#Grand Theft Auto: San Andreas (GTA SA)
1 messages Β· Page 9 of 1
If you add a 1x1x1 meter box, that will help you identify if your scale is set up incorrectly.
now adapted with rosa rtx remix
sun/moon mod for rosa
rtx.conf also updated
for the sun/moon mod
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

Someone ask the same question recently.
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
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.
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.π
I used this one previously.
Is there a better one?
No
The Amb and Amb_Obj settings also affect the shading.
amb and amb ob?
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
Bro, the default setting is on. Honestly, I didn't see any difference between having it on or off.
Whatβs your fps with and without postfx?
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
bout 30 i think
stoch is still needed for vertex alpha
sec
You can also disable more useless stuff in mixsets to increase it
Like clouds
Idk if real skybox works with it
needs postfx for timecyc
can disable gta shadows thru mixsets
real skybox kinda, barely visible
this with posfx on
not much difference
The world transform doesn't seem to make a difference on my end.
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
weird
cuz stoch was already enabled
and needs to be at .5 i think for vertex alpha
at .2
I'm using the latest remix version, from the action build.
can use these instead of the ids you currently use for remix?
these two are unused in gta sa
for the sun/moon mod
proper fixes makes sun/moon mod incompitable i think
the ids from lc
Yes, you can edit any ID you want in the "SARemix_Real_Sun.dat" file. The ID for the sun is 3890 and the ID for the moon is 3891.
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.
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
@fast stonedo you check 2dfx mod with rtx remix?
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.
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?
ya, need to do this
fix this short distance issue i mean
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.
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
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.
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
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.
Transparent textures don't perform well in path tracing, so you should avoid using them.
It's better to delete the actual mesh in remix, rather than just "hiding" it.
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
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.
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.π
needs txd
What is the object ID
but can link it to any txd on gta sa
I watched some of TJGM's modding tutorials last night and installed IMGFactory.
dont need to be textured on 3ds max
dunno custom id
Baixar peΓ§as para instalar no mod Tuning Mod para GTA SA.
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
Thanks
Last year
I only know that an IDE can define the object ID.π
The IPL files should be placed in Liberty City or far away from the main map, to avoid having them visually appear on the in-game map.
needs loader.txt too to load remix.ide and remix.ipl from modloader
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
Okay, thanks. I'll try it out now.
What range of object IDs are unused and available to use for custom objects?
dunno, check this link (i can't access it atm)
.
Thanks, it's lunchtime now. I'll try it out later.π
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.
Thanks, I haven't downloaded Rosa yet. I just want to know if that object ID range from 15077 to 15099 is free to use for remix mod. And ask the Rosa team to reserve those IDs for Remix mod.
I think Rosa doesn't replace or add any .dff's
https://tuningmod.mixmods.com.br/p/ids.html
I think Junior_Djjr, who is part of the Rosa team, has made a lot of object mods. Is that correct?
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.
He is not a part of Rosa team, Rosa is led by Jessica
Only Jessica??
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
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.
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
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/
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 Help, I'm having an issue, the game is still crashing when I copy the same file and rename it to a different name. Is there anything else I need to do after copying the file, besides just renaming it?
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
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?
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
I read that the original IPL file for road objects uses 800, 1, so I just copied that from the road object.
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.
cst?
cst inside .col
OK
remix_sun and remix_moon you see here are 2 csts
can be 10 csts
100 csts
inside one col
should work
use this txt
I see that Junior_Djjr has used some of the IDs in the range from 15065 to 15999 (from your list).
that 15889-15999 one
can change id anyway if runs into a id related issue in the future
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.
that list is not updated anymore i think
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.
can copy that custom dff into a 2nd custom dff (and rename)
can use same dff for both remix sun and remix moon objects
Oops, that's my fault it's working now
I've been editing the backup file, not the actual file in the mod loader.π€£
But i didn't see the object rotate around CJπ€
tiny
and placed below
like 200 below
i show
placed below here (see the blue square)
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.
Don't need to move the object just stay at 0,0,0
π
still unsure if fixes the sun flickering with bigger col
but this method is better cuz use custom ids
rip
just realized
n/m
The game crashed when the CJ got close to certain vehicles.π₯²
Can't this be useful ? https://gtaforums.com/topic/979214-asi-autoid3000/
Hey y'all, what's up? I present my most ambitious mod yet: Description: Anyone who's ever installed a mod for this game has, at one point or another, come across the concept of what I call 'ID-entities'. The most common ID-entities include: Ped Models Vehicle Models Object Models Weapon Types Wea...
Idk how good it is but i remembered it existed
Might change every hashes in the game tho so needs testing
Wihtout Remix no issue
With Remix
There's another issue causing the game to crash now.π₯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.π₯²
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.
It seems like I still need to assign textures to the objects, otherwise Remix will just make them disappear.
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.
@fast stone The process of replacing objects is much easier now compared to before. The remaining steps for the object replacement are the same as in the Omniverse replacement video I posted previously.
bruh those ray traced refractions
@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.
so you need it textured?
sec
textured with this inside the txd
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.
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.
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
fart texture
Congratulations CJ, you've got your sun and moon back in your world now. You don't have to fart any more.
βοΈ Sun and π 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
- This applies when:
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:
π¨ The old file "SARemix_Real_sun.dat" is no longer valid. Please overwrite this file with the new version to prevent issues.π¨
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:
- Unzip the files and place all files inside the "Game Folder" into your GTASA game folder.
- 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).
- 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.
@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.
If you need the exact color code of sunlight, this is it:
https://encycolorpedia.com/fdfbd3
You can use it for midday hours, from around 9:30 to 16h, earlier and later than that sunlight is obviously more yellow/orange.
Thanks
I used it as bloom color for enb, and lighting is sometimes lifelike
@warm thorn you should update the pinned comment to go to the last sun & moon update
ya the sun/moon works np
i suggest changing the ids to
doesn't matter n/m
1kb shaved
Updated
@radiant lagoon Can you please delete the first pinned message about the sun and moon mod?
Have you noticed any strange lighting issues with the latest sun and moon mod?
I hope I got the right one
Yes, that's correct. Thank you.π
It looks like the sky is doing a weird blue light all over so the sun isn't showing lights as much as it used to
it's like a less powerful sun
so the blue light that the sky emits takes over the sunlight
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?
I noticed the directional light seems to be flickering more compared to the previous version that used a disc light.
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.
If you tweak the Volumetric Lighting for the "sky color", it affects the whole time period, including nighttime.
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
Try separating them into different USD files, then import them separately. That should work.
Nah it's all good, vsc just isn't updating the file for some reason when I save it
(better without the old mesh)
Model is shit, just to check the texture, looks good, might need to change fonts cuz don't really work
og tex to compare
The disc light is more stable and doesn't have any flickering. But the distant lights tend to flicker when the light is moving.
use domelight to put hdri on the sky
clouds changes colors
free here
n/m
customizing the DLSS preset might help too. you can use DLSStweaks for that. install it into the .trex folder and use the configuration tool
i recommend using Preset E in DLSS 3.7.0
I tried using DLSS 3.7.10 with preset E, but that didn't fix the issue. I also tried TAUU and even without upscaler, but it seems like the flickering is an issue with the distant lights in Remix.
i didn't think it'd resolve it entirely, but it usually helps just a bit
surprised it didn't help that much here
@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
SA LODless is a modification that removes all of the LODs from SA and also increase draw distances for all of the HQ models in game. This is achieved by transferring HQ models from Binary IPLs for every sector of the map and transfer the IPL lines to its IPL counterpart and then deleting the LOD ...
Did you try it yourself before posting that suggestion? It's causing the game to crash. The modder is really busy trying to fix the game and create the mod, so please test things out before posting suggestions, to make sure they're actually useful.
It needs to be installed on a clean installation, it's in the description
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?
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
Zeneric's LOD Mod already makes all objects remove LOD. Have you tried using that mod instead?
Can you add it to the pinned comment I never saw it I think I missed it
Where's the link? I'll try it when i get back home
@opal sable Can you please pin this message?
#1097105394821759006 message
Ok, thanks
so the remix got updated? public version
i mean the stuff u linked there. the google drive. ur recording looked good
Zeneric's LOD Mod forces all objects to appear as high detail objects, removing all LOD objects. This provides better visuals (and makes it easier for modders to replace meshes), but may impact performance.
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
Yeah maybe, but what about the proper day, morning night sunset thing.
We're not working on the same mod. We're modding the base game with a few non-texture/mesh mods (mostly to fix Remix compatibility).
He's modding based on the Rosa mod, so the mesh hashes used in our mod may be different than in his mod. He'll need to fix something before he can release it.
Ah..but in theory the rosa one should be better right?
i just wonder if he gonna implement ur timecycle thing
In theory, if the textures use proper PBR materials, a high quality texture mod should look better.
cj rtx remix (real)
i use this
it was crashy but i fixed it, made it work for remix
oh, is pinned
need to
Yes, you should add a description about that link for new users. That would be helpful.
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
I found this
Replace all the textures in your GTA San Andreas with a single one (why not) πΈ - exelestor/sa-textures-replacer
It will also increase remix performance by a lot
Changing og tex from whole game will change it's hash ?
Yes
Every object might have the same texture hash
But you can replace each texture with a tiny image individually
It's also avoid a texture visually changing to another texture in Remix. This is because all the textures are the same now.π€£
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.
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
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
Good point. That approach is great for performance with full LOD Map, and it's also more efficient and uses less memory in original game.
We will need to find the LOD object names and then do a mass replacement of the IDE and IPL files.
199 DOLLARS???
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)
Is the database just a text file?
What does it look like?
usda file i mean
based on data from comparing images (thru python) i mean
don't know honestly
i use gpt to guide me
XD
@warm thorn
you tried this?
dynamic sky
enivroment
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.
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
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
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.
Quake RTX does not use Remix as the renderer.
i see, toolkit. thanks
Quake 2 RTX was made by the same team prior to Remix's existence. it inspired Remix iirc
nice
Progress on the video showcasing reading object ID positions from an IPL file:
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.
Different Light Type Showcase:
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.)
anyone have a working preset
wdym by "preset"
SA Remix Sun and Street Light Mod update :
Note:
π¨ 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.π¨
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:
- Unzip the files and place all files inside the "Game Folder" into your GTASA game folder.
- 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).
- 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
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.
i think u should link the remix thingy here again. i mean for each update that goes
nice
haven't tried that sun and street light updated mod yet
just break from gta sa for a bit while
(focusing on impunes)
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
Remix does use a ton of CPU resources
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.)
but generating them wont cause misplacements or something? or wrongdoings
https://www.moddb.com/mods/sa-remix
Is the ModDB page maintained by you Hemry?
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.
Yannis and I maintain this page, but we haven't uploaded anything yet. We need some more mesh and texture replacements first.
Additional installation instructions:
Install Crosires d3d8to9 wrapper
huh?
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.
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.
hm, what about when ur high up on a building and its night?
I think the guide is already quite simple. To use our mod, you really need to download all the items on the necessary mod list. If you don't do everything exactly the same, even just a small texture or object mod, it may not be compatible with our mod. That may change the texture or mesh hashes can cause some replacements to become disabled.
May i just drop this then?
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.
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)
I think the issue is actually due to the LOD limit
lod on remix is fine
can use project2dfx with it
nolods mod works on it for example
can spawn far
try this method
i'll do it fast
which do i test?
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?
15892
dunno if requires to be in binary (don't remma)
rip
sec
nah don't need to be in binary
if you close to lod objectgs
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
Editing the name to start with "lod" should work?
OK, thanks.
it doesnt exist
maybe this
Great discounts on games!
https://www.instant-gaming.com/?igr=gamer-148b2d
Making IMG file and preparing IDE, IPL & DAT --- Min: 1:12
Making LOD files --- Min: 6:42
youtube channel of Nikita-Kun
https://www.youtube.com/user/v333ish
this is a TUTORIAL, so, I created LOD f...
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
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.
Okay, why tf it looks so impressive
cuz it is π
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?
maybe this has something to do with the sun mod?
from rtx-remix/rtx-config?
yes
did it already
nope, it's supposed to remove the wall in front of you
it brings back the hud too
it's... weird because I definitely did it
it needs to be moved or copied to the games folder
just the file in the rtx-config folder needs to be in the game folder
this one?
Maybe rtx.conf is not updated on Github?
I'll try it now
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
It's the old version. Try downloading the latest one here. The GitHub version hasn't updated the sun mod yet.
#1097105394821759006 message
thanks, I'll try
should it be GTASA Game Folder\rtx-remix\mods\GTASA\SARemix or GTASA Game Folder\rtx-remix\mods\SARemix?
updated and it helped
thanks
now the ui part is not showing, all the cars are white, and the shadows are very strange))

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.
Github instructions?
Both
well... I'll try again
where can i find updated rtx.conf file?
thanks!
well... it worked worse than the previous one... is this the latest version?
and it weighs less than that
that's odd
mod.usda is a SARemix.usda now?
should the files be here?
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
I guess not? for example, the archive does not contain the mod.usda
and I still donβt understand which version of rtx.conf I need to use
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.
yes, already changed as written
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.
Are there any other issues in the game you're currently facing?
The player's shadow looks weird
#1097105394821759006 message
Kinda had butthurt remaking this logo btw
what you mean?
it looks fantastic
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
Congratulations, Bro.
You finally know it's a GTA San Andreas remix channel. You now know how to post remix screenshots.
that's real life? how'd you get the camera up there
Perhaps he used a GoPro?π€£
He's learning
What? I heard something big is coming. Can anyone tell me what's wrong with those cars?
This has gotta be some deep learning ai Turing test
what about the headlights? do they seem normal to you lol
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.
?
π SA Remix Vehicle Toolkit first public release v0.1.0aπ‘ :
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:
- Unzip the files and place all files inside the "Game Folder" into your GTASA game folder.
- 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).
- 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@
]
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.
got damn
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.
In theory, it should work.
im sure someone tried it before
so like, this has proper daytime n nighttime?
and vehicle reflections now?
damn cars now have colors i'm starting to feel like this is gonna be huge
Looking so good! Damn
That skybox needs some color corrections now I'd say. Their blue is too saturated and strong that bleeds everywhere in the shadows
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 π
"Force HDR sky' remove the blueish effect of the sky
off
ON
it makes the game not blue anymore in fact
yeah, but now the sky is too bright
turning down the brightness will just end up with it being blue again most likely
nope blueness isn't back
brightness was at 3 for some reason
so 1 is looking good
idk what it is tbh, i saw sky in the name and checked it
and it fixed exactly what i wanted
π
uhm
@warm thorn is it supposed to show up ?
cuz it's not the final version so idk
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
4080?
3080
Did anyone record a timelapse of the game?
Like a full 24h without moving just to see ?
Yeah
I thought I saw it here but idk where it is
Thereβs too much media to go through
you just speed up time and you can see full 24h in few sec
i made this in 5 minutes lmao
Can you show the sky too
Thatβs what Iβm looking for
at the end the game crashed lmao
what gpu ?
honestly impressive, wonder how much would that be with framegen
RTX 4070
Why is the night time so bright?
@candid sapphire do you have installed 2gb memory fix?
I have all the mods in the Github + 90s AVP
You definitely Can handle RTX remix with a 4070m
Plugged in ofc
What are your specs?
i guess i will never be able to play RTX san andreas with 60+ fps. I have RTX 3060 :(
I don't think you can play any game with path tracing on at 60fps with lower than a 4080
π SA Remix Vehicle Toolkit release v0.1.0.b: π‘
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:
- Unzip the files and place all files inside the "Game Folder" into your GTASA game folder.
- 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).
- 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.
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.
Just tried, the vehicle toolkit works with HD universe Vehicle π
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
So you donβt even have RTX?
Bro, read carefully.
He didnβt say he had an rtx gpu
Read carefully again
The answer is already there, but he didn't read itβ¦π
i know. it just comes off as really rude when someone does that (at least it does to me)
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.
people ask what GPU to people who have it in their username
Probably not native 1080p
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
Yes. The original game also had specific light positions for the bikes (not 0, 0, 0), so I included those as well.
I guess my 3080 is getting old already π’
i can't play properly under dlss performance
Good doesn't mean it can't be old
4 years is old? GeeZ
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 400β¬ gpu)
3080 is 4 years old already ?
it can't be
DAMN ITS 4 YEARS OLD REALLY
Yes, otherwise i wouldn't write it, i did checked at what year it came out (i asked ChatGPT)
Oh I didnβt see his name just his message
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.
Name seems suspicious, also joined the server upon creating his account.
To be absolutely fair your name is similar
Yes, I'm pretty sure he's our "old friend". If he's polite and not breaking any rules, maybe we could give him another chance.
(Altho technically it's against tos for alt evasion)
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.π
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
He's a little slow
Be patient
And wait for him to do something ban worthy again lol
Yes but that's not nice
You wait for the other guy to slip up
Makes the ban all the more funny
It's already funny enough to see him try
oops bans you instead

Yeah, I guess I'm not one to talk. π€£
We should just tell hungarian government or isp to cut his internet
Oil.
Oil.
Oil, Better.
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.
yeah the cap was failed, looks better like this
1 or 2 ?
2
how about this one ?
I honestly don't see a difference, but it still took me 20 minutes
π€‘
yea this one
This, with the correct aspect ratio for the label 
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 π€
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
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.
If it says none it means that the mod isn't installed
remix is
not the mod we're doing
you have a lot to do unfortunately for the game to work
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)
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
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"
What does this serve over github repo cloning?
I'll make it so you just select Ur game directory and it installs everything
required mods archive would be beneficial, but I understand if it's not done because of copyright
imo repo should be laid in a straight drag and drop method, it's already there somehow
I'll see what I Can Do about this but yeah a full install from clean to playable could be insanely cool
I have a dozen of gta sa'es laying around lol, as you put it, would be insanely cool
what did i do wrong why does my game look so bad?
that is literally the only light in the whole game
#1097105394821759006 message

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:
- Manually create a new material for the mesh replacement that will work with Remix
- 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.
Index of Refraction IOR values - For use with 3d modeling / rendering and animation applications
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.
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
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
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.
@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?
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.
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
Moonloader is a script library that I use for a lot of my mods, like the health bar mod, sun mod, streetlight mod, and vehicle toolkit mod.
Modloader is for load additional mods that don't need to replace any of the original game files.
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
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.
there's no alternative?
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.
well, unfortunately on my system the game just crashes after following your guide
even with Remix disabled
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
also, sup @split badger , long time
can pin this too, @opal sable ?
this is updated to latest?
hi, hope you're doing well, glad you're onto this too
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
they're just excited
i was just joking that they're so excited to shoot that it's always on
oh thats makes sense
how i show up on my screen π
sorry i didn't understand
oh yea
weird
probably because my plugin for discord isnt always accurate
was a stupid joke anyway lol
lol
is this server official? like do you work for nvidia?
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
ya
oh ok makes sense
so if you created the server why doesn't it show a crown next to your name?
i'm not the owner, but i am the one running the server. the owner has been away for a very long time now
at least a year
also what is the best way to learn how to use remix?
#remix-beginners-guide has extensive guides and info, including Nvidia's own guides on it
other than those, just trial and error
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.
mhm, it's linked there
or atleast a way to disable the games shaders like a little switch that disables them
it's not really that simple
and disabling shaders will most often just disable important functions of the game
well thats dumb
maybe people from the community will release patches to disable game shaders without breaking them?
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
like some kind of file that has like a list of the location inside the game's folder where the shaders are?
it involves rewriting the shaders to be more simplistic, or passing them through a separate fixed function pipeline
people have done it, but it's very complex
yes
oh yea
a large portion of projects here have had to do that one way or another
probably involves decompiling the exe file or something right?
editing it bit by bit
some reverse engineering for sure
yea
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.
also whenever hemry comes back and sees this here it is
@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
here's the new rtx.conf with the issues fixed (partially): https://cdn.discordapp.com/attachments/1283982417270673490/1284647180333748376/rtx.conf?ex=66e7646b&is=66e612eb&hm=1baa8d15f1b5b1afacadf78da872fa240098cffb60190135d0ad9130168302aa&
yea kinda wild
there needs to be some way to optimize it but keep the quality
without losing the remastering effect
The giant mesh is caused by the old sun mod script. It seems your meshhash is different from ours.
Is the stuttering caused by mouse movement when you look around at different angles? I've had the same issue with the recent Remix builds.
I kinda fixed the stuttering by changing my mouse Hz from 4k to 125Hz
it doesn't work everytime tho
it's unrelated to that, though that is an issue
@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.
gta brasil
Are you even trying atp to hide your identity lol
@opal sable methinks it's a self report
rockstar version, with the exe applied. the downgrader broke everything
if he causes issues again i'll ban
Okie doki
Almost