#Grand Theft Auto: San Andreas (GTA SA)
1 messages Β· Page 7 of 1

Oh also how much GB is GTA sa rtx remix files in zip?
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
Too much time has been put in this set of cans for pussy flavored horse eyelids dog food
@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
So both are bad?
I'm using a script to convert those glass objects to real glass materials, but the script is still a work in progress. It's not released yet.
okay!
No, use Github desktops because the website fucks up downloads if it's too heavy
So what should I use then?
i can't help you if you don't read my messages
tldr: use github desktop
I literally did
You said use github desktop and then said github website sucks
Wait do you mean the github app?
github desktop β website
final version of the mod
I can't get my graphics better than this. Maybe should I use Github Desktop to install the mod?
Can you hit alt+x for me please
NVM I didn't install the RTX Remix application but only the RTX Remix files from Github lol
Bro, this is a RTX Remix mod. The mod won't work without the RTX Remix runtime.
they understand that now. was just a misunderstanding π
I started my game with RTX Remix after installing correctly, but now my game is getting 1 fps
What hardware are you on?
Ryzen 5 5600x + RX6750XT
But I thought I read that RTX Remix was working on AMD GPU support
if you need working fsr on remix you can check this channel https://discord.com/channels/1028444667789967381/1263976646441172993
It works, but really really poorly
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)
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
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.
this making it rtx 3060 a weak device for gta sa rtx remix
did you use dlss ultra perfomance for that
I used the DLSS Quality setting at a 3440x1440 screen resolution.
seems i should give a shot
im running it on rtx 3060 mobile. Dlss ultra performance 2k resolution, 30-50fps
Yeah ultra performance gives a big boost but looks ugly
That's why i don't consider it a playable state
for me, it was terrible before the ray reconstruction update, now with RR it fine at least for me
i think you can squeeze bit more with disabling rtxdi,etc
Thanks. I tried it and it helped bump up a couple of frames. I also tried lossless scaling frame generation, and it is working, fps is hovering around 60. As for latency with lossless scaling, its noticeable but its not a game breaker.
Yeah but you end up with a blurry slow mess
Good for you if you can play like that
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.
Change the settings in graphics
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
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.
I thought I had installed it wrong, how do I do that?
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.
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.
What shadows do you need help with? For the texture shadows, replacing shadow texture with a transparent texture may fix the problem. For dynamic shadows, i think MixSets has a toggle to turn those off.
I've tried all the shadow settings in mixsets, but the black surfaces still appear. Did the mixset settings fix the issue for you?
Also, the gun fire is always appearing without shooting. I remember I could disable this with the mixset settings, but after I reinstalled Windows (formatted my PC), I can't find the settings that can resolve this problem now.
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.
Quote
" This mod is already included in MixSets : 'No3DGunflash = 1' "
Have you looked into the existing reverse engineered versions? I'm not sure how far they got with SA before the takedowns but I know 3 and VC were completed and might at least give you an idea of how/where the shadows are being generated.
Great, thanks. That fixed the issue.
Not yet, thanks. I'll look into it. I'm still learning some basic reverse engineering stuff right now, like memory hacking and injecting assembly code.
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.
I think maybe someone who actually develops games could give you the correct answer here.
#1097105394821759006 message
@rocky ridge
π Hello Project Leads! π
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.
Probably the best thing to do is ask Junior_djjr (Mixmods creator) about this. He should know if there is a way to completely prevent the game from casting any type of shadows.
Yes, you're right about that. But the process of reverse engineering can actually be quite fun, especially if you're wanting to learn more about it.
If there are parts that I really can't figure out or I'm starting to feel exhausted, I'll be sure to ask for help. I don't want to struggle through it alone if I'm hitting roadblocks.
You can read the pinned message to get these things work
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
The shadow texture still exists but just doesn't show up, and no it's not just hidden with remix
months ago I saw some pics posted here where the game looked amazing with Remix, what happened?
We all collectively decided to make it ugly as a joke.
Naw for real though what exactly do you mean?
there
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.
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
Yeah for the majority of settings in remix projects you'll want the graphics settings to be as low as possible
Exceptions being draw distances and resolution
Yeah cuz remix doing it better so need for it I guess
Yupyup!
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.
How do I buy og gta San adreas
Because I don't have it anymore
Child me refunded the game
And I kinda wanna try it again
Not hard at all to find in retro stores
Very common game
Not having a disk drive = modern PC? XD
Yeah really
Most modern pc's don't have those anymore
they are mainly in like office computer and old tech
Nowadays at least
I mean, I have a super cheap external one just for this kinda stuff
Super easy to get a hold of
Just plug it in via USB and you're good to roll
Waiting
Oh yeah nevermind
Yeah still sticking to my statement there
You do you
It's whatever
If you're going to play lots of old games it's good to have at least an external one laying about π
Lots of old games not available anywhere else sadly
Fair enough really
Although most of the old games are on steam
So depends really
Not like gta
They really aren't, there's a lot of good ones on there for sure! But the vast majority aren't available anywhere
OH WAIT
yeah gta sa is on steam
Just the shit one
the uh remastered
"remastered"
Definitive
They used to be on steam but they were removed when the remasters came out
Yeah
Younger me refunded the game
Biggest mistake ever
π
Bc now I've been really wanting to play it
It's been like this for about 2 years
If you really want to play it the easiest way is probs to pick up a PS2 copy!
They're literally everywhere
I referenced what I meant
(i know its quite old but anyway) https://www.reallusion.com/character-creator/ you should check this out
Problem is that its pricey since its 299 dollars (you can get it for 199 dollar as for welcome offer)
βοΈ Sun and π 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:
**π¨ The old file "SARemix_Real_sun.dat" is no longer valid. Please overwrite this file with the new version to prevent issues.π¨ **
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. - 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.

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.
i understand your point on paid software and i wish you to the success
WAYYY TOO MUCH
maybe you can pay π
(don't)
Dont worry our Economy is having strong resistance of buying this
so sticking to free tools?
Not necessarily, I could afford some but not a 200β¬ one
Like treeit is 6β¬ it's ok, if you have a character creator software for like 10β¬ I'll take it
But if it existed I would have already bought it I think
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.
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.π
You PAY for adobe ???
Isn't it like 400β¬/month or some shit ??
ok not all lmao whyi thought it was that expensive
but 70/month is still huge
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

Oops, itβs the real creative cloud HKD $408 around USD $52 per month
#showcase message
Hey Guys, I think our friend posted a "realistic" screenshot in the showcase.
something looks off but what


does he have unfinished business with y all or something xD
I'm really happy our old friend is back. It's nice to have he around again.π
@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.
uhhhmmmmmmm I dont see a difference 
Some tree replacement that generated by Treeit.
#1097105394821759006 message
Few days ago I was asking about these pictures
Why does the game look way better there 4 months ago?
Is that person keeping it private or what?
He has done some really nice texture work, but hasn't released the mod yet.
the number 9 but in rtx
we gon see CJ puke in next gen
the puke will have rel time reflections
XD
I'll learn liquid simulations in blender just to make it ray traced
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.
Are you interested in fix / mod the game ?
Totally fine and definitely not expired milk, trust me, please
reminds me this
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.
https://www.aversis.be/tutorials/vray/vray-20-glass-liquid-02.htm
The tutorial is about rendering glass and liquid with VRay (ray tracing). Not sure if Remix has the same problem, but ray tracing probably uses similar equations. So it's best to follow the old modeling tricks from the tutorial.
Learn how to render a wineglass filled with liquid using Vray. Create glass, water, wine materials and model it all correctly
In this tutorial, we'll be making a glass in blender.
Socials & more
My Website: philipkriegel.com
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Check out my website: https://philipkriegel.wixsite.com/blender
My discord server for blender and 3D: https://discord.gg/5fWa4MqBBE
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...
The brown thing is on the original texture, just a way to show that it's expired i guess, also yeah, i thought that it looked a bit weird, and i think it's the thickness, i'll change it
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
(yes the bottom is hella straight i'll round it up dw)
whats in the bottle?π€
Milk
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
for now it's just a solid white cylinder
"milk"
https://pixelandpoly.com/ior.html
Milk IOR 1.350
Index of Refraction IOR values - For use with 3d modeling / rendering and animation applications
π
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.
Yeah i'm using cycles dw
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)
possible to attach lights to materials?
the street lamps
can be turned on and off with remix
particle.txd
some textures from particle.txd get activated at certain times (like shad_exp texture for lamps that get activated at night time)
see the squares there
that's a particle texture from txd
it gets disappeared during day time
need to link spherelights to it somehow
need a cleo script or something
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.
ya, we need a script to achieve this
cleo or moonloader
talked to grinch_ bout this
maybe he knows
shad_exp (the shine on ground from street lamps) from particle.txd gets turned on on night times, and off during day times
have cleo detect shad_exp being activated
and when detected it activated
spawn a custom mesh or something
but
like a single invisible poly mesh
for every instanced street lamp
The Moonadditions script has an example for how to create a spotlight attached to a streetlight. That should provide a good starting point for implementing this.
https://github.com/THE-FYP/MoonAdditions/blob/master/examples/streetlights.lua
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.
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.
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)
and this ?
so yeah, i'll improvise some time
this some cool progress
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.
super nice
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.π₯²
cant you port moonloader stuff to cleo?
or asi
so not needing moonloader asi
to load your mod
btw static shadows
on default gta sa can be disabled with mixsets or skygfx
the shadows for vehicles, peds and poles
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.
is compatible with skygfx. need to enable the line in there to make it work i think
this
skygfx has these settings
not sure if actually works
test time
nah skygfx doesn't work
mixsets partially disables shadows
there's cleo+ library
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.π
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?
You probably missed some steps
verify the rtx.conf
verify that you installed the mod and not only Remix
also remove any mods not in the github, i can't guarantee that it's compatible or not breaking anything
got it
hahaha i mess up in the most important part
now it worked, thanks
Bitch'n' dog food = )
there a way to tweak material's intensity/strength (for roughness/normal) via parameters inside usda?
or still stuck with parameters being used only when no textures found
my lighting/tonemapping/etc set up
not done, still tweaking
using "california" timecyc someone else made
this timecyc fits remix well imo
possible to separate your sun/moon/light time based/etc script from your project?
make it standalone?
so i can use it on my project
i'd link to your script (github) with my project
i can make it standalone i think if you don't want to but is cool with me doing it
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.
great, thanks
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
You also need these two things for the sun mod to work : Moonaddition and ImGui. Link in my GitHub.
noticed in your script
usda
wrong directory?
or is just ignored
from your github
I'm excited to see other experienced modders create their own GTASA Remix mods.
changed to
references = @./meshes/Sky/Sphere.usd@
can be standalone i think
don't need to include it in any mod
set up like this
Nope, it's supposed to be the sun
ok
and if it's not, the mod didn't load
np
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.π₯²
Do you have two .usda files, and are they both named "mod.usda"?
no
just this
i removed rosa pbr
maybe needs to
sec
nah didn't work
tried this
Can you open Omniverse and load the "mod.usda" file? What error message do you see?
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
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.
just proper fixes, and rosa, and minor mods
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)
Additional mods you have installed could change the texturehash or meshhash.
ya
thinking that too
using custom id
would avoid trhis problem too
with custom dff
works
without modloader enabled
something inside there
blocking it
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.
ya
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.
Oh, my eye
wanted to mod remix before, months ago
but was on 2060 super, too laggy/motivation killer
now on 4070 super, np
I'm organizing the Moonloader script mod (files), that can be used as a standalone mod for other modders.
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.
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.
your game looks nice
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.π©
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
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.
I already disabled some of them.
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.
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)
I think the sun is not supposed to be here π€
Yeah, not supposed to be here lmaooo
it freezes at default location for some reason
Also the sun position editor isn't doing anything
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.
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.
the big bang
βοΈ Sun and π 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:
π¨ The old file "SARemix_Real_sun.dat" is no longer valid. Please overwrite this file with the new version to prevent issues.π¨
Installation Instructions:
- Main Files:
- Place
SARemix_Sun.luaandSARemix_Real_Sun.datin the moonloader folder.
- Place
- Library Files:
- Place
SARemix_SettingsManager.luainside themoonloader/libfolder.
#1097105394821759006 message
- Place
- Additional Files:
- Put
Sun.usdain thertx-remix/mods/GTASA/Lightfolder.
- Put
If you have any problems or suggestions, please discuss here for further improvement.
just looking how my logo looks in action
Nice the sun isn't crashed in los santos anymore π
My current time cycle draw distance is set to 8000. This means it takes a long time to capture the entire scene.
I think a high draw distance is important for culling
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.
nice
So I did this, looks clean, process was, AI Upscaling, AI text remover, looked for the fonts, noticed that the og fonts was 60β¬ 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
Are you using a diffusion-based model for the texture upscaler? It seems to have changed a lot of the textures, but they do look sharper and cleaner now. However, some of the textures look a bit washed out.
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
this looks amazing. I wonder if it will work with mods like proper fixes where they enhance the pyramid from LV. Or night windows or something from sf or stuff
low draw distance here dunno why
project2dfx with and without
timecyc to 4000
this low
I think you can try adjusting the CFG scale settings to prevent the textures from changing too much.
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.
i see
ya, some flickered and etc
can delete all entries in cull.ide in gta sa install
cull.ipl*
What about the objects behind the camera? How do they appear in the Remix environment compared to the original game camera view?
i think improved streaming removes stuff from behind ("unused assets")
culling?
Where is CJ??
Idk if it's better, more accurate but less good looking
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.
A lot better
Renderhook is a modded game engine. As a modded engine, it can fix some of the issues with the original game engine and improve the visuals using current technology.
Best solution for object culling so far is this, complex shadows culling fix, it's at the end of the post here:
https://www.mixmods.com.br/2021/02/enb-series-v0-430-asi-complex-shadows-soft-particles/
It makes a lot of difference when used with enb
But doesn't ENB not work with Remix? It's a shader heavy modded engine.
I mean the fix, it works whether you use enb renderhook or remix
Remix only supports the fixed function pipeline, so using a shader-heavy modded engine like ENB / renderhook definitely won't work or have any effect in Remix.
i mean
ya, true
but there are some files from these mods
worth using it hink
like the occ ipl's
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.
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
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.
I've seen a post a few months ago from a reputable modder (Ezekiel) that says Junior is working on a new LOD system for SA that should completely eliminate these culling issues
testing something
Hey bro, I tested the ENB mod, and it has no additional effect when used with Remix. It just significantly drops the performance, and doesn't help with the culling of objects behind the camera.
I haven't tested the mod with remix, but it definitely helps when used with enb
And btw, Junior was able to remove the limit on grass draw distance
https://www.facebook.com/100041790505088/posts/1003107844425556/?mibextid=rS40aB7S9Ucbxw6v
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.
Which materials fille do I have to use to change a texture in usd composer ? (iforgor)
Would be nice if the cereal inside of the case is replaced
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.
The material file is called "AperturePBR_Opacity.mdl". But you don't need to load this material, as it's set as the default.
Unless you want to change it to a glass material, then you could use "AperturePBR_Translucent.mdl" instead.
Ok thanks
Maybe this guide can help you with that
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...
Ah I get it, you want to create a new material to assign to the new mesh replacement you're working on.
got lod stuff working i think
not sure
see the roof (rough map on it)
(and normal map on it)
still there
Yeah it's a poster so i'm only changing the texture
Edit the ide file?
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
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.
normal meshes in game are from 2004 right
doesn't matter if normal meshes are lods (still low)
Great, if you can find the value you need, Python can definitely handle that.
- No Permission is granted to modify or change the content of these files for other sharing purposes together with other projects, total conversions, mod packs, only with the exception when the user will keep the changes that are done towards the mod, privately. Any other different releases of th...
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.
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...
Yeah looks better with actual cereals instead of paint stains lmao
Daamn that works very good in game
NO
I made it myself
not the bird
cuz i can't draw
but i did the rest
the ez stuff

this works
had to fix it tho, super bugged
no lods
just normal meshes everywhere
increased draw distance
Using 2dfx for this is probably the best solution, and it doesn't make your game incompatible with other mods, like lod mod does.
#1097105394821759006 message use this guide to properly setup 2dfx
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)
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
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.
can anyone help me figure out why my game is super grey-scaled? there minimal color and its hardto make anything out
ok so its not entirely grey-scaled, but here is a demonstration of what my issue is.
intro is blacked out aswell^
i tried to quitely improve it but only problem is the color banding at some place
just idk how to blend the colors in paint.net
You forgot the rtx.conf
tbh I don't see a single difference
Also this is not the final one, the final one is in showcase
yea idk how i forgot that
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

How to fix sky wall
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
which mod?
You're trying to install our mod or just to mod GTA SA yourself ?
SA Remix
There's a github in pinned comments, follow the instructions there
@pastel jungle Final version
i did
thats how i installed it
I did these steps
In Remix, the indoor scenes have no lighting by default. You need our mod to add the indoor lighting. But I'm also developing another script that can generate the lighting without needing to download our full mod package. It would just require a few small files.
there's a lot more
Is the mod the one I downloaded on github?
Please just read the entire github page
or moddb
github
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
Have you installed any additional mods that aren't in the mod list? Like any texture mods or something?
no
clean install
besides moonloader and modloader and silentpatch like the github said to
Did you downgrade the game to version 1.0?
yes
unless for some reason the downgrade didnt work
i ran the install.bat
and have SA DOWNGRADE folder
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?
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
Me when game installed in protected directory
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.
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)?
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.
No
Try something like "D:\Games\Grand Theft Auto San Andreas"
ok
will this require me to reinstall to this directory?
If the folder you're trying to install the downgrader in requires admin privileges, the downgrader may not work properly.
In that case, you can just copy and paste the folder, move the folder, or rename the folder.
ok will this fix the downgrader? should i run install.bat once its in D:\games\Grand Theft Auto San Andreas
I'm not sure, but you can try it and see if that works.
and if not i will have to clean install again right?
Yes, you should make a backup of the clean installed folder.
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
I am 200% sure it will auto delete
let's say it pretty much half ai and half hand-work
I don't remember seeing this many holes in the map/blank objects/surfaces the last time i used this mod, make sure you installed it properly
alr thank you i will just have to do a clean install and try again tomorrow
And now i'm doing the boxes texture, yeah i improvised for the ingredients lmao
og one is a pixel mess
Here is my definition that I created it by myself.π
Absolutely not, only the bird is AI
This is what i started with for the boxes
and this one already have some weird AI artifacts fixed
AI did this
impressive
still enough of AI artifacts done because of og texture, so you still have to reedit a plenty
You can paint over any upscale artifacts to smooth them out. Or use the pen tool to redraw the shape. Or cut out the bird and use a vector art program like Inkscape to create a clean vector version you can work with.
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
the plate's in the artifacts, too.
The pen tool isn't for drawing, you just need to drag and drop the Bezier curve handles to reshape the image.
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.
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
-----------------------------------------------------------...
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.
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...
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...
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 β 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 #...
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.
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
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
The leaf looks a lot cleaner and clearer than the other parts. That shows you can "draw" just by using the mouse.
Yeah now that I know how to use the Pen thanks to the video u sent it's easier
You can now do 3D modeling and "drawing" in 2D. You've really become a skilled artist. Congratulations, my friend!π
Looks pretty much done, any advice/changes ?
this was aleredy recreated by rosa, why do you do it again?
Cuz I don't work with her
We don't want to use anyone else's work or anything illegal (non CC0 stuffs) in our mod. That would be considered stealing, and we definitely don't want to do that.
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.
im not talking about stealing
of course you need to ask for her aprrove
I'd rather do it all by myself
Why not redraw it rather than ai tho
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.
But you can "drawing" now. Trust yourself, I believe you can do a great job.
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
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.
I dont want to offend you, but the reason is I would like to see an authentic, high quality rtx mod and if there are authentic, high quality assets already remade I would like to see those, not something which is much less quality.
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
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.
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)
right looks enough to me
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.
the mod was already bugged (it came with custom dffs and without cols needed for the custom dffs)
i'll figure something
That kinda looks beautiful
trimmed to 40 mb
this time with tree lods
before was no tree lods
put in modloader
dont remix have mipmapping?
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)
The key thing is that objects behind the camera quickly get culled from the sceneβ¦
Looks good enough
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
not good enough. more than good enough. pro.
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.
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.
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
1200 draw distance almost the same fps
weird
tresting something
need to change this
too
8000 draw distance, 18-20fps
Adjusted MinDrawDistanceOnTheGround to 1200, 15fps π₯²
my install is messed up
dat scene tho
looks good
this rosa mod with no lods
kills too much
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...
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
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.
will figure something out i think
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
The easy fix is to just attach all the objects to the ground and remove the original ones. That's the reason why I attach the lights to the roof or ground, but not to the light objects themselves. It's because the light objects are very easy to get culled when they're off screen.
works
capturing original texture sizes (rosa's)
then generating pbr etc
putting in mod.usda
Hows that draw distance fog thing coming along, that can be well put with remix as well?
then downsizing the txd remix captured
to 128x-
remix still detects it and replaces
thought hash is changed when texture size is modded/changed?
Wait, what?? The texturehash didn't change??
Restart the game, still work?
That's strange. In theory, that shouldn't work, it's using a completely different texture.
The shadow?
Open Remix Menu , click the texture and mark it as "ignore texture"
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
The black surface is definitely the dynamic shadow texture. You can ignore those in the Remix menu.
Try disabling the material replacement to see what the original texture looks like.
was looking at wrong place
huh?
did someone ping me then delete it? got a notification but can't find any questions
ya, mb
Nothing, it's a wrong alert, Just to say Hi.
rosa changed with its txdp.ide file (parented original txds with different txds)
doesn't work
fake alert
How does the texture hash generation work? Can we trick Remix into thinking that two different textures, a low res one and a high res one, are actually the same texture for some reason?
You can see it in src\d3d9\d3d9_common_texture.cpp line 673. it's pretty simple - we just hash the entire data buffer that contains the image.
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..
Thanks, I'll take a look to see if that's possible to do.
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)
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
how?
difficult i think
need to match names
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.
You have to replace them one by one.
ya, no thanks XD
need to batch/mass it somehow
doable with date modified
need to test
The AI generated PBR textures still don't look good enough today.
had to increase to 5.0 overall normal strength on remix
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.
You can use Chainner to increase the normal intensity when generating PBR textures.
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
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.
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
You could try using those textures with the prebaked lighting. That will help you understand what I mean.
prebaked lighting
explain
baked lighting means static
like prelight?
lightmap
A brief analysis of the game design technique that is used in lighting most video games on the market today.
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.
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...
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
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.
there gotta be a way/trick
high pass or similar?
chainner has that
any tips on roughness maps?
thanks for the tips bout this (normal)
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.
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/
i'm a game dev for 2nibble
making impunes atm
see my works here
Indie game development team, developer of the game "IMPUNES".
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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
