#Grand Theft Auto: San Andreas (GTA SA)

1 messages Β· Page 9 of 1

fast stone
#

changing

warm thorn
#

If you add a 1x1x1 meter box, that will help you identify if your scale is set up incorrectly.

fast stone
#

now adapted with rosa rtx remix

#

sun/moon mod for rosa

#

rtx.conf also updated

#

for the sun/moon mod

fast stone
#

btw

#

@warm thorn

#

this ui

#

i can open it but it's invisible in game

#

same as your health bar mod

#

and all mods i tried (visual cloth picker, etc)

#

invisible

warm thorn
fast stone
#

do i have to enable somewhere?

#

oof, thanks

warm thorn
#

Someone ask the same question recently.

fast stone
#

what time cyc editor you used for your tc? @warm thorn

#

fastman92's don't work for me, moonloader one don't work

#

fastman no effect

warm thorn
#

I was using the Moonloader, and it worked before. But recently, it stopped working. So, I'm using Visual Studio Code to edit it now.

fast stone
#

need an in game editor

#

to test each

#

see what works / don't work

warm thorn
#

I plan to make a new one, but I haven't started working on it yet, so I don't have a release date for it.

#

I'm interested in playing Black Myth Wukong, so I may want to edit some PBR road textures or continue working on the vehicle toolkit later.
Also it's been a long time since I've done any NFSU2 modding, so my teammate might get a bit frustrated with me, I'm just joking about that.πŸ˜›

magic scarab
fast stone
#

works now

#

this

#

was disabled

#

now enabled

#

rip

magic scarab
fast stone
#

forgot to disable it

#

i mean, enable

warm thorn
fast stone
#

tested

#

only sky bottom and top work

#

the rest dont

#

in timecyc

#

for remix rip

warm thorn
#

The Amb and Amb_Obj settings also affect the shading.

fast stone
#

amb and amb ob?

warm thorn
fast stone
#

use world transforms to fix alpha

#

not stoch filtering

#

disable it and fixed

#

world transforms is better right? it focuses on issue like this

#

not stoch filtering

#

wires etc

warm thorn
solar girder
fast stone
#

look at the trees

#

at night time

#

i think stoch filtering is not it

#

cuz forces you to tweak the slider

#

.5, .8, etc

#

not perfect

fast stone
solar girder
#

What about without?

#

It says it improves performance with it disabled

fast stone
#

stoch is still needed for vertex alpha

solar girder
#

You can also disable more useless stuff in mixsets to increase it

#

Like clouds

#

Idk if real skybox works with it

fast stone
#

needs postfx for timecyc

#

can disable gta shadows thru mixsets

#

real skybox kinda, barely visible

#

this with posfx on

#

not much difference

warm thorn
#

I tested it, and the Amb and Amb_Obj settings don't affect the shading anymore. It seems the recent remix build fixed that issue. In the old remix version (before remix 0.4, I think), when a car passed over a street light or a vehicle's headlight, it would cause weird shading.
Weird shading video in old remix build:
#1097105394821759006 message

fast stone
#

cuz stoch was already enabled

#

and needs to be at .5 i think for vertex alpha

#

at .2

warm thorn
#

I'm using the latest remix version, from the action build.

fast stone
#

and still there

#

disabled, gone

#

same, latest build

warm thorn
#

Just keep in mind that some objects may cause nearby pedestrians or vehicles to disappear, even I've turned off the object collision in the script.

fast stone
#

The light sources are attached to road dffs right (street lamps)?

#

so gta sa draw distance is based on that

#

(the road draw distance is 299)

#

(default gta sa draw distance)

#

too short

#

possible to switch to lod models when normal models reach 299 draw distance?

#

normal lod draw distance in gta sa is 1500

#

@warm thorn

solemn dune
#

@fast stonedo you check 2dfx mod with rtx remix?

fast stone
#

project2dfx?

#

it partially works

#

not all inside ini work

warm thorn
# fast stone The light sources are attached to road dffs right (street lamps)?

No, it's not caused by the road draw distance. It's the mad.get_all_objects issue. That function can get the positions of objects that are very far away, but it can only get the positions of nearby streetlights. If the script gets the streetlight position and stores it in an array, even if the streetlight handle is lost (culled), you can still see the streetlight is on in the distance, because it's actually a road object, not a streetlight object.

I think I need to use a different approach to store the streetlight positions, maybe by reading the IPL file to get all the streetlight positions and storing them. But I'll need to rewrite the script to optimize the function based on a grid system to improve performance.

fast stone
#

i tried using unused props for the sun/moon mod

#

flickered

#

col issue?

#

you faced this right?

#

@warm thorn

#

the sun flickers because of the prop's col i think

#

when it out of cj's view

#

it disappears

#

why not use custom id with custom col?

fast stone
#

fix this short distance issue i mean

warm thorn
#

The sun flickers because of the base object own draw distance. That's why I'm using a large object (road or buildings) as the sun mesh, so it's not easily culled.

fast stone
#

never mind it being visible (the white stuff tghere)

#

but that's an unused prop

#

and when it out of view, the sun disappears (because it gets behind cj/the view)

#

it rotates based on the sun/moon's position

#

pointing directly to the sun/moon

#

i test something

warm thorn
#

I watched some tutorials on how to create custom DFF files (single large road mesh) and import them into GTASA. This way, we can more easily replace those mesh files.

fast stone
#

don't need road mesh

#

can be one single small poly

#

and create 256x256x256 col size

#

the limit

#

col limit

#

maxed

#

can make that single small poly invisible

#

by using 100% transparent texture on it

#

or material alpha on 3ds max/blender

warm thorn
#

The object is based on CJ's position. If CJ is on the screen, the small object won't get culled. But if CJ goes off-screen (during a cutscene), the small object may get culled.

fast stone
#

maybe

#

if so

#

need to force it

warm thorn
fast stone
#

what bout material alpha?

#

gta sa'

#

gta sa's material

warm thorn
#

It's better to delete the actual mesh in remix, rather than just "hiding" it.

fast stone
#

but more polys on gta sa, wasteful

#

specially spawning many at once across the land (street lamps)

#

no transparent then

#

use one small poly

#

and use remix to hide it

#

and huge col for it

warm thorn
#

That's why I said I need to make a custom object, like a single large plane for the road, instead of using the default road mesh.

#

I don't have much experience modding GTA SA, I'm still learning. I'm making everything from scratch because I want it to work with the remix.
You know the game better, so thank you for all the information you've provided. I didn't realize that object culling is based on the collision mesh, not the object size.

fast stone
#

ya, np

#

i'll create custom dff/col

#

and share here

#

then i gotta afk

warm thorn
#

Can a custom object be used without any textures in the game? If that's possible, then the meshhash wouldn't change during gameplay.
But the meshhash might still change if the player or modder uses more object mods.

#

I know how to model, I just don't know how to create custom objects and col mesh for GTASA. Thanks for the help, Zeneric.πŸ’—

fast stone
#

the poly is below cj and flipped

#

and really tiny

#

doens't matter tho

warm thorn
#

What is the object ID

fast stone
#

but can link it to any txd on gta sa

warm thorn
#

I watched some of TJGM's modding tutorials last night and installed IMGFactory.

fast stone
#

dont need to be textured on 3ds max

#

dunno custom id

#

check this for free id list

#

avoid imgfactory wtf

#

tjgm's modding tutorials?

#

when were videos uploaded?

#

needs custom ide/ipl too

#

i'll make it sec

warm thorn
warm thorn
warm thorn
warm thorn
fast stone
#

inside ipl

#

change customid to ya know

#

numbers

#

inside ide

#

change customid to the same numbers you pick for the ipl file

#

put all files i shared in same folder and in modloader

#

rip

#

i forgot col sec

#

col looks like this

#

256x256x256

#

i usually go around 200

#

but let's see if 256 is fine

#

dpm

#

don't need to create txd btw

#

this ide already links to default prop

#

but doesn't actually use it

#

this prop

#

talking bout txd

warm thorn
#

Okay, thanks. I'll try it out now.

#

What range of object IDs are unused and available to use for custom objects?

fast stone
#

dunno, check this link (i can't access it atm)

fast stone
warm thorn
#

Thanks, it's lunchtime now. I'll try it out later.😜

fast stone
#

sure

#

afk then, later

warm thorn
#

I want to use the object ID range from 15077 to 15099 (23 IDs available). Can you check if those IDs are unused in Rosa? I want to create different light objects in that range, like:

  • Sun
  • Moon
  • 6 different sized spotlights (color variation included)
  • 6 different sized sphere lights (color variation included)
  • Headlight
  • Taillight
  • Fog light
  • Turn signal light
  • Emergency light (red/blue)
  • 3 color traffic light

That's a total of 23 different objects I want to create in that ID range, if it's available.

warm thorn
magic scarab
warm thorn
#

Also, those free-to-use object IDs in that range might potentially be used by other addon vehicle mods as well. It would be better for me to avoid using those IDs just in case, to prevent any conflicts.

#

That's why I wanted to use unused in-game object IDs in the Liberty City map first, rather than trying to create custom objects. I don't think anyone would want their vehicle to become part of a sun or another light objects.

magic scarab
#

He is not a part of Rosa team, Rosa is led by Jessica

warm thorn
magic scarab
#

He says in his post that SA has over 5000 free id's, so if you want to avoid incompatibilities with other mods, i suggest you use the last 50 free ids, as most addon mods use the first free slots

warm thorn
#

Okay, thanks. I think it's a good idea to ask Zeneric about this, since he is a partner of Junior_Djjr who is part of the Rosa team.

magic scarab
#

Maybe he contributed to the mod in the past but the last couple of years he started working on his own game, so now Jessica is doing all the work on the updates to Rosa

warm thorn
# magic scarab Maybe he contributed to the mod in the past but the last couple of years he star...

I know Junior_Djjr has been updating some GTASA mods recently, so he may not be part of the Rosa team anymore, I'm not sure.
In any case, I just want to avoid any potential ID conflicts, so I'll try to find some unused IDs to use for my custom objects instead.
https://www.mixmods.com.br/2024/07/urbanize/

MixMods

O maior site de mods para GTA San Andreas (e outros jogos) da AmΓ©rica Latina.

warm thorn
#

Game crashed with the following message :

Error: 0x00534134
Problem 1: The same ID being loaded on different models, very common in installing different map mods with authors who don't care about compatibility. If you had this crash after installing a part in Tuning Mod, it is because two parts (or some other different mod) are using the same ID, inform the author and/or follow this tutorial to fix the incompatibility.
Solution 1: Review your new IDE files, one might be using the same ID as the other. In most mods (not scripts) you can just open and change the id to some free one (click here for list or use this tutorial to fix the incompatibility).
Problem 2: Inappropriate (or missing) COL
Solution 2: COL: Review whether the COL is being loaded on the IMG or Mod Loader, if IMG, also review whether the IMG is being loaded on gta.dat or Mod Loader. To install a COL in Mod Loader correctly, follow the Mod Loader Tutorial in the part where it talks about installing .COL
Problem 3: Object with LOD was removed.
Solution 3: Remove a map object that contains LOD, it is necessary to use both the *_stream*.ipl file (inside gta3.img) and the .ipl file from the data/maps folder. If you for example remove an object only in the *_stream*.ipl file but not also remove it from the .ipl from the data/maps folder, it will cause this crash. What can also happen when installing a mod, for example you already have a mod that changes the same .ipl file, so the necessary file will not be loaded and will cause this crash. You will have to check that the files are all installed and loading (you can check modloader.log to see if it is loading, if you already have another file installed etc). Alternatively, if you're creating a map mod, you can move the object underground instead of deleting it, so you'll avoid problems like this but you'll also have to do the same with the LOD (which is in the .ipl of the data folder / maps).
Problem 4: You have some game .img open in some program, like Alci's IMG Editor.
Solution 4: Close it.

ipl:

inst
15077, remix_sun, 0, 10000.0, 10000.0, 10000.0, 0, 0, 0, 1, -1
15078, remix_sun, 0, 10000.0, 10000.0, 10000.0, 0, 0, 0, 1, -1
end

ide:

objs
15077, remix_sun, BREAK_S_bins, 800, 1
15078, remix_sun, BREAK_S_bins, 800, 1
end

loaders:

IDE data/maps/remix.ide
IPL data/maps/remix.ipl
COLFILE 0 data/maps/remix_sun.col
#

Does that mean I can't use the same object file but assign it a different object ID?

fast stone
#

the cst inside cols

#

you renamed them?

#

needs to be same name too

#

col editor 2 (google it)

#

use the editor to open cols and edit csts inside

#

and you only need one col

#

can put 2 csts in it

#

(just copy paste the first cst inside col with col editor 2 into 2nd cst

#

like this

#

remove the last line inside your loader.txt

#

and change "remix_sun.col" to "remix.col"

#

inside the txt

#

should work now

#

@warm thorn

warm thorn
#

Do I need to create a different DFF file for each object ID, or can I use the same object file but assign it different IDs?

fast stone
#

can use same object

#

with different ids

#

also

#

the dd

#

this

#

change it to 299

#

cuz after 299 the model changes to lod

#

maybe doesn't matter i dont know

#

i'm saying the normal model disappears after 299

warm thorn
#

I read that the original IPL file for road objects uses 800, 1, so I just copied that from the road object.

fast stone
#

i see

#

maybe np

#

do this for street lamp mod too

#

use same dff

#

and cst

warm thorn
#

I've also tried using the CLEO script that generates free IDs, from both Junior and Fastman, but it's not generating the list of available IDs file for me. So I'm not sure how to find the free IDs that are not currently in use.

warm thorn
fast stone
#

cst inside .col

warm thorn
#

OK

fast stone
#

can be 10 csts

#

100 csts

#

inside one col

warm thorn
#

I see that Junior_Djjr has used some of the IDs in the range from 15065 to 15999 (from your list).

fast stone
#

that 15889-15999 one

#

can change id anyway if runs into a id related issue in the future

warm thorn
#

Okay, if you could please ask Junior_Djjr to reserve those IDs, that would be better. That way I can avoid any potential ID conflicts.

#

I think it would be best if you could ask just reserve about 50 IDs for the Remix mod. That should be enough for future use, mostly just for other interior lights.
For other objects, we can replace them in the Remix mod without needing additional IDs.

fast stone
#

that list is not updated anymore i think

warm thorn
#

The game still crashing. I am so confused now.

So if the object names in your COL file are "remix_sun" and "remix_moon", then the corresponding entries in the IDE and IPL files should also be named "remix_sun" and "remix_moon", right?
The confusing part is - do i need to create separate DFF files for each of these objects, even though they have the same base model? Or can i use the same DFF file for both the "remix_sun" and "remix_moon" objects?

#

dff file name:

remix.dff

ide:

objs
15889, remix, BREAK_S_bins, 800, 1
15890, remix, BREAK_S_bins, 800, 1
end

ipl

inst
15889, remix, 0, 10000.0, 10000.0, 10000.0, 0, 0, 0, 1, -1
15890, remix, 0, 10000.0, 10000.0, 10000.0, 0, 0, 0, 1, -1
end

loader:

IDE data/maps/remix.ide
IPL data/maps/remix.ipl
COLFILE 0 data/maps/remix.col
#

I think it would be best I watch the tutorials on replacing game objects first, I've only watched the texture replacement tutorials so far.

fast stone
#

can copy that custom dff into a 2nd custom dff (and rename)

#

can use same dff for both remix sun and remix moon objects

warm thorn
#

Oops, that's my fault it's working now

fast stone
#

oh cool

#

the sun dont flicker anymore?

warm thorn
#

I've been editing the backup file, not the actual file in the mod loader.🀣

#

But i didn't see the object rotate around CJπŸ€”

fast stone
#

tiny

#

and placed below

#

like 200 below

#

i show

#

placed below here (see the blue square)

warm thorn
#

The object is too small, so I'm having trouble finding it for the replacement. Maybe I should create a new one using Blender instead.

fast stone
#

i see

#

wait

warm thorn
#

Don't need to move the object just stay at 0,0,0

fast stone
#

ok

warm thorn
#

πŸ˜…

fast stone
#

still unsure if fixes the sun flickering with bigger col

#

but this method is better cuz use custom ids

#

rip

#

just realized

#

n/m

warm thorn
#

The game crashed when the CJ got close to certain vehicles.πŸ₯²

candid sapphire
#
#

Idk how good it is but i remembered it existed

#

Might change every hashes in the game tho so needs testing

warm thorn
#

There's another issue causing the game to crash now.πŸ₯²

#

I tried using the mesh that I exported from the DFF addon in Blender version 3.6, and now the game is not crashing anymore.

#

Oh no, the game is still crashing after playing for a little while.πŸ₯²

fast stone
#

i'll try

#

reinstalled win11

#

so reinstalling omivnerse

warm thorn
#

I tried using Remix version 0.51 and 0.54 releases, and those work fine. But the most recent build from the actions has a problem causing the game to crash.

warm thorn
#

The replacement still works if the mesh doesn't have a texture. But if I use the "First N untexture drawcall" to "hide" the mesh, I can still see a weird plane being drawn in the sky. This may be because the sky is not actually a sky mesh, but just a void, so something is still being drawn there. (Maybe the sky mod should fix this issue)

Remix also seems to realize that the plane (sun or moon) is the same object (same vertices count, same position), even if I'm using a different ID for it. So I may still need to adjust the mesh a little for different types of object meshes to get it working properly.

#

It's dinner time now. I'll try to work on this again later. Tonight I'll upload the updated mod.

warm thorn
unreal cloak
warm thorn
#

@fast stone Since the object I'm replacing is only slightly different, the base mesh being rotated a bit, You need to make sure to capture the scene at both daytime and nighttime. Sometimes the sun and moon can be visible at the same time during certain time periods.

#

Oh, we're having a problem again. The sun and moon light are lighting the scene, but the replacement objects for the sun and moon are not drawing on the scene. This could be because an "untexture drawcall" is hiding them. So we still need to assign a texture to the object in order to prevent Remix hiding them.

#

Streetlights or other light objects don't need to be visible in Remix, we can use untextured objects for those. But for the sun and moon, we still need to use textured objects to make them visible in Remix.

warm thorn
#

Thanks. But for the texture size, I may need to use a size that is not a common one in the game, like 16x16, similar to what I use in my vehicle toolkit. This is to avoid the texturehash changing during gameplay.

warm thorn
#

Okay, I'll make a custom 16x16 texture for the SARemix mod. I think that size is unlikely to get overwritten by other textures in game, so the texturehash won't change during gameplay.

fast stone
#

good idea

#

custom txd

#

with 16x16 (or lower)

#

so everyone uses same custom dff/txd in modloader

#

same hash

#

if linked to gta sa txd

#

can screw up the hash with different texture installed

wintry furnace
#

fart texture

warm thorn
#

Congratulations CJ, you've got your sun and moon back in your world now. You don't have to fart any more.

warm thorn
#

β˜€οΈ Sun and πŸŒ™ Moon Mod Update:

Features:
v0.15

  • Replace the sun's lighting with a direct light instead of a disc light
  • Replace the moon's lighting with a sphere light instead of a disc light

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:
v0.15

  • Replace object ID with custom object for easier mesh replacement for mod creator.
  • Also may improve a bit performance due to the mesh is just a single plane not a large terrain mesh or a group of buildings.

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.

v0.12

Real-Time Editing:

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

Credits:

  • **Hemry **(SARemix)
  • **Zeneric **(for guiding the custom object creation and providing the DFF, IDE, IPL, and COL files)

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

Requirement
This mod requires the Remix 0.5.4 release build to work properly. Any builds under 0.5.4 will not work correctly. Don't use the recent builds from the Remix GitHub action, they are not stable with this mod.

Installation Instructions:

  1. Unzip the files and place all files inside the "Game Folder" into your GTASA game folder.
  2. Unzip the files and place all files inside the "Remix Folder" into your GTASA Remix mod folder (e.g. GTASA Game Folder\rtx-remix\mods\GTASA).
  3. Open the mod.usda file in the GTASA Remix mod folder with a text editor. In the subLayers section, insert this line @./SARemix.usda@
    (only do this step if you didn't previously install the streetlight mod)

The "subLayers" structure should look like this:

subLayers = [
        @./SARemix.usda@,
        @./Meshes.usda@,
        @./texture/effect/Effect.usda@,
        @./Light.usda@,
        @./Materials.usda@,
        @./texture/sky/sky.usda@
    ]

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

warm thorn
#

@fast stone The streetlight mod needs to have some code rewritten, so it may take a bit of time to complete.

#

I want to add some variations in the street light colors - warmer tones and daylight colors for different types of street lights. And the taller highway lights should use a brighter light (different object ID), so that will need some adjustments as well.

The next next update may completely rewrite most of the code that reads the IPL file and caches all the light positions, instead of using the mad.get_all_objects function.

magic scarab
magic scarab
#

I used it as bloom color for enb, and lighting is sometimes lifelike

candid sapphire
#

@warm thorn you should update the pinned comment to go to the last sun & moon update

fast stone
#

ya the sun/moon works np

#

i suggest changing the ids to

#

doesn't matter n/m

#

1kb shaved

warm thorn
#

I already have a list of over 30 object IDs that need to use.

warm thorn
#

@radiant lagoon Can you please delete the first pinned message about the sun and moon mod?

warm thorn
radiant lagoon
warm thorn
candid sapphire
#

it's like a less powerful sun

#

so the blue light that the sky emits takes over the sunlight

warm thorn
#

I've been editing the timecycle, but haven't uploaded the changes yet. I still need to make some adjustments. Does the sun cast shadows correctly? And are there any weird lighting issues at night?

candid sapphire
#

Yeah it looks normal, no glitch or anything

#

I haven't had any at least

warm thorn
#

I noticed the directional light seems to be flickering more compared to the previous version that used a disc light.

fast stone
#

u tried

#

it changes the color in the sky

#

transmittance color

warm thorn
#

I tested the mod on Remix versions 0.4.1, 0.5.0, and 0.5.1, and the directional light is not working properly. It's not moving based on the object rotation.
The only version that works correctly is Remix 0.5.4. The recent builds from the Remix GitHub action are unstable and always crash the game.

warm thorn
# fast stone

If you tweak the Volumetric Lighting for the "sky color", it affects the whole time period, including nighttime.

candid sapphire
#

For some reason the translucent material don't work for the steak pack but it did for the vending machine

#

i'm dying inside

#

it stays white like that idk why

#

And I deleted the white part of the model in usd composer

#

it just don't work like it's supposed to

#

Ok, vsc just don't want to update the mod.usda

#

I have to use something else

warm thorn
candid sapphire
#

(better without the old mesh)

candid sapphire
#

Model is shit, just to check the texture, looks good, might need to change fonts cuz don't really work

#

og tex to compare

warm thorn
fast stone
#

use domelight to put hdri on the sky

#

clouds changes colors

#

free here

fast stone
#

n/m

candid sapphire
#

Doesn't hdris emits light

#

?

opal sable
warm thorn
opal sable
#

i didn't think it'd resolve it entirely, but it usually helps just a bit

#

surprised it didn't help that much here

magic scarab
#

@fast stone i've just remembered this mod, don't know if it will be of any use for you https://gtaforums.com/topic/735765-sa_lodless/#comments

https://www.gtagarage.com/mods/show.php?id=26477

warm thorn
magic scarab
#

It needs to be installed on a clean installation, it's in the description

warm thorn
#

This mod removes every IPL in the game. But Zeneric has already made a full LOD mod, so what's the point in using this one?

magic scarab
#

Yes i did test it long ago, didn't find it particularly useful

#

Other than for taking screenshots, i think this mod came out before 2dfx

#

It was the only way to increase buildings draw distance

warm thorn
candid sapphire
magic scarab
#

Where's the link? I'll try it when i get back home

warm thorn
#

@opal sable Can you please pin this message?
#1097105394821759006 message

magic scarab
#

Ok, thanks

round tendon
#

so the remix got updated? public version

warm thorn
round tendon
#

i mean the stuff u linked there. the google drive. ur recording looked good

opal sable
warm thorn
candid sapphire
#

It WILL impact performance if you don't have a lot of ram I think, other than that it's low poly so shouldn't really kill performance

#

I may be wrong tho maybe the engine will die because too much stuff

round tendon
warm thorn
round tendon
#

Ah..but in theory the rosa one should be better right?

#

i just wonder if he gonna implement ur timecycle thing

warm thorn
wintry furnace
#

cj rtx remix (real)

fast stone
#

it was crashy but i fixed it, made it work for remix

#

oh, is pinned

#

need to

warm thorn
#

Yes, you should add a description about that link for new users. That would be helpful.

fast stone
#

mass resize rosa

#

to 24 or lower texture size

#

for gta sa engine

#

on remix side, replace with original size

#

would make nolod mod lighter too

magic scarab
fast stone
#

i'll check it out

#

thanks

candid sapphire
#

Oh, replace full game with 1x1 tex so it lighten engine side

#

That's clever

wintry furnace
#

It will also increase remix performance by a lot

candid sapphire
#

Changing og tex from whole game will change it's hash ?

wintry furnace
#

Yes

#

Every object might have the same texture hash

#

But you can replace each texture with a tiny image individually

warm thorn
#

It's also avoid a texture visually changing to another texture in Remix. This is because all the textures are the same now.🀣
But every mesh needs a mesh replacement to assign a unique texture to them. The workload for this is much higher than just replacing textures in Remix.

candid sapphire
#

I was going to remodel most of the game anyway, so if we could make it run better now that can't be a bad idea

fast stone
#

can use image comparsion tool

#

np

candid sapphire
#

Maybe making the game loading ONLY lowest quality LODs, Then changing them to their not lods version on remix and replacing their models when I made a New one

#

Or not changing the model

#

Just the tex

#

Idk if that could be an easier way

warm thorn
merry hare
#

199 DOLLARS???

fast stone
#

how to mass rename material names to gta sa's texture names XD

#

makes my head hurt thinking this

#

mass thru usda file

#

rename material names inside there to texture names

#

based on data from comparing images (thru python)

fast stone
#

uh?

#

n/m XD

warm thorn
fast stone
#

usda file i mean

warm thorn
#

based on data from comparing images (thru python) i mean

fast stone
#

don't know honestly

#

i use gpt to guide me

#

XD

#

@warm thorn

#

you tried this?

#

dynamic sky

#

enivroment

warm thorn
#

It doesn't work in Remix, just in Omniverse. Just because many functions work in Omniverse doesn't mean they'll work in Remix. Remix has its own render pipeline. Don't waste your time trying to figure out Omniverse stuff if you mainly just want Remix functions.

fast stone
#

remix

#

has its own render pipeline

#

there a site

#

that lists what functions work on remix?

#

besides just aperture materials?

#

and lights, basic things @warm thorn

pastel jungle
#

Welcome back @last needle what brings you to be obsessed?

#

anyway lets move on

fast stone
#

i mean, how you know what works and don't work?

#

besides experimenting etc what i been doing

#

ohhhh

#

portal rtx

#

can inspect stuff on that

#

quake rtx too maybe

#

portal rtx is powered by remix

#

but quake rtx not sure

warm thorn
#

Everything that can be captured in Remix, works in Remix. Other Omniverse stuff is just like working in Blender - it's just a tool for making adjustments.

#

Remix toolkit is a good option if you want to try which functions work with Remix, because Remix Toolkit uses Remix as the renderer.

#

You can also watch the Remix Toolkit tutorials. They'll show you everything that works with the Toolkit, which means the things that work in Remix.

warm thorn
opal sable
fast stone
#

nice

warm thorn
#

I have another idea to generate an IPL file for night (streetlight) objects. This would use the game engine to handle streetlight generation based on the time of day, similar to how building lights work at night.
I think this could lead to better performance (even though the current script can handle 500 object IDs smoothly).
Since the game engine treats these light objects as roads (with an 800 draw distance), they won't be as easily culled. This should also fix the issue of the lights popping in.

warm thorn
#

Later today, I will upload streetlight mod and sun mod update.

  • The sun mod adds the ability to switch between a disc light or a distant light as the sun light. Distant light is physically correct but has light flickering, while the disc light looks softer on distant shadows but doesn't flicker.
  • The streetlight mod adds more variation in streetlight color and brightness to better fit the environment. For example, highway lights are taller and further apart, so they need a higher brightness value to properly light the environment. (This version doesn't fix the light pop in issue, but that will be addressed in the next version.)
night gulch
#

anyone have a working preset

candid sapphire
warm thorn
#

SA Remix Sun and Street Light Mod update :

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

Requirement
This mod requires the Remix 0.5.4 release build to work properly. Any** builds under 0.5.4 will not work** correctly. Don't use the recent builds from the Remix GitHub action, they are not stable with this mod.

Installation Instructions:

  1. Unzip the files and place all files inside the "Game Folder" into your GTASA game folder.
  2. Unzip the files and place all files inside the "Remix Folder" into your GTASA Remix mod folder (e.g. GTASA Game Folder\rtx-remix\mods\GTASA).
  3. Open the mod.usda file in the GTASA Remix mod folder with a text editor. In the **subLayers **section, insert this line
    @./SARemix.usda@
    (only do this step if you didn't previously install the streetlight mod)
The "subLayers" structure should look like this:
subLayers = [
       @./SARemix.usda@,
       @./Meshes.usda@,
       @./texture/effect/Effect.usda@,
       @./Light.usda@,
       @./Materials.usda@,
       @./texture/sky/sky.usda@
   ]

Credits:
**Hemry **(SARemix)
Zeneric (for guiding the custom object creation and providing the DFF, IDE, IPL, and COL files)

If you have any problems or suggestions, please discuss them here for further improvements

warm thorn
#

This Street Light Mod script is for Mod Creators to easily switch the light type.
This makes it easier to capture scenes for replacement purposes.

round tendon
fast stone
#

nice

#

haven't tried that sun and street light updated mod yet

#

just break from gta sa for a bit while

#

(focusing on impunes)

split badger
#

decided to test out remix since I've upgraded, same boat as this guy

#

for some reason the cpu temp is going all time high, I have a MUX switch so I suspected it might be utilizing the iGPU if that's even possible for remix, switched it off and still the same problem

wintry furnace
warm thorn
#

Finally, a high performance script that doesn't have light pop in issues is done.
Next, I'll add more static lights, including interior lights. Once that's done, mod creators won't need to manually add lights to every interior one by one.
(This means the hash issue that made some interior light replacements disappear will be fixed, because the lights will now be dynamically generated in game.)

round tendon
split badger
warm thorn
# round tendon but generating them wont cause misplacements or something? or wrongdoings

The placement is based on the original game's IPL file, but some of the placements aren't exactly the same, they have some offset in the game, and I'm not sure why.
However, the script will search for any dynamic streetlights (objects retrieved from mad:get_all_objects) that are close to the static streetlights (from the IPL file). If it finds any, it will automatically delete the static ones, so there shouldn't be any issues.
The script reads the IPL file before the game starts, and also uses a cached light position Lua quadtree file. This means it supports mods with IPL files (text-based ones) that match the specify the light model IDs.

warm thorn
split badger
#

Additional installation instructions:

Install Crosires d3d8to9 wrapper

split badger
#

Is the wrapper needed, it wasn't mentioned in your github repo?

warm thorn
#

There are some incorrect guides on the MobDB page, but we don't maintain that part of the page. I believe the MobDB moderators are responsible for maintaining that section.

#

Check the Pins and our GitHub page, you can see the details there on how to fix most of those issues.

split badger
#

The guide might need some dumbproofing (or updated?) and an archive pack of these various mods(I know permission can be an issue, but linking LibertyCity.ru is contradictory as these guys usually don't ask for publishing permission and the mod gets removed only after the author has noticed AND contacted the uploader/website).
I think I've followed the GitHub repo steps very thoroughly except, I didn't clone the repo, I manually placed it. Looking forward for this project anyways, much more promising than RenderHook.

round tendon
warm thorn
warm thorn
#

I spawned those objects in a very far distance. You can see the debug text showing 700-900+ objects in the camera. Those lights are still lighting up the scene, even though the distant streetlights don't exist.
I think the light objects are still limited by the in game draw distance, even though I set the light object draw distance to 1600 or 3200. The light objects still didn't show up in game.
I think @fast stone might know the reason for this.

fast stone
#

test 1400

#

and change the last number in ide to 0

#

only other way i can think of is using normal and lod models together

#

binary and non binary ipl's

#

aka forcing it to load lod in far distance

#

it uses cols right

#

cols on them are active

#

300 and above dont use cols (they change to lod models without cols)

warm thorn
#

I think the issue is actually due to the LOD limit

fast stone
#

lod on remix is fine

#

can use project2dfx with it

#

nolods mod works on it for example

#

can spawn far

fast stone
#

i'll do it fast

#

which do i test?

warm thorn
#

Are you suggesting that I need to generate a binary IPL file for the game?
That way, every light object would be visible from a distance. But could I still control them directly via script?
Or would they be real static objects? If I walk close to the LOD objects, will they automatically disappear?

warm thorn
fast stone
#

dunno if requires to be in binary (don't remma)

#

rip

#

sec

#

nah don't need to be in binary

fast stone
#

they'll change to normal models

#

if you far from normal models

#

they'll change to lod models

#

controllable via script

#

i get it now

#

cannot use project2dfx's normal draw distance

#

normal draw distance on vanilla gta sa on remix is locked (atm cannot be tweaked)

#

299 i think

#

they (including custom ide/ipl) disappear after 300

#

needs lods

warm thorn
#

Editing the name to start with "lod" should work?

fast stone
#

not that simple

#

trying to find tutorial

warm thorn
#

OK, thanks.

fast stone
#

it doesnt exist

#

maybe this

#

don't need external programs tho

#

just edit ipl/ide

#

and copy/paste normal cols into lod cols

#

with col editor 2 program

#

see this last number "5"

#

inside ipl

#

it means 5th line

#

this line tells gta sa to load the lod from 5th line when far

#

5th line is this lod line

warm thorn
#

I'm not sure why it's not working for me. Maybe it only works for static objects from the IPL, and not for dynamically spawned objects?

#

Maybe I should regenerate the IPL with the exact light positions. In theory, that should work. It's time to start working on an IPL file generator script.

iron anchor
candid sapphire
#

cuz it is 😎

queen locust
#

Hello, I tried to launch gta sa with rtx remix, did everything as written in the guide on github (https://github.com/Hemry81/GTASA-Remix?tab=readme-ov-file) including installing Necessary Mods, with When you start the game, there is light in a couple of the initial scenes, and then everything else is in the dark, can you tell me what to do?

GitHub

GTASA RTX-Remix Project. Contribute to Hemry81/GTASA-Remix development by creating an account on GitHub.

#

maybe this has something to do with the sun mod?

candid sapphire
#

you forgot the rtx.conf

#

you need to put it in the game folder

queen locust
#

from rtx-remix/rtx-config?

candid sapphire
#

yes

queen locust
#

did it already

candid sapphire
#

nope, it's supposed to remove the wall in front of you

#

it brings back the hud too

queen locust
#

it's... weird because I definitely did it

candid sapphire
#

you put the rtx.conf file in the game folder ?

#

not in the rtx-config folder

queen locust
#

it needs to be moved or copied to the games folder

candid sapphire
#

just the file in the rtx-config folder needs to be in the game folder

queen locust
candid sapphire
#

yh

#

send a screenshot of your game folder

queen locust
candid sapphire
#

weird

#

it's supposed to work

queen locust
#

Maybe rtx.conf is not updated on Github?

queen locust
#

it worked, but now I have something in front of my face... I understand it has something to do with the sun mod?

#

oh and the hud on the top right doesn't show

warm thorn
#

It's the old version. Try downloading the latest one here. The GitHub version hasn't updated the sun mod yet.
#1097105394821759006 message

queen locust
#

thanks, I'll try

queen locust
#

updated and it helped

#

thanks

#

now the ui part is not showing, all the cars are white, and the shadows are very strange))

warm thorn
warm thorn
#

Bro, you're missing some steps. I can see the sun is not working. Try reading the instructions carefully and make sure you installed all the necessary mods on the mod list. Otherwise, your meshhashes may be different, which could cause the sun, moon, and streetlights to not work.

warm thorn
queen locust
queen locust
warm thorn
queen locust
#

thanks!

queen locust
# warm thorn

well... it worked worse than the previous one... is this the latest version?

queen locust
queen locust
queen locust
#

should the files be here?

candid sapphire
#

Everything you need is written in the message you answered to

#

you asked a question that is already answered in the message you answered to bro come on

queen locust
#

and I still don’t understand which version of rtx.conf I need to use

warm thorn
#

Bro, the files in the GitHub repo haven't been updated in a long time. My mod files are quite different from the GitHub version. The pinned message has the latest version of the script mod or some issue fixes. If my provided rtx.conf doesn't fit your needs, you can try reading the pinned messages carefully. They provide information about all the fixable issues in the current remix state.

warm thorn
queen locust
warm thorn
#

I've already provided the details. Please read them carefully.
We're always happy to help people, but if you don't read the details carefully, we can't assist you.

warm thorn
queen locust
warm thorn
iron anchor
#

Kinda had butthurt remaking this logo btw

fast stone
#

it looks fantastic

iron anchor
#

It was butthurting to remake as i couldn't find seperate og logo, so i had to recreate it, and it was much more painful to find fonts similar to og

fast stone
#

good job tho

#

worthy

last needle
#

great game

#

real photos you take the best

#

feels like driv3r in 2005

warm thorn
#

Congratulations, Bro.
You finally know it's a GTA San Andreas remix channel. You now know how to post remix screenshots.

opal sable
warm thorn
#

Perhaps he used a GoPro?🀣

candid sapphire
#

no way he actually used remix

#

i'm impressed

wintry furnace
#

He's learning

warm thorn
jaunty kestrel
split badger
warm thorn
#

Finally, I've fixed all the script issues caused by GPT4. The headlight and taillight are done, they automatically place at the correct position and don't need adjustment. The emergency light is not implemented yet, but I will do it for the next release.
The only thing left before the first public release is to replace some color variations (128 color) leather texture. I hope I can finish this today, and I will publish the vehicle toolkit when I'm done.

candid sapphire
warm thorn
#

πŸš™ SA Remix Vehicle Toolkit first public release v0.1.0aπŸ’‘ :

SARemix Vehicle Toolkit, features the ability to automatically assign the correct color without using the Remix "Terrain System". It also automatically assigns glass and some chrome materials, as well as leather textures for certain vehicle interiors. The script allows for the customization of materials (when player sits in the car, press the "M" key to toggle the material editor) for each vehicle part and the ability to make hidden meshes visible again, due to the Remix "Skip First N untexture drawcall" issue.

Additionally, the script ensures that vehicle lights are automatically turned on between 19:00 and 6:00.

Requirements:
This mod requires the Remix 0.5.4 release build to work properly. Any builds under 0.5.4 will not work correctly. Do not use the recent builds from the Remix GitHub action, as they are not stable with this mod.

Installation Instructions:

  1. Unzip the files and place all files inside the "Game Folder" into your GTASA game folder.
  2. Unzip the files and place all files inside the "Remix Folder" into your GTASA Remix mod folder (e.g. GTASA Game Folder\rtx-remix\mods\GTASA).
  3. Open the mod.usda file in the GTASA Remix mod folder with a text editor. In the subLayers section, insert this line: @./SARemix.usda@,.
  4. The "subLayers" structure should look like this:
subLayers = [
        @./SARemix.usda@,
        @./Meshes.usda@,
        @./texture/effect/Effect.usda@,
        @./Light.usda@,
        @./Materials.usda@,
        @./texture/sky/sky.usda@
    ]

Script download link :
#1097105394821759006 message

Additional Advice:
This mod is compatible with vehicle addon mods. It has been tested on the 90s AVP vehicles pack. It is recommended to use mid/high-poly vehicle mods with proper UV unwrapped meshes. Some vehicles may have stretched UV issues with the leather material, depending on the vehicle addon "cheat" on the UV mapping. Original game vehicles may have more UV issues with the leather material.

The matte material properties can be changed in the Remix Material Properties Panel. Please note that this is an unedited texture (without PBR properties), and will affect the whole scene without PBR replacement.

Additionally, this mod may not work properly (for example, car paint reflection, chrome materials, leather materials) if you install additional texture mods or object mods that are not in our necessary mod list. For the necessary mod details, please reference our GitHub page.
https://github.com/Hemry81/GTASA-Remix

Credits:

  • Hemry (SARemix)
  • Zeneric (for guiding the custom object creation and providing the DFF, IDE, IPL, and COL files)
    If you have any problems or suggestions, please discuss them here for further improvements.

The following is a video showcase of how it works.

GitHub

GTASA RTX-Remix Project. Contribute to Hemry81/GTASA-Remix development by creating an account on GitHub.

wintry furnace
#

got damn

warm thorn
#

After taking almost a half year break, I will be back to work again tomorrow. I'm not sure if I'll have much spare time to work on these projects, so guys, enjoy your game with Remix.

jaunty kestrel
#

samp working

#

?

warm thorn
#

In theory, it should work.

pastel jungle
#

im sure someone tried it before

round tendon
#

so like, this has proper daytime n nighttime?
and vehicle reflections now?

candid sapphire
#

damn cars now have colors i'm starting to feel like this is gonna be huge

radiant axle
#

That skybox needs some color corrections now I'd say. Their blue is too saturated and strong that bleeds everywhere in the shadows

candid sapphire
#

Idk if there is a way to have a dynamic remix object, maybe a video ?

#

cuz a 8k video as the sky could be huge

#

mod will be 800gb but looks good πŸ‘

#

"Force HDR sky' remove the blueish effect of the sky

#

it makes the game not blue anymore in fact

opal sable
#

yeah, but now the sky is too bright

#

turning down the brightness will just end up with it being blue again most likely

candid sapphire
#

nope blueness isn't back

#

brightness was at 3 for some reason

#

so 1 is looking good

opal sable
#

interesting

#

i've never had the HDR sky setting actually fix anything lol

candid sapphire
#

idk what it is tbh, i saw sky in the name and checked it

#

and it fixed exactly what i wanted

#

😎

candid sapphire
#

THIS GAME LOOKS SO FUCKING GOOD

#

THANKS HEMRY FOR THIS SCRIPT

candid sapphire
#

@warm thorn is it supposed to show up ?

#

cuz it's not the final version so idk

candid sapphire
#

if y'all wondering i'm getting 20 FPS with DLSS quality, 30-40 fps with dlss perf, 65-75 fps ultra perf

#

with everything from the github, sun/streetlight/car color script, 90s AVP mod and in 1440p

candid sapphire
#

3080

solar girder
#

Did anyone record a timelapse of the game?

candid sapphire
solar girder
#

Yeah

#

I thought I saw it here but idk where it is

#

There’s too much media to go through

candid sapphire
#

you just speed up time and you can see full 24h in few sec

solar girder
#

I don’t have the rtx thing yet

#

I just wanna see how it looks now

candid sapphire
solar girder
#

That’s what I’m looking for

candid sapphire
solar girder
#

Yeah that’s why I’m not ready for it yet

#

Idk if a RTX laptop can handle this

candid sapphire
#

what gpu ?

split badger
solar girder
warm thorn
solar girder
solemn dune
#

@candid sapphire do you have installed 2gb memory fix?

candid sapphire
candid sapphire
#

Plugged in ofc

solar girder
candid sapphire
#

Ryzen 7 5800x, 32gb ram 3200mhz, 3080 10gb

#

Not laptop

quaint heron
#

i guess i will never be able to play RTX san andreas with 60+ fps. I have RTX 3060 :(

candid sapphire
#

I don't think you can play any game with path tracing on at 60fps with lower than a 4080

warm thorn
#

πŸš™ SA Remix Vehicle Toolkit release v0.1.0.b: πŸ’‘

Features:

v0.1.0.b:

  • Player can press the "L" key to toggle the vehicle light on/off.

v0.1.0.a:

  • Automatically assigns the correct color without using the Remix "Terrain System".
  • Automatically assigns glass and some chrome materials, as well as leather textures for certain vehicle interiors.
  • Allows for the customization of materials (when the player sits in the car, press the "M" key to toggle the material editor) for each vehicle part.
  • Ability to make hidden meshes visible again, due to the Remix "Skip First N untexture drawcall" issue.
  • Vehicle lights are automatically turned on between 19:00 and 6:00.

Bug Fixes:

v0.1.0.b:

  • Fixed stationary vehicles at parking lots or on the street where their lights still turn on at night.
  • Headlights still turn on even when they are damaged.
  • Removed the Light Sphere shape for the headlight.

Requirements:
This mod requires Remix 0.5.4 release build to work properly. Any builds under 0.5.4 will not work correctly. Do not use the recent builds from the Remix GitHub action, as they are not stable with this mod.

Installation Instructions:

  1. Unzip the files and place all files inside the "Game Folder" into your GTASA game folder.
  2. Unzip the files and place all files inside the "Remix Folder" into your GTASA Remix mod folder (e.g. GTASA Game Folder\rtx-remix\mods\GTASA).
  3. Open the mod.usda file in the GTASA Remix mod folder with a text editor. In the subLayers section, insert this line: @./SARemix.usda@,.
    The "subLayers" structure should look like this:
subLayers = [
@./SARemix.usda@,
@./Meshes.usda@,
@./texture/effect/Effect.usda@,
@./Light.usda@,
@./Materials.usda@,
@./texture/sky/sky.usda@
]

Additional Advice:
This mod is compatible with vehicle addon mods. It has been tested on the 90s AVP vehicles pack. It is recommended to use mid/high-poly vehicle mods with proper UV unwrapped meshes. Some vehicles may have stretched UV issues with the leather material, depending on the vehicle addon "cheat" on the UV mapping. Original game vehicles may have more UV issues with the leather material.

The matte material properties can be changed in the Remix Material Properties Panel. Please note that this is an unedited texture (without PBR properties), and will affect the whole scene without PBR replacement.

This mod may not work properly (for example, car paint reflection, chrome materials, leather materials) if you install additional texture mods or object mods that are not in our necessary mod list. For the necessary mod details, please reference our GitHub page.
https://github.com/Hemry81/GTASA-Remix

Credits:

  • **Hemry **(SARemix)
  • **Zeneric **(for guiding the custom object creation and providing the DFF, IDE, IPL, and COL files)

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

The following video showcases the new features and bug fixes.

GitHub

GTASA RTX-Remix Project. Contribute to Hemry81/GTASA-Remix development by creating an account on GitHub.

warm thorn
#

After I finished the street light mod with LOD models, I think I've fixed most of the fixable issues in GTASA with Remix. Next, I'll switch back to PBR creation and some mesh replacement processes.
The vehicle toolkit with advanced light features will come later. It's more complex than I thought when working with ImVehFt. Maybe when my programming and reverse engineering skills improve, I can handle it, but for now, I'll leave it at this stage.
Now that GTASA has proper lighting and car paint, I think PBR material and mesh replacement should be the first priority for the mod.

candid sapphire
#

Just tried, the vehicle toolkit works with HD universe Vehicle πŸ‘

candid sapphire
#

also, I'm doing a car pack rn, I'll try to respect og model as much as possible and only use mods that works 100% fine with the toolkit (i'm not modeling cars, just searching mods done by others that would work) I'll credit everyone on the modpack OFC

solar girder
warm thorn
solar girder
#

He didn’t say he had an rtx gpu

warm thorn
#

Read carefully again

opal sable
#

why not just give the answer

#

RTX 3080

warm thorn
#

The answer is already there, but he didn't read itβ€¦πŸ˜…

opal sable
#

i know. it just comes off as really rude when someone does that (at least it does to me)

warm thorn
#

Oh, I didn't realize that was rude to say. I just feel that people sometimes don't respect us when we've already provided detailed information, like in the mod's readme. They keep asking the same questions without reading the details carefully again.

unreal cloak
#

people ask what GPU to people who have it in their username

candid sapphire
#

@warm thorn the bmx got the lights too

#

all bikes in fact

fringe slate
#

I've found with the 4070 super that it really does not perform well at native but there is a ~60% improvemnt just going to dlss quality

warm thorn
candid sapphire
#

i can't play properly under dlss performance

round tendon
#

y all calling a 3080 old already? Lmao

#

its still a good card wym

wintry furnace
#

Good doesn't mean it can't be old

iron anchor
#

4 years is old? GeeZ

candid sapphire
#

Old for path tracing, remix is the only game where my 3080 isn't enough tbh

#

even cyberpunk 1440p full ultra rt psycho i get 30 fps (which is bad but still good for a now 400€ gpu)

candid sapphire
#

it can't be

#

DAMN ITS 4 YEARS OLD REALLY

iron anchor
#

Yes, otherwise i wouldn't write it, i did checked at what year it came out (i asked ChatGPT)

solar girder
last needle
#

inverted mod map is potential

#

when can w e play hemry trees

warm thorn
# last needle when can w e play hemry trees

Bro, I don't have a release date for the tree mod yet. My first priority is to fix the street light script, especially for the very distant lights. I also need to do more optimization work to improve the performance.

#

I have an idea from the street light mod. I think I found a way to avoid objects culling ( for some close distance objects ) when they are behind the camera. But I'm not sure if it will impact performance too much. I'll test it out after I finish the street light mod to see how it goes.

plain pendant
#

Name seems suspicious, also joined the server upon creating his account.

jaunty kestrel
warm thorn
jaunty kestrel
warm thorn
#

Don't worry about it. Based on past experience, he'll probably break the rules again soon. We'll just wait and see how things play out.πŸ˜†

opal sable
#

gave him many chances already

#

what... 4? lol

#

and he already DM'd me despite me asking him a long time ago not to do that

wintry furnace
#

He's a little slow

#

Be patient

#

And wait for him to do something ban worthy again lol

opal sable
#

ban evasion is grounds for a ban actually

#

sooo

wintry furnace
#

Yes but that's not nice

#

You wait for the other guy to slip up

#

Makes the ban all the more funny

jaunty kestrel
opal sable
wintry furnace
plain pendant
pastel jungle
#

We should just tell hungarian government or isp to cut his internet

candid sapphire
wintry furnace
#

Oil.

candid sapphire
#

Oil, Better.

wintry furnace
#

Oil, Better..

warm thorn
# candid sapphire Oil, Better.

That's awesome, the oil material looks much more realistic now. The next thing to work on is fixing the indentation/shading issue on the bottle cap. And you'll also want to increase the density of the indentations. Keep up the great work!

#

Irl the oil in a bottle wouldn't be completely full all the way to the top. That's because you need to leave some air space at the top of the bottle. This allows for the oil to expand and contract as the temperature changes without putting too much pressure on the container.

candid sapphire
#

yeah the cap was failed, looks better like this

candid sapphire
wintry furnace
#

2

candid sapphire
#

how about this one ?

#

I honestly don't see a difference, but it still took me 20 minutes

#

🀑

split badger
radiant axle
round tendon
#

i thought u were showing us a real pic of an oil

#

xDD

candid sapphire
#

this is good and all, but how tf do I transfer all these settings from blender to remix ?

#

cuz exporting to usd makes it full white cuz remix don't support basic blender shader (i suppose)

#

please help πŸ€“

#

did this, good enough, just used aperture materials translucent, set it yellow, tadaaaaa

#

if i can port what i had on blender to remix i still wanna know how

#

plz

#

It looks like piss now

humble tangle
#

I've tried installing twice and it looks nothing like anyones pictures and I have a bunch of vertex explosions going on. The VRAM usage is about 20%, and if I go to the enhancements tab it says none detected.

candid sapphire
#

remix is

#

not the mod we're doing

#

you have a lot to do unfortunately for the game to work

humble tangle
#

I followed the github instructions and cloned the repo with github desktop (though I'm not sure why I can't just download the zip)

candid sapphire
#

at a certain point github fucks up download when it's too heavy that's why downlaoding from the website is not recommended

#

also it works for everyone, just read carefully the github, follow the pinned comments and you shoud be good

candid sapphire
#

I'm terrible at python, but i'll try

#

(used ai for that, and a bit of myself too cuz gpt is stupid)

#

soon it'll be on moddb so idk if that really is useful

#

and if python can download from any website just with a link

#

lmao I said "soon"

split badger
candid sapphire
#

I'll make it so you just select Ur game directory and it installs everything

split badger
#

required mods archive would be beneficial, but I understand if it's not done because of copyright

split badger
candid sapphire
#

I'll see what I Can Do about this but yeah a full install from clean to playable could be insanely cool

split badger
#

I have a dozen of gta sa'es laying around lol, as you put it, would be insanely cool

gritty elbow
#

what did i do wrong why does my game look so bad?

#

that is literally the only light in the whole game

warm thorn
warm thorn
# candid sapphire if i can port what i had on blender to remix i still wanna know how

Blender export to USD doesn't fully support the material setup you need for Remix. The USD export only supports basic materials, not complex shaders.
So you have a couple options:

  1. Manually create a new material for the mesh replacement that will work with Remix
  2. Use an existing material from your material library (I've made some presets, but haven't uploaded them to GitHub yet)
#

To make the oil look as realistic as possible, be sure to reference the real-world index of refraction (IOR) for oil when setting up the material.
It's important to have the oil as a separate mesh from the bottle itself. Having two distinct meshes, the bottle and the oil inside, will give you better results when rendering with ray tracing. The interaction between the bottle and the oil will look more realistic that way.

#

For the plastic bottle, you'll want to use a PET (polyethylene terephthalate) material. PET is a common plastic used for bottles, so that will help make the material look more realistic.

gritty elbow
#

how do i fix poor performance with the mod

#

i have an rtx 3060

#

12gb ddr6

#

i feel like i shouldnt be running at 20fps

gritty elbow
#

its so laggy to the point where it is making the audio stuttering sound that you normally hear before your pc bluescreens

#

and most of the time that same audio nanosecond clip is repeated until your pc is restarted

#

and it just crashed after it froze when i got off the bike

#

its so unplayable

#

i dont know why

warm thorn
#

Remix is a path tracing renderer, which means it requires a lot of computing power. Even an RTX 4090 graphics card can't run it at a stable 60 fps.
But you can try playing the mod with Remix version 0.5.4. Don't use the most recent build from the GitHub actions. And to help with performance, press Alt+X to switch the DLSS quality to Performance / Ultra Performance mode.

opal sable
#

@warm thorn a few questions:
is the "Required mods" section in the github readme actually required? or is it recommended, as stated in the description

if i choose not to install them, will the game mods you set up + Remix portion function properly?

#

many of the mods have instructions like this:

Extract the folder "Improved Streaming" to your ModLoader folder.
does the "moonloader" folder take place of that modloader folder?

warm thorn
# opal sable <@944081029331820574> a few questions: is the "Required mods" section in the git...

If some mods aren't installed, the mesh hashes might change. That could cause compatibility issues with the mod.
So using the "Downgrade to 1.0" and "Essentials Pack" mods is a must.
The "Mixsets" mod can also help fix some visual issues when using Remix. And the "Ped Spec" mod can address mesh shaking problems.

For our mod where we're dynamically spawning a lot of objects, like object replaced as lights, the "Improved Streaming" and "Open Limit Adjuster" mods are a must to help with memory issues.
As for ImVehFt and VehFuncs, those might not be truly required.

opal sable
#

okay

there are a couple other concerns i have:

  • the essentials pack contains a crack for the game
  • it also has a batch script which deletes a dll in system32
warm thorn
opal sable
#

so when a mod requests that you extract to the modloader folder, you need to set up a separate mod loader and make that folder manually?

#

ah i see, it's in the essentials pack

warm thorn
#

We need the Essentials Pack's cracked executable file. This is a modified version of the game's exe that allows it to use up to 4GB of memory.

opal sable
#

there's no alternative?

warm thorn
#

I haven't tested the Essentials Pack too thoroughly yet. It's possible that some of the mods included in the Essentials Pack may not actually be needed.
I'll have to look into that more later. For now, I have to go to work, but I can try testing it out further tonight.

opal sable
#

well, unfortunately on my system the game just crashes after following your guide

#

even with Remix disabled

fast stone
#

frame generation is the key

#

but it's available on 4000 series onlyh

#

there is a mod that fakes gpu into using fg (for 3000/2000 series)

#

dunno if works here

fast stone
#

also, sup @split badger , long time

#

can pin this too, @opal sable ?

round tendon
#

this is updated to latest?

split badger
gritty elbow
#

how do i fix my mouse teleporting back and fourth when using the remix gui?

#

also how do i fix this?

#

and this

#

and this

#

also why does cj look so bad

#

and this

#

what is going on

#

i feel like i set it up wrong

#

why does smoke and shadows look so weird?

#

also for some reason guns have like a flash attached to them even when they don't go off

opal sable
#

they're just excited

gritty elbow
#

huh?

#

you are a bot?

#

im so confused

opal sable
#

dunno what that's about

#

i run this server lol

gritty elbow
#

lol

#

me neither

#

and what do you mean they are excited?

opal sable
#

i was just joking that they're so excited to shoot that it's always on

gritty elbow
#

oh thats makes sense

opal sable
#

how i show up on my screen πŸ˜›

gritty elbow
#

sorry i didn't understand

#

oh yea

#

weird

#

probably because my plugin for discord isnt always accurate

opal sable
gritty elbow
#

oh wait i know its because you have the bot-alert role

#

it thinks you are a bot

opal sable
#

lol

gritty elbow
#

is this server official? like do you work for nvidia?

opal sable
#

it's officially unofficial

basically we're an unofficial server, but Nvidia partnered with us to provide technical support & general info for Remix

#

i'm not an Nvidia employee

#

those with the Nvidia role are however

gritty elbow
#

oh nice

#

like NV_Mark?

opal sable
#

ya

gritty elbow
#

oh ok makes sense

#

so if you created the server why doesn't it show a crown next to your name?

opal sable
#

i'm not the owner, but i am the one running the server. the owner has been away for a very long time now

gritty elbow
#

oh that makes sense

#

how long years?

opal sable
#

at least a year

gritty elbow
#

also what is the best way to learn how to use remix?

opal sable
#

#remix-beginners-guide has extensive guides and info, including Nvidia's own guides on it

#

other than those, just trial and error

gritty elbow
#

yea i prefer videos for guides are there any of those? I hate reading and I feel like I learn better visually seeing the instruction acted out, instead of reading it and not having any reference about what the instruction means.

opal sable
#

mhm, it's linked there

gritty elbow
#

ok thanks!

#

remix should add support for slightly newer games with shaders

opal sable
gritty elbow
#

or atleast a way to disable the games shaders like a little switch that disables them

opal sable
#

and disabling shaders will most often just disable important functions of the game

gritty elbow
#

maybe people from the community will release patches to disable game shaders without breaking them?

opal sable
#

well, shaders replaced the older fixed function methods (which Remix works best with). it's not like there's just the exact same functionality with them disabled

gritty elbow
#

like some kind of file that has like a list of the location inside the game's folder where the shaders are?

opal sable
#

people have done it, but it's very complex

gritty elbow
#

oh

#

like people have modified the game files to work with remix?

opal sable
#

yes

gritty elbow
#

oh yea

opal sable
#

a large portion of projects here have had to do that one way or another

gritty elbow
#

probably involves decompiling the exe file or something right?

#

editing it bit by bit

opal sable
#

some reverse engineering for sure

gritty elbow
#

yea

opal sable
#

or using existing mod tools

#

like Hemry did for GTA SA here

gritty elbow
#

i am going to try to get into college for computer programming, software design, software development, game design, or something else. I am still in highschool but graduating soon-ish.

#

it is definitely a good field

#

is that a good idea do you think?

#

and if it is what would you recommend?

#

because im trying to find something that will allow me to do all of those things at some point

#

im having trouble finding the right thing though

#

this might be the wrong place to talk about that i'm sorry if it is.

gritty elbow
opal sable
#

@warm thorn thanks to Aupx's help, i got it running

there are some major issues i've noticed:

  • by default, lighting was broken. the skybox was not being detected properly. changing Sky auto-detect fixes it
  • there's a giant mesh in the way also with a texture that needs to be ignored
  • LODs seem to need adjustment. i realize this isn't an easy task however
  • massive amounts of stuttering
  • this is due to your assets most likely. there are some absolutely massive textures in there that seem to be causing it
  • my SSD was nearly maxed out trying to load it. it's PCIe 4.0 and still wasn't fast enough
  • my 32 GB RAM was maxed out and overflowed into pagefile
#

once you finalize the assets and they're fully optimized, you can pack them with RTXIO to improve loading performance as well

gritty elbow
#

yea kinda wild

#

there needs to be some way to optimize it but keep the quality

#

without losing the remastering effect

warm thorn
warm thorn
candid sapphire
#

I kinda fixed the stuttering by changing my mouse Hz from 4k to 125Hz

#

it doesn't work everytime tho

opal sable
warm thorn
#

@opal sable Which version of the game are you playing? The texture / mesh hashes may be different if you're using a different game version than me. I'm using the Steam version and downgraded to US version 1.0.

last needle
#

gta brasil

jaunty kestrel
#

Are you even trying atp to hide your identity lol

candid sapphire
#

gta brasil

#

idk why but i laughed

jaunty kestrel
opal sable
opal sable
jaunty kestrel
candid sapphire
#

Almost