copy prim" function in Omniverse, which caused the file paths to become absolute instead of relative.
So recently, people who downloaded our mod noticed that the sun was missing. This happened because I incorrectly changed the file paths to be absolute, so the replacements were not being loaded properly.πŸ₯²

fast stone
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moonloader loaded np

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set up like this

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not sure why not working

warm thorn
#

Do you have two .usda files, and are they both named "mod.usda"?

fast stone
#

no

#

just this

#

i removed rosa pbr

#

maybe needs to

#

sec

#

nah didn't work

#

tried this

warm thorn
#

Can you open Omniverse and load the "mod.usda" file? What error message do you see?

fast stone
#

i know why

#

8EAB77D2B5868FB5

#

this is from my game

#

for the object (the huge mountain)

#

your hash is different for the mountain

#

your hash ^

#

n/m

#

texture hash

#

capturing the mesh

#

and checking sec

#

mesh hash is this

#

different

warm thorn
#

Do you have any other texture mods or object mods installed?
The specific GameObject IDs "3890" and "3891" are not used in the game. This means the meshhash and texturehash values for those IDs should be quite stable and unlikely to conflict with other game texture.
As long as we're both using the same version of GTASA 1.0 US, the mesh replacement should work properly.

fast stone
fast stone
#

i'll disable modloader and tedst

#

can't you create a custom id?

#

instead of using game's id?

#

junior_jddr's mod, real sky box uses custom id

#

maybe look in his script (is open source)

warm thorn
#

Additional mods you have installed could change the texturehash or meshhash.

fast stone
#

ya

#

thinking that too

#

using custom id

#

would avoid trhis problem too

#

with custom dff

#

works

#

without modloader enabled

#

something inside there

#

blocking it

warm thorn
#

Even without any mods installed, the texturehash values are still "shared" in game. This means you might sometimes see textures in the wrong places.
If you make more mesh replacements with remix, your mesh replacements could sometimes disappear. This is because the texturehash issue can cause the meshhash to change.
The remix renderer logic is quite different compared to other game engines.

fast stone
#

ya

warm thorn
#

From my experience, if the texture size is the same, sometimes a texture can be replaced with a different texture. I think remix uses the first generated texturehash for the replacement.
However, if the game engine later fills the texture cache with a different texture, Remix may use the old cached texture (old texturehash) to render the texture. This could cause the issue.
I'm not entirely sure if this is the real reason, but I've noticed that textures with the same size often have this texturehash collision problem.

fast stone
#

working now

warm thorn
#

Oh, my eye

fast stone
#

wanted to mod remix before, months ago

#

but was on 2060 super, too laggy/motivation killer

#

now on 4070 super, np

warm thorn
#

I'm organizing the Moonloader script mod (files), that can be used as a standalone mod for other modders.

fast stone
#

nice, looking forward

#

i think need to change hash for rosa

#

if rosa installed

warm thorn
#

I think the streetlight mod will be finished this week. I just need to find all the streetlights and adjust their positions to the correct spots.

warm thorn
#

Here's the WIP video on the streetlight position editing:
The white sphere won't be visible in the final release version - it's just there to help me see the positioning while I work on it.
I'm also adding a feature where the streetlights don't all turn on/off at the same time. There will be a random delay.
If the streetlight is broken, I make it flash rapidly to simulate a light shortage effect.

fast stone
#

your game looks nice

warm thorn
#

The vehicle color issue in the vehicle toolkit mod is nearly fixed now. I had to redo some parts of the code that GPT-4 had "optimized" previously, as that optimization caused some problems.
Honestly, GPT-4 can sometimes help with programming problem-solving, but other times it can actually make the code worse.😩

fast stone
#

i suggest using mixsets (from mixmods site) to disable many gta sa graphical stuff remix don't see/use to boost fps

#

also

#

what's your gpu?

#

your video is smoothy

warm thorn
# fast stone your game looks nice

Thanks. Honestly, a lot of the textures need to be recreated using proper PBR creation software.
The previous texture work was done using CC0 textures and some custom textures made in Photoshop based on the originals. As a result, the normal maps and height maps look a bit strange in places.

fast stone
#

testing yours

#

and comparing fps

warm thorn
# fast stone your video is smoothy

I have a 4090 graphics card, so the game looks very smooth. But sometimes, when there are a lot of transparent effects on the screen, like smoke, fog, vegetation, and foliage with transparent textures, the frame rate drops a lot. It can even go below 20 FPS at times.
Most of the time though, without using frame generation, the frame rate is around 50-60 FPS.

fast stone
#

your ini

#

needs to change this

#

256 to 1900

#

my game couldn't start

#

changing it to that fixed

#

needed for texture etc mods

#

also

#

patch your gta_sa.exe with largeaddress awareness if not already

#

i get bout 7-8 fps boost from your ini

#

mine's with higher draw distance

#

for illuminations etc

#

(maybe not needed, haven't experimented yet)

candid sapphire
#

I think the sun is not supposed to be here πŸ€“

#

Yeah, not supposed to be here lmaooo

#

it freezes at default location for some reason

#

Also the sun position editor isn't doing anything

warm thorn
# fast stone 256 to 1900

I didn't install too many mods, since we'll be replacing textures and meshes in remix. So we're not using any texture or object mods, just a vehicle mod.

fast stone
#

yes the avp mod

#

maybe in the future don't know

warm thorn
#

I fixed that bug yesterday when testing the streetlight mod. I found that sometimes the game script would terminate when saving/loading or at random times.
Now I've completely removed all the objects that were being loaded by the script when it terminated.

fast stone
warm thorn
#

β˜€οΈ Sun and πŸŒ™ Moon Mod Update:

Features:
- v0.14

  • Sun light is brighter between 12:00 to 16:00

- v0.13

  • Smooth Transition:
    • The sun and moon now move smoothly, improving the transition between day and night.
    • This applies when:
      • Loading a saved game
      • During cutscenes
      • When the player manually adjusts the time

Fixes:
- v0.14

  • Duplicate Sun/Moon:
    • Fixed an issue where duplicate sun and moon would appear when saving/loading or script reloading.

- v0.13

  • Weird Night Lighting:
    • Addressed a problem where the sun was still present during nighttime, causing unusual lighting effects.
    • The sun is now properly removed (culled) when it's supposed to be night.
  • Real-Time Editing:

- v0.12

  • Players can now press the "F3" hotkey to edit the sun/moon position in real-time.

Note:
🚨 The old file "SARemix_Real_sun.dat" is no longer valid. Please overwrite this file with the new version to prevent issues.🚨

Installation Instructions:

  • Main Files:
    • Place SARemix_Sun.lua and SARemix_Real_Sun.dat in the moonloader folder.
  • Library Files:
    • Place SARemix_SettingsManager.lua inside the moonloader/lib folder.
      #1097105394821759006 message
  • Additional Files:
    • Put Sun.usda in the rtx-remix/mods/GTASA/Light folder.

If you have any problems or suggestions, please discuss here for further improvement.

iron anchor
candid sapphire
#

Nice the sun isn't crashed in los santos anymore πŸ‘

warm thorn
fast stone
#

8000

#

thought i was crazy for setting it to 2000

candid sapphire
#

I think a high draw distance is important for culling

warm thorn
warm thorn
# fast stone 8000

Even with the draw distance set to 8000, there are still many things that aren't actually loading. Especially the objects behind the camera. This can make the path tracing look weird sometimes, as objects suddenly get culled when they go behind the camera.

fast stone
candid sapphire
#

So I did this, looks clean, process was, AI Upscaling, AI text remover, looked for the fonts, noticed that the og fonts was 60€ adobe fonts each, found alternatives, noticed the bird was weird cuz of the AI, started crying, I'll redo it with a proper AI upscale, not this monstrosity

warm thorn
candid sapphire
#

Yeah I used magnific.ai it works but changes too much the original texture, and absic upscaling looks terrible cuz the og texture is 256x256 so needs a shit ton of upscaling

round tendon
fast stone
#

what mods you using, @warm thorn ?

#

is weird

warm thorn
fast stone
#

low draw distance here dunno why

#

project2dfx with and without

#

timecyc to 4000

#

this low

warm thorn
fast stone
warm thorn
# fast stone

When you're using the original game camera to observe the map, you won't see as much culling of objects when they are facing the camera. But I'm using the Remix camera to view the map, and that's showing the real rendering environment in Remix.

fast stone
#

i see

#

ya, some flickered and etc

#

can delete all entries in cull.ide in gta sa install

#

cull.ipl*

warm thorn
fast stone
#

i think improved streaming removes stuff from behind ("unused assets")

jaunty kestrel
#

culling?

fast stone
#

nah

warm thorn
fast stone
#

tested vs unmodded cull.ipl

#

no difference

candid sapphire
#

Idk if it's better, more accurate but less good looking

warm thorn
#

So objects behind the camera still get culled.
Older game engines tend to remove stuff that's behind the camera to improve performance and reduce memory usage.

fast stone
#

renderhook faced this problem

#

the shadows

warm thorn
magic scarab
fast stone
#

nice

#

i was trying the renderhook fix

#

didn't work

warm thorn
fast stone
#

this mod has these

#

maybe that's why

#

delete all entries in these files

magic scarab
#

I mean the fix, it works whether you use enb renderhook or remix

warm thorn
fast stone
#

i mean

#

ya, true

#

but there are some files from these mods

#

worth using it hink

#

like the occ ipl's

warm thorn
#

The culling files you're referring to are likely for handling distance culling when objects are facing the camera. But for objects behind the camera, the game is using different optimization logic to improve performance.

fast stone
#

ya

#

like this

#

this game uses view fustum culling

#

occlusion and back face too

#

some use backface

#

not all

#

grasses

#

use backface culling

#

this remix + gta sa limited in draw distance

#

not good

warm thorn
# fast stone

I know there are some experts who have used reverse engineering skills to mod the game and prevent object culling behind the camera.
They've been able to fix some culling issues, like what Adamplayer did for NFSU2 to use in Remix.

#

But I don't have that level of reverse engineering skill. So if you and your team, like Junior_Djjr, are able to fix those culling issues, that would be really helpful.

magic scarab
fast stone
#

testing something

warm thorn
magic scarab
warm thorn
#

The memory is still very limited by the original 32-bit game engine. Only a 64-bit engine like Remix can fix that memory limitation issue.

candid sapphire
#

Which materials fille do I have to use to change a texture in usd composer ? (iforgor)

pastel jungle
warm thorn
#

I think I need to test how many street light instances the Lua script can handle. Maybe I can use something like view frustum culling with distance within the camera view to improve the performance.
I tried a 2000 radius, and there were around 200-400 light instances. But the street lights only get added when the player travels to that area.
Maybe I need to try reading the IPL file to generate all the street lights, instead of reading the in game memory to create them on the fly.

warm thorn
magic scarab
# warm thorn I think I need to test how many street light instances the Lua script can handle...

Maybe this guide can help you with that

https://youtu.be/kNiOpksYVOs?si=kCS_CzkEyI0tXuJ_

Project 2DFX is a fantastic mod which increases the draw distance of lights in the distance and adds bunch of other draw distance features to Grand Theft Auto San Andreas. Welcome to the first episode of the San Andreas Mod Showroom, where today, we'll be covering Project 2DFX in-depth, featuring a technical explanation about the mod, how to ins...

β–Ά Play video
warm thorn
fast stone
#

got lod stuff working i think

#

not sure

#

see the roof (rough map on it)

#

(and normal map on it)

#

still there

candid sapphire
fast stone
#

changed lod to normal gta sa mesh

#

rendered as lod (1500)

warm thorn
#

Edit the ide file?

fast stone
#

ide and ipl

#

both binary and non binary ipl's

#

in this case, lae.ide, lae.ipl (binary for normal meshes and nonbinary for lods)

#

need to mass/batch change

#

this only way maybe

warm thorn
#

I see, i haven't tried it before, but I've do some research on it when we're trying to make custom glass in the original game.

fast stone
#

normal meshes in game are from 2004 right

#

doesn't matter if normal meshes are lods (still low)

warm thorn
magic scarab
# fast stone need to mass/batch change
ModDB

GTa San Andreas .Lod Mod Brings Quality in .LOD World.

warm thorn
#

Nvidia has suggested that when making Remix mod replacements, it's better to set the original game detail to low. This makes everything as stable as possible, without needing to handle many LOD objects. Then we can replace them with high detail objects in Remix.
So if we can find a way to edit all objects to use a low LOD, while also maintaining a great view distance, that would definitely improve the game's performance and save more resources to use for the Remix mod.

jaunty kestrel
warm thorn
# jaunty kestrel It's funny thay it works vise versa for rtcw

It's interesting that every game faces different challenges with Remix. In GTA SA, the changing texture hashes seem to be the most troublesome issue. The meshes (non character) in GTA SA are relatively stable, and the lighting issues can be "fixed" with scripts.
But the changing texturehashes, there's not much I can do about that problem...

candid sapphire
#

Daamn that works very good in game

candid sapphire
#

NO

#

I made it myself

#

not the bird

#

cuz i can't draw

#

but i did the rest

#

the ez stuff

wintry furnace
fast stone
#

had to fix it tho, super bugged

#

no lods

#

just normal meshes everywhere

#

increased draw distance

magic scarab
#

#1097105394821759006 message use this guide to properly setup 2dfx

fast stone
#

doesn't work tho

#

works on vanilla gta sa

#

but doesnt with remix for some reason

#

tried increasing the draw distance on timecyc too

#

also tried many draw distance changer scripts for gta sa

#

none worked

#

only mod i think that could prevent it from working is proper fixes but doesn't make sense

#

it has lod optimization stuff

#

i mean, the lod draw distance works

#

the normal draw distance doesn't

#

tested again

#

without lod mod

#

normal mesh cannot be rendered far with project2dfx for some reason

#

like renderhook

#

project2dfx was limited on renderhook till junior fixed it

#

some functions worked tho (for renderhook)

#

tried lod mod again

#

np here

#

i'll share

#

sec

#

put in gta sa root folder

#

(haven't tested on mod loader)

magic scarab
#

It's 2 am here and i'm about to go to sleep, so maybe tomorrow

#

I remember when i tested lod mod it slowed down the game significantly, so i stuck with 2dfx and still have problems with stream memory when using rosa and mod packs

warm thorn
# fast stone https://drive.google.com/file/d/19fQ5y-Q1sk3gxedB7Sh09HfuatE5FWrz/view?usp=shari...

Thanks, using those files with the mod loader does work, but it causes a very large performance drop - around 10-20 FPS.
I think it's better to keep the original LOD settings and just attach those static objects like fences, trees, houses, and buildings to the ground/road in Remix. Remix can handle higher polygon objects much better in terms of performance.
Also, there are a lot of weird objects that appear when using the modded LOD files. But you can fix that by adjusting the first N untextured draw calls.

keen crypt
#

can anyone help me figure out why my game is super grey-scaled? there minimal color and its hardto make anything out

keen crypt
#

intro is blacked out aswell^

pastel jungle
candid sapphire
pastel jungle
#

going to countinue it

candid sapphire
#

Also this is not the final one, the final one is in showcase

keen crypt
pastel jungle
#

oh

#

i missed it

candid sapphire
#

It's not as the image it's an ingame ss

#

I'll send it later so u Can work on it

keen crypt
#

I ended up figuring that out but indoor cutscenes are still completely black but idk if this is intended or not, adding a light via alt-x menu makes the room too bright

#

also I downloaded Silent Patch and my mouse still stops working when i exit esc menu

keen crypt
#

yeah i figured that out

#

but indoor cutscenes are still completely black but idk if this is intended or not, adding a light via alt-x menu makes the room too bright; also I downloaded Silent Patch and my mouse still stops working when i exit esc menu

candid sapphire
#

Check that you installed the mod and not only remix

#

there's light in interiors

candid sapphire
keen crypt
#

SA Remix

candid sapphire
#

There's a github in pinned comments, follow the instructions there

#

@pastel jungle Final version

keen crypt
#

thats how i installed it

#

I did these steps

warm thorn
candid sapphire
keen crypt
#

Is the mod the one I downloaded on github?

candid sapphire
#

Please just read the entire github page

keen crypt
#

or moddb

candid sapphire
#

github

keen crypt
#

Ok all the things below it or above it?

#

I already did everything above the image i sent so im confused

#

alr ill just read all that

#

see if it works after that

warm thorn
#

Have you installed any additional mods that aren't in the mod list? Like any texture mods or something?

keen crypt
#

no

#

clean install

#

besides moonloader and modloader and silentpatch like the github said to

warm thorn
#

Did you downgrade the game to version 1.0?

keen crypt
#

yes

#

unless for some reason the downgrade didnt work

#

i ran the install.bat

#

and have SA DOWNGRADE folder

warm thorn
#

If the downgrade process was successful, the SA DOWNGRADE folder should have been removed.
Did you install the game in a location that requires admin privileges, like the "Program Files (x86)" folder?

keen crypt
#

no its not within a folder its just D:\Grand Theft Auto San Andreas

#

but by default it required admin yes

#

idk why it was odd

wintry furnace
#

Me when game installed in protected directory

warm thorn
#

If your game version is not the same as the one we modded for, the mod is likely not very compatible. This is because all the Remix replacements are based on texturehashes and meshhashes, not like ordinary game mods.

keen crypt
#

Yeah I understand

#

I did try to downgrade as ive said it just didnt work i guess

#

i dont know why

#

should i install it within Progam Files (x86)?

warm thorn
#

Also, any additional mods that are not in the mod list may alter the texturehashes or meshhashes. That's not good for the compatibility of the mod.

keen crypt
#

yeah like i said its a clean install

#

SA DOWNGRADE doesnt delete

warm thorn
#

Try something like "D:\Games\Grand Theft Auto San Andreas"

keen crypt
#

ok

keen crypt
warm thorn
#

If the folder you're trying to install the downgrader in requires admin privileges, the downgrader may not work properly.

warm thorn
keen crypt
#

ok will this fix the downgrader? should i run install.bat once its in D:\games\Grand Theft Auto San Andreas

warm thorn
keen crypt
#

and if not i will have to clean install again right?

warm thorn
keen crypt
#

i ran the downgrader, it looked like it ran for longer than it ever has, but SA DONWGRADER is still there, are you sure this is the file, and it should automatically delete?

#

if yes i will just clean install

iron anchor
magic scarab
keen crypt
candid sapphire
#

And now i'm doing the boxes texture, yeah i improvised for the ingredients lmao

#

og one is a pixel mess

warm thorn
candid sapphire
#

This is what i started with for the boxes

#

and this one already have some weird AI artifacts fixed

#

AI did this

iron anchor
warm thorn
candid sapphire
#

I just paint over artifacts and it works fine most of the times, but Yeah a way to rework the bird easily cuz i can't draw shit with a mouse could be useful

#

I can't draw shit with a pen too so that's not helping

iron anchor
#

the plate's in the artifacts, too.

warm thorn
candid sapphire
#

I'm on photopea not photoshop

#

idk if it has it

warm thorn
#

It's similar to 3D modeling but in 2D, you don't actually need a pen to do it. You can just add, remove, or move the vertices directly in the 3D views to make the changes.

warm thorn
# candid sapphire I'm on photopea not photoshop

In this video, I show how to use the pen tool in Photopea. This process is the same in Photoshop so if you know how to use it there you will be good here. After this tutorial, you should be able to draw shapes and cut out objects from images.

0:32 Making Shapes
3:07 Cutting out images

-----------------------------------------------------------...

β–Ά Play video
#

If you understand how SubD modeling works, and how the loops (vertices or edges) affect the nearby surfaces, that can help you better understand how Bezier curves work in 2D. Bezier curves are often easier to control the shape.

warm thorn
#

This method works best for black and white images to quickly cut out the shapes. For color images, like clipart, you can use the RGB channels to select the parts you want to convert to a vector image.
https://www.youtube.com/watch?v=adW-b8ksTTU

#photopea #photoshop #graphicdesign Hi there,
In this video, I'm going to show how to convert a low quality, low resolution graphic, into a high quality, high resolution, razon sharop scalable vector online in Photopea.
If you don't already know, Photopea is the best free alternative to Photoshop for your photo manipulation and graphic design ne...

β–Ά Play video
#

For color images with more complex shapes, you'll want to check out some more advanced tutorials on how to best handle that:
https://www.youtube.com/watch?v=PUZc8sq0ZmU

The first 500 people to use my link https://skl.sh/charleypangus05241 will get a 1-month free trial of Skillshare premium!

My name is Charley Pangus. In this video, I'll demonstrate why Image Trace in Adobe Illustrator often fails when dealing with complex Photoshop designs or layers. Instead, I will present a more efficient method for vectoriz...

β–Ά Play video
#

Wait, Photopea now has an image trace feature as well. That could be really helpful for working with color images (clipart).
https://www.youtube.com/watch?v=EFhUDo7k1KE

Transform your PNGs into crisp, scalable SVGs using the powerful magic of Photopea – entirely for FREE!
Say goodbye to blurry blowups and hello to infinitely zooming vectors! Whether you're a designer seeking seamless editing, a crafter craving precise cutting files, or simply a curious creative, this video unlocks the potential of SVGs.

#svg #...

β–Ά Play video
#

It sounds like my understanding of free photo editing software may be a bit old. I should probably spend some time checking out the newest features and options in the free tools available. Then I could use that money I'd save from not paying the Adobe Creative Cloud monthly fee to buy more tools and software for the mod and my work.

candid sapphire
#

so it created 17133 path, i'm definitely not dealing with all these

#

ctrl + z

#

i'll paint like a noob that's good enough lmao

warm thorn
#

Okay, that trick is better. First, select the objects based on their color. Then, generate the shape and adjust it however you want.
#1097105394821759006 message

candid sapphire
#

It looks a bit better like this yeah

#

(I added the leaf myself)

warm thorn
# candid sapphire new

The leaf looks a lot cleaner and clearer than the other parts. That shows you can "draw" just by using the mouse.

candid sapphire
#

Yeah now that I know how to use the Pen thanks to the video u sent it's easier

warm thorn
#

You can now do 3D modeling and "drawing" in 2D. You've really become a skilled artist. Congratulations, my friend!🎊

candid sapphire
#

Looks pretty much done, any advice/changes ?

sick mountain
#

this was aleredy recreated by rosa, why do you do it again?

candid sapphire
#

Cuz I don't work with her

warm thorn
#

This is a learning process for us as beginners. It's actually fun to learn new things and do it ourselves. Even figuring out how to fix issues can help us advance our skillset over time. So while it may take some time, that's okay, the important thing is that we're learning and growing our abilities.

sick mountain
#

of course you need to ask for her aprrove

candid sapphire
#

I'd rather do it all by myself

jaunty kestrel
#

Why not redraw it rather than ai tho

candid sapphire
#

Cuz i'm shit at drawing

#

if you can do it tho we'll take it

warm thorn
#

I'm not sure why some people want us to use other modders' existing work. We want to make our own stuff, or use freely available CC0 assets. It may be challenging, but we enjoy the process of creating things ourselves. And we're happy to share our work here, whether people like it or not.

If we just use other people's work, I don't think this project would exist here. At least, I wouldn't be the one to start this project.

warm thorn
candid sapphire
#

I'm trying rn

#

We'll see how it ends up

#

I saw that this bird is on multiple stuff in the game, posters, cereal box, big ads, other stuff in stores so a good looking one is kinda needed

warm thorn
#

Also, you should write your name on the box as an Easter egg. It's your first piece, so you should put your own personal touch on it.

sick mountain
candid sapphire
#

Do you know the difference between rosa and us ?

#

rosa has been in development for 10+ years

#

not us

#

If you already expect us to have same quality as this mod you either never did anything like that in your life or you just don't realize how long it takes to make these

sick mountain
#

i know how long it takes to make these exactly, because i remastered textures myself. Thats why i suggested you to ask permission to use those.

candid sapphire
#

Not very good but a progress

#

I also modified the font to match the original for the "mouthful of coks"

#

Idk if it's beter with nutrition facts with white or orange background

#

Also, left or right ?

#

(the leave)

pastel jungle
#

right looks enough to me

candid sapphire
#

Yay πŸ‘

#

8k raytracing GTA VI RTX 4090TI SUPER OC

#

(the tex is 1k)

warm thorn
#

For small objects, that level of detail is good enough. When you talk about improving it, the "bird" and hand elements still show some visible artifacts from upscaling. Also, I think that's not a leaf, but rather a chicken crest.

fast stone
#

i'll figure something

fast stone
#

fixed

#

col added

wintry furnace
#

That kinda looks beautiful

fast stone
#

trimmed to 40 mb

#

this time with tree lods

#

before was no tree lods

#

put in modloader

fast stone
#

that changes texture sizes in real time based on distance?

#

can do custom mipmapping with remix right?

#

also remix got the view distance with the fog system

#

isn't it effective?

#

maybe tweak project2dfx for lod distance and add fog around it (to hide the bugs behind it - empty space etc)

warm thorn
#

The key thing is that objects behind the camera quickly get culled from the scene…

pastel jungle
fast stone
#

draw distance at 8000 and viewing whole map murdered my pc

#

vanilla gta sa's fog don't work with remix i think

#

tried graphics tweaker to change fog distance

#

and timecyc fog distance too

#

no difference

#

never mind the bugs

#

looks cool

fast stone
warm thorn
# fast stone tried graphics tweaker to change fog distance

Remix has its own mipmapping system, so I don't think we can adjust the mipmapping value in Remix (The Remix menu can adjust the mipmapping value, but I didn't see any changes when I changed the value). The fog is based on the volumetric lighting, not reading the original game's fog value.

warm thorn
#

With your LOD mod and 4000 draw distance, my PC performance is really suffering, I'm only getting around 20 FPS with DLSS balanced mode (previously I was getting 40-60 FPS with DLSS quality mode). If I install the Project 2DFX default settings, the performance is almost the same as with your LOD mod.

The second image is with the LOD mod around 20 FPS, and the third image is using just Project 2DFX around 30 FPS. Project 2DFX seems to have performance issues with Remix, but the recent Remix build performs better than the previous one with Project 2DFX. The fourth image is just using the 4000 draw distance no LOD mod, no Project 2DFX. I'm getting around 40 FPS.

fast stone
#

raw, ya, it murders your pc

#

the issue with lod models

#

project2dfx works partially

#

with remix

#

normal/generic draw distance function inside project2dfx don't work with remix

#

which we need

#

atm, the generic/normal dd looks like it's at 200.0

#

need toi increase it to like 800

#

or something

#

don't need modded lod to be at 4000

#

can be at 1200

#

with fog system around it

#

improved streaming is broken with modded lods

#

preload lods function don't work

#

with rosa

#

i mean

warm thorn
#

1200 draw distance almost the same fps

fast stone
#

tresting something

#

need to change this

#

too

warm thorn
#

8000 draw distance, 18-20fps

fast stone
#

mindrawdistance

#

100:

#

1000:

#

fuck

warm thorn
#

Adjusted MinDrawDistanceOnTheGround to 1200, 15fps πŸ₯²

fast stone
#

my install is messed up

#

dat scene tho

#

looks good

#

this rosa mod with no lods

#

kills too much

warm thorn
#

Your LOD mod must look really good. If we replace all the objects with high detail models and use PBR textures, it would probably look amazing. But that would really hurt the performance a lot...

fast stone
#

thinking of downscaling txds for vanilla gta sa side and using original sizes on dds (remix client side)

#

we don't need vanilla gta sa rosa textures right?

#

\they're just replacements from remix

#

could change all vanilla gta sa rosa with 2x2

#

would it work?

#

just black plain texture

#

to ease the stress on vanilla gta sa engine

#

will test this

#

there gotta exist a mod that does this

#

white textures

warm thorn
#

With this LOD Mod, it looks really good with the PBR textures.

#

But the fps...πŸ₯²

warm thorn
# fast stone white textures

You should set the texture and model detail as low as possible, and replace the high detail models and PBR textures in Remix.

#

That screenshot makes me feel like I really need to finish the script faster and move on to the texture work and model replacement.

fast stone
#

impressed

#

remix works on euryopa

fast stone
candid sapphire
#

I noticed something playing around with glass, reflections shows what's behind, but what's behind isn't loaded so it looks weird

#

First ss nothing, second one stuff appears on the reflection cuz they load on my screen

warm thorn
fast stone
#

works

#

capturing original texture sizes (rosa's)

#

then generating pbr etc

#

putting in mod.usda

round tendon
#

Hows that draw distance fog thing coming along, that can be well put with remix as well?

fast stone
#

then downsizing the txd remix captured

#

to 128x-

#

remix still detects it and replaces

#

thought hash is changed when texture size is modded/changed?

warm thorn
fast stone
#

not sure

#

using this on it

#

20kb

#

remix's

warm thorn
#

Restart the game, still work?

fast stone
#

yha

#

comparing diffuse

#

sec

warm thorn
#

That's strange. In theory, that shouldn't work, it's using a completely different texture.

fast stone
#

not sure why dark tho

warm thorn
#

Open Remix Menu , click the texture and mark it as "ignore texture"

fast stone
#

ah

#

nah

#

the generator fucked it up

#

anyway you can test it

#

will fix diffuse later

#

this road

#

used magic txd

#

same settings (no mipmapping, dxt1 - dxt3)

#

on both untouched and touched (resized) txd files

#

batch export then batch build

#

maybe remix looks at txd?

#

not the textures inside txd

#

probably talking outta my ass

#

i see

#

i get it

#

didn't replace the texture

#

diffuse

#

but it replaced the normal/rough map?

#

n/m mb

warm thorn
# fast stone

The black surface is definitely the dynamic shadow texture. You can ignore those in the Remix menu.

warm thorn
fast stone
#

was looking at wrong place

warm thorn
#

huh?

dreamy gull
#

did someone ping me then delete it? got a notification but can't find any questions

fast stone
#

ya, mb

warm thorn
fast stone
#

rosa changed with its txdp.ide file (parented original txds with different txds)

#

doesn't work

#

fake alert

warm thorn
candid sapphire
#

I'll replace the inside with stuff i'll do later

#

Original one

dreamy gull
#

If you could find a way to extract a certain size of mipmap and hash just that level you might be able to get all mip levels of a texture to hash to the same value (changing texture quality usually just changes which mip levels get loaded). It'd break all the texture replacements tho, since the hash everything would change..

fast stone
#

lod mod is useful after all i guess

#

using it to generate pbr

#

don't want lod pbrs

fast stone
#

dunno if just me

#

@warm thorn

#

downloaded from github

fast stone
#

n/m

#

now works

warm thorn
warm thorn
# fast stone using it to generate pbr

I'm not sure what you're trying to achieve. Why don't you just lower the resolution of the ROSA texture in game, then capture the scene and use the original ROSA source texture for the material replacement?
Or you may not even need to use ROSA with the modloader. You could just replace all the original textures in Remix instead. (Assuming ROSA is just a texture/objects mod)

fast stone
#

i mean

#

if i load lod models

#

i capture lod models/textures too which i don't want

#

don't want to generate pbrs from lod textures

#

painful to filter through folder, removing lod textures

#

this method is faster

#

this normal generator from pbrify remix too weak

#

i like

fast stone
#

difficult i think

#

need to match names

warm thorn
#

I think I understand what you mean. So you want to capture the whole scene, then use an AI to generate PBR textures from those captured textures. But after that, if you don't use the LOD mod, you'll still need to replace the LOD objects with high detail ones or use the original non-LOD objects in Remix for a better appearance.

fast stone
#

source names and captured names

#

can be filted on date modified i think

warm thorn
fast stone
#

ya, no thanks XD

#

need to batch/mass it somehow

#

doable with date modified

#

need to test

warm thorn
fast stone
#

had to increase to 5.0 overall normal strength on remix

warm thorn
#

If you look at the showcases, you can see that the AI generated PBR texture mods don't look as good as the ones with manually created PBR textures. The manually created ones are on a different level.

fast stone
#

ya, higher level

#

but difficult to with little time to do all textures manually

warm thorn
fast stone
#

so, i think start with ai

#

then work from there manually

#

replacing/editing etc

#

like this cj

#

with jeans and vest and head

#

had to remove roughness and use intensity instead

#

was too strong

#

can edit textures but not now

warm thorn
#

When I first started the project, I tried using AI PBR tools, but the results really weren't good. So I ended up manually creating the textures myself. AI is fast and easy to use, but it just doesn't create good results, especially with prebaked lighting textures.
ROSA is a very high quality mod for an older game engine, but using AI-generated PBR with a newer renderer would be a shame. I hope your team considers this.

fast stone
#

i avoid upscaling because rarely good

#

but ai normal maps seem good enough

opal sable
#

imo: reserve AI for the stuff you wouldn't bother replacing manually anyway, like smaller details or textures

but absolutely do full replacements for the rest if you can

warm thorn
fast stone
#

prebaked lighting

#

explain

#

baked lighting means static

#

like prelight?

#

lightmap

warm thorn
#

Prebaked lighting textures already have the lighting (reflections) and shadows "built-in". Many older games used prebaked lighting like this. But in modern games, the base color (albedo) textures don't store any lighting information. Some games use ambient occlusion (AO) textures, but Remix doesn't need that.
The reason prebaked lighting isn't good for PBR is that AI can't recognize the reflection and shadow areas as lighting information. The AI just thinks the lighter areas are convex and the darker areas are concave. So it will generate the wrong normal map based on that.

fast stone
#

ya

#

it's called prelighting for gta era

warm thorn
#

In this video, Amiel will run you through what PBR textures are in a nutshell. Topics include what texture maps are, figuring out why there are so many names for the Color Map, the different types of Normal Map, why the Roughness Map is important and much more, all in under 3 minutes!

Timestamps:
00:00 - Introduction
00:21 - Workflows
00:40 - B...

β–Ά Play video
fast stone
#

oh i see

#

the lighting shadows

#

baked onto textures

#

in older time

#

nowaday

#

they don't exist

#

because pbr exists now

#

ao maps

#

cant you use a generator that basicallys

#

"cleans" a texture?

#

first

#

before generating normal map from it

warm thorn
#

ROSA used source texture but source texture have pre-ighting. That's not ideal for PBR generation, as you have to do some editing to remove the lighting information from the diffuse texture. Some people use a highpass filter or Photoshop tools to try to remove the lighting info. It's not perfect, but it's usually enough for most texture work.

fast stone
#

there gotta be a way/trick

fast stone
#

chainner has that

#

any tips on roughness maps?

#

thanks for the tips bout this (normal)

warm thorn
#

Using a high-pass filter can remove some of the pre-lighting, but if the AI PBR tools then lose those shadow and lighting details, they won't be able to generate a good-looking normal map, it might end up looking almost flat. So you can't use the edited texture to generate the normal map. But if you try to use the original prelighting texture to generate the normal map, the result will likely look completely wrong.

warm thorn
# fast stone any tips on roughness maps?

I'm actually a freelance interior designer who does 3D modeling and rendering. I usually use real-world references to make textures, and sometimes use CC0 textures. But I also sometimes use procedural generation tools like noise and cellular generators to create texture variations.

You can try referencing websites that have material property information, like roughness and metalness values, to help guide your texture creation. But these days, I think most game artists are using tools like Substance Painter or Mixer, or Marmabag toolsets, to create PBR textures. The results are much better than just trying to create them in Photoshop alone, because you can see how the material looks in real-time, rather than just guessing the right roughness and metalness values.
https://physicallybased.info/

A database of physically based values for CG artists

fast stone
#

i'm a game dev for 2nibble

#

making impunes atm

#

see my works here

#

i'm aware of graphical tech stuff

#

just the wording stuff

#

that confuses me

#

like you saying prebaked lighting

#

didn't get it

#

there are many different meanings for prebaked lighting

#

i made many model/texture assets for impunes

#

vehicles, weapons, props, et

#

licensed with substance painter and other adobe stuff

#

i'm just shitty at english language

#

like reading compresion problem

#

i'm deaf, so you know why now i think

#

english not my native language

#

also, i smoke cannabis heavily, so i get brain farts a lot