#Grand Theft Auto: San Andreas (GTA SA)

1 messages · Page 10 of 1

candid sapphire
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my stupid ass forgot to add remix in the download lmaoo

round tendon
#

lmao

olive dragon
#

this is the craziest memory leak I've seen to date with any game and remix.

warm thorn
# olive dragon ~~this is the craziest memory leak I've seen to date with any game and remix.~~

Can you provide more details? Did the memory leak happen when you were indoors?Which mod did you install?
I've tested on both low-end and high-end PCs, and didn't have this issue.
I asked Yaniss, and he hasn't experienced any memory leaks either.
My personal mod I haven't uploaded to Github yet, which has more asset replacements, didn't have any memory leak issues.
Have you tried not using our mod (by renaming the "rtx-remix" folder)? Does the memory leak still occur when you just use the standalone Remix runtime?

olive dragon
#

@warm thorn Thanks for the reply.

The mod I installed is Yours. I think I have it fixed now. Although I'm at a loss of what went wrong kind of maddening really as all I did was clean install it 3 times today, following the same install method to the letter each time and now on the third install it seems fine.

split badger
#

@candid sapphire Hi Yanis, how's the progress on the auto installer?

candid sapphire
#

fixing stuff break others, so i'm on it

#

It's working but some bugs are annoying

#

some temp folders not deleting, files not being moved for some reason

split badger
#

simple batch script can do it if you're willing to ditch the rich ui

candid sapphire
#

Yeah but I love making stuff more complicated that it needs to be

candid sapphire
#

the app is done

#

but for some reason using it makes it so the hashes are different

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and the vehicle toolkit don't work too

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so it's prob not done lmao

#

IT WORKS

#

i'll drop it tmr when friends tested it etc etc 2:30am i'm going to sleep (i'll play tarkov till 4am)

candid sapphire
#

I added "update" button too, if only remix got updated, or only necesary mods, cuz redownloading all 7GB every time, no thanks

warm thorn
candid sapphire
#

For now it just redownloads everything in the repo and replaces the files but yeah checking the files and downloading only the differences would be better

scenic sequoia
#

good job

spark nacelle
#

how to on rtx remix gta sa?

heady tartan
#

check the pins

spark nacelle
heady tartan
spark nacelle
#

no Game Setup menu

heady tartan
#

try pressing alt + x

#

if that doesn't work then i dont think rtx remix is hooking properly

spark nacelle
spark nacelle
heady tartan
#

yeah im not sure whats happening there

#

maybe try setting it up again on a fresh install

spark nacelle
# heady tartan maybe try setting it up again on a fresh install
GitHub

A bunch of useful things for MoonLoader. Contribute to THE-FYP/MoonAdditions development by creating an account on GitHub.

spark nacelle
#

I need the file moonaddtions and moon imgui

heady tartan
spark nacelle
heady tartan
#

wdym?

spark nacelle
heady tartan
#

yeah it should automatically hook when u launch it

spark nacelle
# heady tartan yeah it should automatically hook when u launch it

Exception At Address: 0x015632B0
Exception: 0xC0000005 - Access violation writing location 0x00000028

It's recommended to install SA-MP Addon from
www.gtaforums.com/topic/760017-relsa-samp-addon
To solve game crash

Registers:
EAX: 0x00000000 EBX: 0x01D302E0 ECX: 0xC9742400 EDX: 0x000000FF
ESI: 0x00000000 EDI: 0x0177EEA4 EBP: 0x0177EBA8 ESP: 0x0177EB90
EFLAGS: 0x00010246

Backtrace:
0x015632B0 in gta_sa.exe
0x6081E690 in unknown
0x6082424F in unknown
0x03D6ECCF in samp.dll+0x5ECCF
0x0082B4C5 in gta_sa.exe
0x00833E01 in gta_sa.exe
0x0082AF87 in gta_sa.exe
0x76ECAF09 RtlSetLastWin32Error+0x39 in ntdll.dll+0x5AF09

ASI plugins:
CLEO.asi
enbseries.asi
modloader.asi
MoonLoader.asi
NormalMapFix.asi
OutFitFix.asi
R2 Compatibility by MISTER_GONWIK.asi
samp.asi
SAMPFUNCS.asi
SAMPGraphicRestore.asi
sa_widescreenfix_lite.asi
ShellFix.asi
SilentPatchSA.asi
StreamMemFix.asi
V_HUD_by_DK22Pac.asi
wshps.asi
GTASA.WidescreenFix.asi

Cleo:
Backfire - ALS (Junior_Djjr).cs
noisefix.cs
set_weather_and_time_.cs
static_car_shadow.cs

Address code: 88 46 28 88 46
Before address code: DC 8B 85 00 57

Stack:
+0000: 0x0177EEA4 0x00858BDC 0x0177EBC9 0x93C9A5A0
+0010: 0x607FAC80 0x0177EEA4 0x0177EC0C 0x6081E690
+0020: 0x0177EC18 0x0177EE6C 0x0177EC20 0x01D4133C
+0030: 0x696D6572 0x6F632E78 0x6081006C 0x000057AD
+0040: 0x00000000 0x00000077 0x2099105C 0x0177EC0C
+0050: 0x608058EF 0x000010E0 0x00000800 0x0177EEA4
+0060: 0x01DEBFA2 0x00000017 0x0177EC34 0x0177EE9C
+0070: 0x0177EC58 0x6084E638 0x00000000 0x0177EC64

Game not started

Game Version: US 1.0

Memory: 283 MB
Stream memory: 0/1024 MB

Windows 10 64 bit

spark nacelle
heady tartan
#

hmm

spark nacelle
heady tartan
#

have u added the SA-MP Addon?

#

it looks like the crash might be because you dont have it installed

spark nacelle
heady tartan
#

also it looks like you have enb activated as well

#

i'd reccomend turning that off since it modifies the games rendering

spark nacelle
heady tartan
#

have you made sure you've got all the mods installed?

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the ones listed on the github

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also I reccomend disabling any mods that aren't listed on github

spark nacelle
heady tartan
#

then ive got no idea

spark nacelle
#

SA-MP 0.3DL
Exception At Address: 0x00000000 in unknown
Exception: 0xC0000005 - Access violation reading location 0x00000000

Registers:
EAX: 0x00000001 EBX: 0xFFFFFFFF ECX: 0x00000001 EDX: 0x0C0640DC
ESI: 0x66913F19 EDI: 0x00000000 EBP: 0x0177F63C ESP: 0x0177F228
EFLAGS: 0x00010216

Backtrace:
0x00000000 in unknown

ASI plugins:
audio.asi
CLEO.asi
enbseries.asi
modloader.asi
MoonLoader.asi
NormalMapFix.asi
OutFitFix.asi
R2 Compatibility by MISTER_GONWIK.asi
samp.asi
SAMPGraphicRestore.asi
sa_widescreenfix_lite.asi
ShellFix.asi
SilentPatchSA.asi
StreamMemFix.asi
V_HUD_by_DK22Pac.asi
wshps.asi
GTASA.WidescreenFix.asi

Cleo:
Backfire - ALS (Junior_Djjr).cs
noisefix.cs
static_car_shadow.cs

Stack:
+0000: 0x00000000 0x11024660 0x0177F5E4 0x00000000
+0010: 0x74D56D60 0x0177F4D8 0x00000000 0x74D56BC0
+0020: 0x0B824D78 0x00000001 0x000035F4 0x00000C48
+0030: 0x00000002 0x00352000 0xFFFFFFFF 0x00000000
+0040: 0x00000000 0x00000000 0x00000000 0x0000104C
+0050: 0x00000024 0x00000000 0x01000008 0x00000024
+0060: 0x00010003 0x00000008 0x0177F250 0x00000000
+0070: 0x00010004 0x00000004 0x0177F25C 0x00000000

Game work: 0 sec

Pos: 1505.067017 -892.109680 59.658157

Game Version: US 1.0

Memory: 830 MB
Stream memory: 163/1024 MB

Windows 10 64 bit

spark nacelle
heady tartan
#

im not super experienced with this stuff but it looks like it might trying to read a file somewhere that it doesnt have access to

spark nacelle
heady tartan
#

I'm not entirely sure but running it as admin might work

spark nacelle
umbral swift
#

How do i Check the Pins lol

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New mobile Client is ass

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Is this playable?

candid sapphire
#

Playable, I'd say yes if you have at least a 4070

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less than that you would have too much stutters/ too less fps to be enjoyable

warm sphinx
candid sapphire
#

Hey, the app looked like shit and had shitty download speed, so i just started from scratch

#

Better download speed, better ui (I hate light themed app), better downloads method so download speed isn't 0.4mbps (cuz it was)

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soon release I hope please i hate python

candid sapphire
#

Sup everyone, 🔥 FINALLY THE MOD INSTALLER IS HERE ! 🔥 You can either use the exe in the releases or you can compile it yourself using the source code. 🖥️

If you have any error, TELL ME, PING ME don't hesitate to PING ME really. green_fire

https://github.com/KCDQYaniss/SARemix-Installer/releases/tag/v1.2 (link updated DECEMBER 8th 24)

GitHub

Updated the SARemix download method to fix the necessary winrar or 7zip by including a portable 7zip in the download,
"Download all" and "Update RTX Remix" downloads the latest ...

pastel jungle
#

Finally an setup that i can use without getting pain-in ass for download 1000 mods before i install rtx remix

warm thorn
candid sapphire
#

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

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idk who to ping for this

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so kim pls fix

warm sphinx
#

@warm thorn
I made some changes to your code and added a ui for toggling the light flicker. However, I'm not sure how to save the state to SARemix_Light_Manager.dat

local light_flicker = true
local scr_w, scr_h = getScreenResolution()
Window = {
    x = 10,
    y = 10,
    w = 200,
    h = 100
}

local Im = {
    main_window_state = imgui.ImBool(false)
}

function imgui.OnDrawFrame()
    local lightflicker = imgui.ImBool(light_flicker)
    if Im.main_window_state.v then
        -- Setup ImGui window properties
        imgui.SetNextWindowPos(imgui.ImVec2(10, 10),imgui.Cond.FirstUseEver)
        imgui.SetNextWindowSize(imgui.ImVec2(Window.w * (scr_w/648) , Window.h * (scr_h/448)), imgui.Cond.FirstUseEver)
        -- Start drawing window
        imgui.Begin("Street Light Settings", Im.main_window_state, nil)
        if imgui.Checkbox("Light Flicker", lightflicker) then
            light_flicker = lightflicker.v
        end
        -- End the window
        imgui.End()
    end
end
local function handleFlickering(light, current_time, max_flickers, min_duration, max_duration, hasSubObject, removeObject)
    if not light_flicker then return end 
...
warm sphinx
#

Is it possible to select vehicle body part with the mouse, like the remix texture selector?

warm sphinx
candid sapphire
#

That's a remix problem not an app problem, lemme check

split badger
warm thorn
#

It's a Remix issue. Make sure you press the “Escape” key and toggle the pause menu before switching to the desktop.

split badger
#

the executable doesn't even start

split badger
candid sapphire
#

so it's a remix problem, i was scared to go back to python ngl lmaoo

split badger
#

it's voodoo at this point, i never touched that other instance since i got it working (2 weeks ago) and now seemingly it doesn't launch lol

candid sapphire
#

remix being remix

warm thorn
# warm sphinx Is it possible to select vehicle body part with the mouse, like the remix textur...

I haven't tried it yet, but I think it's possible to select vehicle parts using Moonloader functions. However, it would require ray marching to check the bounding boxes, which I think would be very expensive to process that function.
https://wiki.blast.hk/moonloader/lua/isObjectInArea3d

#

Since the Remix API is official release, perhaps changing to use the Remix API to assign materials would be easier.

warm thorn
#

Oops, sorry I removed the save settings function in the release version. It was only available in the develop version. I will add back the IMGUI feature to allow custom control of the flickering time or toggle the global flickering state in the next release version.

warm thorn
split badger
split badger
warm sphinx
warm sphinx
warm sphinx
#

I have a question. When adding a light, the script shows all nearby objects, but not the wall light. I checked in the map editor, and it has an ID, but it's not listed

warm thorn
# warm sphinx I have a question. When adding a light, the script shows all nearby objects, but...

The issue is with the Moonloader. Moonloader can only read the nearest dynamic objects, but static objects are not loaded in the object list. So I have made a new version that supports reading all light object placements (from the IPL file) in the whole map, and spawning a light object in the scene. However, the game only displays the lights at a limited distance, even though I added the lights as LOD objects. I'm not sure why they are not visible in the distance, but I think I can change to use the Remix API to avoid this problem.
https://wiki.blast.hk/ru/moonloader/lua/getAllObjects

last needle
wintry furnace
last needle
#

retty shie

wintry furnace
candid sapphire
#

I think he wanted to say "Pretty shit" but he got canceled by secret services before

warm thorn
wintry furnace
#

yeah

umbral swift
last needle
#

90s avp pbr pack is buggy

#

no sun too

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no sun + why i need to add light to lamps manually now

native gust
#

Follow the tutorial i guess

candid sapphire
last needle
last needle
last needle
#

yes normal cars have pbr but 90s buggy and no sun and lamp lights

warm sphinx
warm sphinx
last needle
#

yes this is exactly how it doesnt look for me

warm sphinx
#

send your moonloader.log

last needle
warm thorn
warm sphinx
# warm thorn Set Visual FX quality to medium
[17:49:57.119645] (script)SARemix_Real_Sun: Loading settings from:   C:\Users\kac\Downloads\GTA SAN ANDREAS PORTABL11E PT-BR\moonloader/SARemix_Real_Sun.dat
[17:49:57.120645] (script)SARemix_Real_Sun: Settings loaded successfully:   table: 0x072ca548
[17:49:57.120645] (error)SARemix_Real_Sun: opcode '0247' call caused an unhandled exception
stack traceback:
[C]: in function 'requestModel'
... SAN ANDREAS PORTABL11E PT-BR\moonloader\SARemix_Sun.lua:214: in function 'loadobject'
... SAN ANDREAS PORTABL11E PT-BR\moonloader\SARemix_Sun.lua:357: in function <... SAN ANDREAS PORTABL11E PT-BR\moonloader\SARemix_Sun.lua:354>
[17:49:57.133646] (error)SARemix_Real_Sun: Script died due to an error. (04DAC3D4)
[17:51:30.739980] (system)Unloading...
[17:51:30.771983] (system)SARemix_Light_Manager: Script terminated. (04DAC24C)
[17:51:30.790985] (system)SARemix_Vehicle_Toolkit: Script terminated. (04DACB7C)
warm thorn
# last needle 90s avp pbr pack is buggy

Since there are so many versions of 90AVP's mod out there, our mod files may be different. The scratch textures on the car should definitely be marked as decals to ensure they display properly.

last needle
#

is it 90s Atmosphere Vehicle Pack Reborn 3 (Update 04/16/20) comp? the upd 5 6 doesnt work

#

just partly

warm thorn
warm sphinx
warm thorn
# last needle is it 90s Atmosphere Vehicle Pack Reborn 3 (Update 04/16/20) comp? the upd 5 6 d...
LibertyCity

The 90s Atmosphere Vehicles Pack is a project to replace all vehicles in the game with those of the original SA models, partially including air, water and RC vehicles Update 02/01/23: - Completely rebuilt the pack based on the latest stable version - The mod no longer crashes (now for sure), but there are fewer replacements compared to the last ...

warm thorn
# warm sphinx

Where did you get the "c-objects.lua" file? Could you try temporarily renaming it to something like "c-objects.lua.bak"? There may be a function conflict with the default Moonloader functions.

warm sphinx
warm thorn
#

Could you please send me the c-objects.lua file? I'd like to take a look at what that script is doing, so I can help figure out what's causing the conflict and how to resolve the issue with loading the sun object.

warm sphinx
warm thorn
#

Wait, i think i found something...

#

Is he your friend?

#

@last needle If you have a problem, just ask here. Don't bother the other members.

warm sphinx
warm thorn
#

Hmm, He has a very dark history in this channel...

#

@last needle I appreciate helping with GTASA remix or remix-related stuff here, but just don't ask me to do something only for you.

pastel jungle
#

aka no free-riding

last needle
#

damn bro i wish for better bushes

pastel jungle
warm sphinx
pastel jungle
#

He ban evaded more than 5 times

warm sphinx
candid sapphire
unreal cloak
#

this stuff gets better every few months

#

at some point in the not too distant future it'll be able to do it coherently

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and maybe a decade from now this kind of stuff will be doable in real time to remaster old games

#

Jensen Huang himself said that in the future graphics will be done mostly via AI

candid sapphire
#

Yes, AI is the future I agree, not this one tho

warm thorn
warm sphinx
candid sapphire
#

Ok, I just noticed that the necessary mods that i made for the installer is breaking gta sa

#

i'll update it rn, it won't take long

warm sphinx
# candid sapphire i'll update it rn, it won't take long

I was checking your code. Instead of compressing all the mods into a zip file, store the direct links in a JSON file. This way, if something breaks, you only need to update the link, and you have much more control
Want to add a new mod? Just add the link to the JSON file

candid sapphire
#

Yeah but hardcoding a link is not really what i wanted, what i did is so every remix update or SA Remix update, the app don't need one, it just downloads the last update

#

for the necessary mods it just wouldn't work for some reason so i used the release method

#

mostly AI did it btw so like i said the code is shit

warm sphinx
candid sapphire
#

It replaces already existing files, not the best option but i did what i could with the langage i know the most, and i don't know it well tbh haha

#

I could try to rewrite it in C# if it's better, but for github cloning i thought python was the best

#

mostly cuz it's way easier

warm sphinx
# candid sapphire I could try to rewrite it in C# if it's better, but for github cloning i thought...

There's no need to rewrite it; that would be a waste of time. If you want, just update your code.

Create a JSON file with the direct download link of the mod, the folder to install it in, and an array of directories/files to check.

First, check if the file exists, then you can compare files using something like MD5, if the file doesn't exist or doesn't match your version just redownload it from direct link

warm sphinx
candid sapphire
#

Just made the changes, the necessary mods checks all the files from the repo instead of the release, and check if it needs updating or not before downloading, if not, nothing downloads, if it needs it only downloads what needs updates, ofc it downloads files if they don't already exists

candid sapphire
#

it works fine if you just downloads the release, but checking each file 1 by 1 just use the entire rate so now i'm stuck

candid sapphire
#

Just checked, 60 requests is the limit without using a token, so downloading a single zip file is WAY BETTER than checking and downloading files one by one

candid sapphire
#

green_fire Necessary mods repo UPDATED green_fire the game now launches after installing using the installer 🥳
Installer : #1097105394821759006 message
(no need to redownload the installer if you already have it) 👍

last needle
#

surprised how much runway ai is a icenhancer 4 competitor

warm thorn
last needle
#

i hope they make this for reshade lol

warm thorn
candid sapphire
#

I'm pretty sure even if GPUs could run this, no one would want to play something that looks like this

last needle
#

Damn ion kno how to model but the trees tuff

#

Feel like thats the last thing needed in SAsanic

candid sapphire
#

It's not, but yeah trees gonna make a big difference indeed

last needle
#

so sad Zeneric disappear he has schizphrenia and not well at home

last needle
#

we need someone to model these trees for sa, damn

#

bushes fix for jefferson + trees would be so tough

warm thorn
#

The tree mesh replacement will be ready when it is ready.

pastel jungle
#

you can use treeit for generating trees

candid sapphire
pastel jungle
#

oh shit

candid sapphire
#

If treeit worked all trees would have already been replaced

grizzled hawk
#

Gta sad modding community is so big how did no one make a remix yet or does take years ?

candid sapphire
#

We are remastering every single assets in the game, so yeah, probably years

#

I can say that in my life i modeled an oil bottle and that only 1% of the people that will downlado the mod will care lmao

grizzled hawk
warm thorn
#

Since we've fixed almost all the repairable issues, I will now turn my attention back to texture and mesh replacement after finishing the streetlight mod.

olive dragon
#

11 thousand unique textures... shouldn't take too long... /s

last needle
magic scarab
warm thorn
magic scarab
warm thorn
solid thistle
#

how can i check for what causes crashing?

#

I'm crashing after i click new game

olive dragon
solid thistle
opal sable
#

set the sky to HDR in the developer menu

solid thistle
#

And where do i do that?

#

Inside of the menu

opal sable
#

Game Setup tab

#

it's in the sky settings

solid thistle
#

its already on hdr 😭

#

it looks deadd where arem y lights

native gust
solid thistle
#

Damn this is fire, performance is crazy ass (Colorful 3060 OC)

#

DLSS IS A SIGMA WTF

native gust
#

DLSS in remix is so good

opal sable
#

wait until you learn about DLSS presets 😛

grizzled hawk
solid thistle
last needle
#

the game is soooo gooodd wit hthis

#

ik the sky bright but im trying

#

the best mod ever. EVER.

radiant axle
#

I have a theory.
Klaslo/laslo doesn't speak english, and can't bother to use a translator at all. So all our response messages have been lost in a one-way chat Peepo_Think

radiant axle
#

Gotta appreciate that level of commitment with alt accts though Peepo_NodYes

wintry furnace
split badger
candid sapphire
pastel jungle
warm thorn
#

I have proof that he is a Hungarian speaker. I took some screenshots of his old alt account that show his computer is using the Hungarian language.

pastel jungle
#

this one is also could show that

pastel jungle
#

hes also a fucking gambler

wintry furnace
#

Bro's keeping tabs lmao

warm thorn
olive dragon
#

uh not to derail this but.. how do i save with the vehicle toolkit? I press save and it just reloads the old settings.

warm thorn
radiant axle
candid sapphire
#

Idk why i see more and more of those atrocious video of runway AI, people are blown away by this shit idk why, it looks awful please stop

#

I see the point where "AI is getting better, it can transform videos with a simple prompt waw", it is still in an so early stage that it's trash

#

stop burning my eyes with this, it does not look good

opal sable
#

some parts are pretty impressive, but others could be in a (shitty) horror movie

radiant axle
#

The other day I saw a post on LinkedIn of ppl very impressed with a Sitcom generated entirely with AI. For a trained eye like ppl on the internet or in games, it feels very cringe, licking the uncanny valley soil, but for regular ppl it is very believable for the most part as they get easily impressed

warm thorn
#

🚙 SA Remix Vehicle Toolkit release v0.1.0.e: 💡

Features:

v0.1.0.c:

  • View different angles when adjusting vehicle materials

v0.1.0.b:

  • Toggle vehicle lights with "L" key

v0.1.0.a:

  • Automatic color assignment without Remix "Terrain System"
  • Automatic glass, chrome, and leather texture assignment
  • Customizable materials (press "M" in car to toggle editor)
  • Reveal hidden meshes due to Remix "Skip First N untexture drawcall" issue
  • Automatic vehicle lights between 19:00 and 6:00

Bug Fixes:

v0.1.0.e:

  • Fixed issue where saved materials settings were not being loaded.

v0.1.0.d:

  • Fixed issue with some decal textures, such as text or logos, being disabled.

v0.1.0.b:

  • Fixed stationary vehicle lights
  • Fixed damaged headlights
  • Removed Light Sphere shape for headlights

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\gameReadyAssets).
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.

Download Link:
#1097105394821759006 message

GitHub

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

#

@olive dragon This version should fix the issue.

olive dragon
# warm thorn <@237242727761313793> This version should fix the issue.

that was fast nice, thanks.~~ I'll give a try within the hour~~. edit: yep works now.

also am I missing something or is there a way to adjust the intensity of added streetlights (or the sun for that matter) with the manager/mangers? they don't seem to be affected by any thing in the remix ui.

warm thorn
solar girder
median lagoon
warm thorn
zenith bronze
#

Hey, wanted to follow up on this, probably quite a bit late, but it's been brought to our attention once again. Is this still a problem for you? If so, would you be able to share a zip containing a capture + all relevant assets? I also hope that in the meantime you've maybe come across the rtx.conf option rtx.sceneScale which for "tiny" games we'd recommend setting an order of magnitude or two smaller (e.g. 0.1 or 0.01)

candid sapphire
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rtx.sceneScale = 0.01 already in rtx.conf

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maybe setting it to 1

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(It's the first time I open rtx.conf ever)

zenith bronze
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ah

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Is it possible that you're authoring replacement assets then at a 100:1 scale, considering the conf is indicating a 1:100 scene scale?

candid sapphire
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I used captured asset to have the right size for the assets I remake, so even if the capture was too small, the assets should be as small as the capture

candid sapphire
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I'm testing some stuff rn

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will tell you if anything is fixed or not

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rtx.scenescale doesn't seem to change anything here @zenith bronze

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the asset even tho i used the og one for the size, i applied all transforms before exporting, ingested it in toolkit, then imported in usd composer, end up HUGE still

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for comparison the second screenshot is the size of the store capture from the same place i took the ss for the first one with the way too big imported asset

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there is another capture with a bigger area also with rtx.scenescale = 1

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here you have spawnnewsave.usd that is a capture at the same place with rtx.scenescale = 0.01

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they don't seem to be different at all

grizzled hawk
zenith bronze
#

Appreciate the file + info dump! When I have some time, I'll take a look and get back to you if something strikes me. Your flow definitely sounds like it should work, but something else is likely afoot.

candid sapphire
candid sapphire
#

BUT

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Every color has a different hash

#

so

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189 vehicles x 126 colors x 4 (cars are mostly in 4 different mesh) = I'm not doing this

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(95 256)

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Color 61

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Color 62

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(I just applied a subdivision on blender so i can see the difference)

#

but the difference is here, it's THEORICALLY possible

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Wheels could be remastered using remix tho

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there's 17 only

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and it looks like tyres and wheels are linked so no need to remaster all combo

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i might be wrong

candid sapphire
#

For the car i'll look into modding gta sa directly

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using the same method

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low poly into subdivision into game

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with adjustement ofc subdivision breaks all glass/headlight holes

candid sapphire
#

OH MY GOD WHY IS IT SO COMPLICATED TO CREATE A MOD IN THIS GAME

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Zeneric did a 1h15 video

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I found a series of 9 episodes of 10 to 50 min

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And apparently the software to convert 3d model to GTA SA is paid

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zmodeler

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Noice

warm thorn
#

I think I have a easy way to replace the car mesh:

The original game uses low poly meshes for the car body.

The car body should have 3 different meshes:

  • Base mesh for applying a metallic material with flake detail
  • Shell mesh 1 with a slight offset for color variation. The color texture should be marked as a decal.
  • Shell mesh 2 with a slight offset, adding dirt detail.

Both shell meshes should be marked as decals.

This approach should allow for an effective way to replace the car's body with a color texture.

candid sapphire
#

For that I think you'll need to modify the car color script to make it apply a new texture with the assigned color (idk if it's already doing this) or something to make it so we just remaster meshes without any texture, and the script apply the texture rlated to the color/stickers

#

With this method, we won't have to do 186 vehicles x 126 colors

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but 186 cars + 126 textures

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which takes us from 23 310 models to do

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to 186 cars + 126 texture = 332

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the calculation is shit ik but it's just to show that it's WAY EASIER that way

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maybe the script could apply a color to a black or white texture, which means only 1 metallic texture to do

olive dragon
#

seeing the remix log being spammed thousands of times in log about textures using GLI library , for example:

[17:37:52.390] warn: The GLI library was used to load image file 'c:\Games\Grand Theft Auto San Andreas\rtx-remix\mods\saremix\meshes\CJHouse\outdoor\textures\CJO_E6C10545CF4F713C.dds'. Image data will reside in CPU memory!

This normal?

edit: hmm wonder if this is why i see it at times use all 64gb of ram and spilling into a 100GB pagefile...

candid sapphire
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Memory leak i guess

#

aka remix being remix

#

i don't think a texture could create a memory leak

candid sapphire
#

hmm, maybe too big

candid sapphire
#

Better tyre.exe

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because this is shit

olive dragon
#

ugh trees def need some love.

#

bsor 5 stars looks good in remix though

grizzled hawk
warm thorn
warm thorn
olive dragon
# warm thorn That texture is copied from the original game (Remix Captured). Maybe I have to ...

Quite possible. I couldn't find much here on remix and how it's interacting/using the GLI library.

Having them all in cpu memory can't be good though... There's a awful lot of different ones of them listed in the the log with that same warning even from just a few minutes of play. alarmingly so... idk

I'd assume remix is not expecting not do this on scale though and would load them into Vram instead of system Ram if they were a diff format... I guess?.

guess I can try and convert em... I'll report back in a bit.

edit: just tested some :changing the format doesn't have any effect.

olive dragon
#

huh...the plot thickens...I don't think it's the format. there are plenty in my log that are not original textures from the game.

The GLI library was used to load image file 'c:\Games\Grand Theft Auto San Andreas\rtx-remix\mods\saremix\texture\Leather\Leather_Worn_01_albedo.dds'. Image data will reside in CPU memory!

that's saved as BC7 currently among others...

warm thorn
olive dragon
# warm thorn That's weird. This image I created in Substance Painter and converted the image ...

yeah it is.. I seen this one time before when I was converting stuff for morrowind.oddly with chaiiner i think as well... might have been a setting or something...

There's a few corrupted or missing textures as well. maybe something went wrong during the conversion some how?

This is in the house obviously

[02:51:53.381] err: Texture c:\Games\Grand Theft Auto San Andreas\rtx-remix\mods\saremix\texture\floors\DiamondPlate_H_01_albedo.dds asset data cannot be found or corrupted.
[02:51:53.381] err: Texture c:\Games\Grand Theft Auto San Andreas\rtx-remix\mods\saremix\texture\floors\DiamondPlate_H_01_normal.dds asset data cannot be found or corrupted.
[02:51:53.381] err: Texture c:\Games\Grand Theft Auto San Andreas\rtx-remix\mods\saremix\texture\floors\DiamondPlate_H_01_height.dds asset data cannot be found or corrupted.
[02:51:53.381] err: Texture c:\Games\Grand Theft Auto San Andreas\rtx-remix\mods\saremix\texture\floors\DiamondPlate_H_01_rough.dds asset data cannot be found or corrupted.
[02:51:53.381] err: Texture c:\Games\Grand Theft Auto San Andreas\rtx-remix\mods\saremix\texture\floors\DiamondPlate_H_01_metal.dds asset data cannot be found or corrupted.

redownloaded just to see if it's my install as well and it's the same stuff on the logs.

within 30 seconds my log has 350 ish lines of warnings for textures of that sort.

candid sapphire
#

or we can force all cars to have 1 color, and then replace it using the API

candid sapphire
#

but "floors" folder is named "floor" for me

#

that might be the issue

#

can you check which usda is having this issue ?

olive dragon
# candid sapphire I have them, on a new install made with my installer 2 days ago

fuck...forgot to mention that. Yah I have them too...and that's what the folder is named for Me as well.. Floor. remix wants floors though= folder is misnamed for some reason = missing or corrupt. general error for a missing or corrupt ref,

I'd assume the responsibility lies in the one of the usda's in the CJhouse folder.saremix\meshes\CJHouse CJHouse.usda most likely. I don't have your mod set up for the toolkit yet. Guess I could throw it together later as a dependency and have a thorough look.

I'll try naming the folder to floors in the meantime and test in a bit.

still can't figgure out the other errors/warnings...

candid sapphire
#

The issue is in Floor_materials.usda in the same folder as the textures, or atleast the textures are used in this file

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but they don't seem to have any issue regarding the path

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The usda and the texture are both in the same folder

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so the folder is not specified

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so why is it having issues

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that's weird

candid sapphire
#

where do these errors appears ?

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can it be because you renamed "gameReadyAssets" to "saremix" ?

olive dragon
#

this is in the gta_sa_d3d9.log. I've tried this a bunch of ways. fresh install does the same. just got it named differently in that log for trying to figure it out..

so anyway progress. Renaming the folder to Floors works and now it's found. HOWEVER

[08:16:22.076] warn: The GLI library was used to load image file 'c:\Games\Grand Theft Auto San Andreas\rtx-remix\mods\gameReadyAssets\texture\floors\DiamondPlate_H_01_normal.dds'. Image data will reside in CPU memory!

#

take away here is that remix is very picky.

candid sapphire
#

That's a remix issue, might be why the performance are so terrible with this game

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Just checked, I have the same shit

olive dragon
#

def. all those files in cpu mem is not ideal. a few as a failsafe to just load some texture is ok.. but on this scale.. yeah no

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30 seconds in and my log is FILLED. and it def stays there in mem as long as the game runs.

candid sapphire
#

every single replaced textures reside in cpu memory, so maybe like 200-300 textures, modified/upscaled etc etc

olive dragon
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yeah really not ideal

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that all needs to be on the gpu if anywhere I;ve saw this once with morrowwind and a couple textures i did. but I fixed it. i forget what I did, it;s def something in conversion. can;t use any open GL stuff i guess..?

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this explains why any runtime over .54 crashes out as well.

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few warnings in there about photoshop file formats , remix absolutely hating on it and refusing em as well by the looks of it.

candid sapphire
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idk if it's the files format tho, we used the wrong one for 300 textures ? some hemry did, some og upscaled, some downloaded, and they ALL ARE WRONG ??

olive dragon
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idk but it sucks either way. hopefully it's not a hard fix.

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legit feel bad cause I know this is a lot of work.

candid sapphire
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I'm pretty sure i can make a python script or something that will convert all textures to the right format

opal sable
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batch converting is fairly easy

candid sapphire
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BUT

opal sable
#

chaiNNer can even do it

candid sapphire
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yeah that's not the real issue

#

the issue is, WHAT IS THE ISSUE ?

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i don't even know if it's the format

olive dragon
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must be some setting. it affects muliple formats by the looks of it.

opal sable
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i mean, what's happening?

candid sapphire
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every textures ends up in logs like this :

[00:34:36.090] warn: The GLI library was used to load image file 'c:\Users\Yaniss\Documents\ui\GTASA\rtx-remix\mods\gameReadyAssets\texture\paper\Paper004_albedo.dds'. Image data will reside in CPU memory!

#

Image data will reside in CPU memory!

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that could be why performance are so trash

olive dragon
#

all the textures are being stored in ram for some reason.

candid sapphire
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and that happens for every single replaced texture

opal sable
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the performance is really bad when the car mods are added in btw

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because they're all 8k textures

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when i removed those it ran very well for me

candid sapphire
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car mods ?

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which one ?

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90s avp

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?

opal sable
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Hemry's car extension thing

candid sapphire
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the vehicke toolkit ?

opal sable
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yeah

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try removing that first if you have it installed. wrecked performance on my system

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as for the textures, did you guys bypass ingestion in the toolkit for some reason?

olive dragon
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it is still present even with out. it's like every texture.

candid sapphire
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We started the mod like 1 year before the toolkit was a thing so

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most aren't ingested yeah

opal sable
opal sable
candid sapphire
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Hm

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yeah

olive dragon
#

yeah makes sense. i've seen the toolkit complain about not ingesting something.

opal sable
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the normal maps and such are definitely not done right

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at least the roughness and height maps

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they're not saved as grayscale, and afaik not in the right format

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they shouldn't all be BC7

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so yeah just ingest them. it'll fix it 🙂

candid sapphire
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Ingesting = having to reapply them all cuz name of file will change right ?

opal sable
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unfortunately yes

opal sable
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but it'd be better to get this over with before any more development takes place

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maybe Pete can give some advice on it

olive dragon
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phew. well better to catch it now then later after doing more.

candid sapphire
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I'll do it, will probably take me all day or more cuz AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 300 TEXTURES AND MODEL REPLACEMENT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

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I hope performance will be better

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(:

olive dragon
#

i'm so sorry.

lol yeah hopefully

candid sapphire
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Don't be sorry you litteraly found a big issue in the mod

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thanks btw

opal sable
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are you guys sure this is actually harming performance?

olive dragon
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100%

candid sapphire
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keeping all this in cpu memory can't be good anyway

olive dragon
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it fill up my 64 gb of ram and eats a 100gb pagefile if left running.

candid sapphire
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if it don't harm performance now, it will when the entire game will be replaced

candid sapphire
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Having the game running for a while will end up in heavy stutters and the whole pc dying

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and this is why

olive dragon
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short plays it runs great. performance is good.great even...until that ram runs out though.

candid sapphire
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Which one is better ?

olive dragon
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normal dx

candid sapphire
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thx

olive dragon
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open gl and they will display inverse i think.

opal sable
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it depends on the source Hemry had for them

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if he used dx, then yeah dx

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or whoever got these textures

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actually

opal sable
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select that

olive dragon
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the diamondplate texture btw is the first texture to load if you have a save at CJ's and will be at the top of the log. so test with that one first i guess if you aren't already.

candid sapphire
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I'm ingesting the entire Asphalt folder, cuz road is the first thing i see on a new save

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so i'll do this and try

candid sapphire
#

even when ingested, it still has the issue [16:00:07.863] warn: The GLI library was used to load image file 'c:\Users\Yaniss\Documents\ui\GTASA\rtx-remix\mods\SARemix-perftest\texture\Asphalt\Asphalt024C_rough.r.rtex.dds'. Image data will reside in CPU memory!

#

I ingested the asphalt folder, applied them, started the game

olive dragon
#

gonna have to find out more about the error itself I think. I know there is a way to fix it though as I've done so on a few textures in the past. pretty sure it's something went wrong converting in chainner at this point.

candid sapphire
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Some are Upscaled textures through chainner, some are downloaded probably on ambientcg or polyhaven, I think Hemry did some too

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and they ALL have the issue

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idk

#

even when ingested

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they have the issue

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which shouldn't happen

olive dragon
#

yeah. well fwiw...I just tried a few replacements right quick with pbr fusion and it loads fine with out any thing about them in the log. so it's not just remix and the game.

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this is all 4 inputs. difuse,normal roughness,and height.

#

still have the source files I hope...

candid sapphire
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I hope

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Haha my hdd died not long ago

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I lost everything I did on grove street

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and every source files

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haha

warm thorn
warm thorn
opal sable
#

there were some 8k ones, i guess maybe from something else?

warm thorn
# opal sable there were some 8k ones, i guess maybe from something else?

The 8K texture was just added a few days ago. Previously, it existed in the folder but was not used in Remix.
The texture is for the roughness and the metal maps to simulate the car paint flake detail. Since all vehicles share the same roughness and metal map, I don't think it will cause a memory leak.
Unless Remix creates a new texture in memory for every car, which would be the concern.

opal sable
#

well, deleting the toolkit package as a whole before cleared up my performance issues

i also deleted specifically those 8k textures and noted that stutters vanished

#

this is what i was referring to in that message

#

my SSD was maxed out loading in the stuff from the vehicle toolkit

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i'm not on the latest version of it, so things could've changed. but something was definitely going wrong there

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unfortunately i have a LOT going on IRL right now so i can't do any deep dives

olive dragon
#

might be unrelated but what version of the runtime were You using? I found any version of the runtime above 5.4 was really even worse at getting to memory leaks absolute limit as fast as possible to the point of hardlocking my system. I'm convinced it's all related to it being stored in ram and being swapped out to the pagefile and back again thats both showing SDD high usage and ram.

warm thorn
# opal sable this is what i was referring to in that message

Those textures did not exist as of 14/09/2024, so they are not causing this issue.
Since the albedo texture is only 16x16 in size, it won't cause performance issues or memory leaks either.
There must be something else causing this issue. I need to investigate further to figure out what's causing the problem.
Those textures were only added 4 days ago.
https://github.com/Hemry81/GTASA-Remix/commit/e7ae1d3b2cc4de02affd4be3511ae00c985400aa#diff-00bcdd6f7eb4170ef798d6c7b63688c92ebe4bcbd6276cc19e75e2bf64b38faf

warm thorn
opal sable
#

i finally found the document where i noted it

#

there were some very high res textures in the main mod that were contributing to stuttering issues. things like 4k textures for lightposts and other smaller objects, which adds up

olive dragon
#

they were all stored in your sytem ram at that time too..

warm thorn
warm thorn
# opal sable you're right, sorry

Don't need to say sorry.
I just want to find out what's causing this issue. I want everyone to have an enjoyable and playable experience with the mod, on hardware that's suitable to run it.
If even a RTX 4090 is not running the mod very well, then that's my problem to solve.

warm thorn
olive dragon
# warm thorn Even if the textures are not assigned in Remix, are all the textures inside the ...

From what I see in the log it's ones it can find so they are assigned for sure. That's a very high number though. Like basically everything it comes across that's from the mod and it 100% is holding it in ram and swaps it back in forth from the pagefile according to any resource monitors. I have 64gb and a unlimited page file set btw... eats it all.

if You missed it earlier; I renamed the floor folder to floors like remix was looking for on the diamondplate texture and it found them and put them in to the system ram according to the log like it's doing to everything else.

#

also I assigned a few replacments myself and they work fine.

warm thorn
#

I don't understand why a few megabyte text (log) file can cause a memory leak. If the textures are not even found on the hard drive, in theory the system shouldn't load them into memory since the texture size is unknown. So why is it still causing a memory leak? I'm really confused about this.

candid sapphire
#

The texture are found and loaded, but they are not sent to the GPU like they should but stays in CPU Memory aka RAM, one reason of the texture not being sent to the GPU can be the format

#

since it is breaking only with our mod, it is most likely the format

warm thorn
#

But I found that you try to ingest the texture with the toolkit, and it still has the same issue.🤔
#1097105394821759006 message

candid sapphire
#

Yes, so idk what the issue is

#

it has to be the format

#

but it's not

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but using other textures don't have the issue

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so our textures have the issue

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but ingesting them don't fix the issue

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my brain is going 2 mile an hour

olive dragon
warm thorn
#

The textures converted from AmbientCG through ChaiNNer are not working. The textures created in Substance Painter/Photoshop and converted with ChaiNNer are also not working. Ingesting with the toolkit still does not work. What can I do?🥲

olive dragon
#

pray

warm thorn
olive dragon
#

there is a solution this I know. I fucked up like this once before and fixed it somehow. it's a single setting I'll bet.

candid sapphire
#

setting in toolkit or runtime ?

olive dragon
#

the conversion in-between Substance Painter/Photoshop

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100%

#

is there anything in your workflow related to Open gl maybe? any thing labeled related to it needs to **not **be on I think.

#

oh also now that you mention PS.. the log is complaing about it being offered PSD files from it. it says: NO. refuses. no raw PS files for You.

warm thorn
#

I found that the other Remix mods I created (RCT3, MC2) don't have the GLI texture issue. Those textures are also from Substance Painter/Sampler or Photoshop, and they were all converted through ChaiNNer.

olive dragon
#

this makes 0 sense. I can't find sqaut about GLI really anywhere either which isn't helping. Why.. why does it want to use it to load every single texture?

#

also perplexing is why can I can take a game texture out send it though Pbrify or PBRfusion,ingest it and it loads with out a single log message about that texture

candid sapphire
#

What DDS format you use on chainner ?

olive dragon
#

pretty sure it was something like that that messed me up in chaiiner before. idk though. But I know it was between those steps.

candid sapphire
#

can you check ?

#

Or maybe you export as png on pbrify then ingest to have dds ?

olive dragon
#

yeah it's export to png and then let remix eat it as is.

warm thorn
olive dragon
#

so yeah that the problem then. it's messing something up there in the dds conversion somehow.

opal sable
#

when the toolkit ingests, it also generates a metadata file for the texture

olive dragon
warm thorn
# candid sapphire Or maybe you export as png on pbrify then ingest to have dds ?

The final PNG textures are not directly from the PBRify exported textures. Instead, I only imported the upscaled albedo in Substance Sampler/Painter, added more texture detail, and adjusted the PBR properties, then exported them as PNG and converted them through ChaiNNer.
Also, I didn't use any PBRify textures in GTASA. I only used them in RCT3, so that's not the case for the GTASA mod.

opal sable
#

i imagine the toolkit may be checking the format. if it's already the correct format it'd just generate the metadata file

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it should be changing it though, as some of them don't appear to be correct

olive dragon
#

yeah i've seen those in the kit. height maps are really out to lunch IIRC.

warm thorn
olive dragon
#

I'd let the remix toolkit take them as png without doing the conversion to dds. remix will do it's magic.

opal sable
#

it's very odd that it's running into the GLI behavior. the dumped textures weren't GLI, and Mark said that GLI support seems to be carried over from base dxvk

#

i have no idea why it'd be using GLI to load replacement assets. shouldn't even be possible

#

but i've also never seen this issue elsewhere, so it is likely something specific to this project

olive dragon
#

must be some fail safe to load it regardless to avoid a hang.

opal sable
olive dragon
#

the remix toolkit will convert it just fine from the source pngs during ingestion to the proper dds format for the runtime 100% of the time. Almost certain the conversion to dds in the first place was the culprit.

Yeah it's all coming back to me now like some bad dream. Remix doesn't like you pre-converting anything even to dds. keep them as png and feed them to the toolkit without the pre conversion

candid sapphire
#

I took a texture from a capture, passed it through pbrify to png, ingested it, applied it, it still has the error

candid sapphire
#

That's not supposed to happen

#

maybe gta sa captured stuff are broken ?

olive dragon
#

why are mine fine... the faq..?

candid sapphire
#

idk

#

You used captured tex or something else ?

olive dragon
#

just hitting full capture in game and then sending what textures I need to use through prbify or pbrfusion as normal, then ingesting in the app selecting normal DX for import on the png

candid sapphire
#

btw, is it normal that it uses the ENTIRE path when choosing a texture here ?

#

shouldn't it be ./filename.dds ?

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And not C:/Users/mylife/whytf/pleashelp/filename.dds

olive dragon
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yeah that's not how mine show bro...

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mines the short vesrion..

candid sapphire
#

I DOWNLOADED A TEXTURE ON AMBIENTCG, INGESTED IT, IT STILL HAS THE SAME ISSUE

#

WHAT AM I SUPPOSED TO DO

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ok

#

you can go on ambientcg and download metal 011 if you prefer

olive dragon
#

Ah the bad memories.. ok I think I see the issue. full cirlce after all. I saw this too. must have had it repressed...

You need to take the mesh that corresponds with the texture (it's in the capture folder) you want to apply and import it into substance painter. then apply these textures to their respective imputs there. rebake and export the maps ,then ingest those into remix .

#

I don't have SP installed at the moment but yeah if thats a downloaded texture this is the exact thing i had with testing morrowind and not properly taking the captured model into painter and rebaking with the downloaded packs was the primary issue.

warm thorn
warm thorn
#

I found the issue with the GLI textures. It was due to the settings in the rtx.conf file. Removing this line fixed the problem.
rtx.usePartialDdsLoader = False

olive dragon
#

only warnings that show now are mip maps.. nice

candid sapphire
#

oh shit

olive dragon
#

it's all on the VRAM !!! woo hoo! performance is a bit better

candid sapphire
#

i don't have to ingest the entire mod

#

NOICE

warm thorn
candid sapphire
#

Maybe change it in the github then

#

Is this in the runtime ingame menu, or does this shit enabled itself for some reason ?

olive dragon
#

i can't find it in the menu. and it's not in another rtx config for any other game I have set up for remix... I wonder if it's left blank that the runtime defaults it to on since true seems to fix it too?

candid sapphire
#

Maybe in the debug one

warm thorn
#

I'm not sure why that specific line was present in my config file. Maybe previously, I had copied some RTX options from the Remix GitHub documentation and tried to see how they would affect the image quality.

olive dragon
#

I'm gonna have to check to see if the newer runtimes work with SA in a bit. pretty sure this setting was what was doing it.

candid sapphire
#

I get +7fps by removing the shit fuck cpu memory line lmao nice

olive dragon
#

before in the ui vram hardly moved now it is the way it is supposed to be. free to load and unload textures

warm thorn
candid sapphire
#

Before i was at 10gb to 12gb of ram used, now it doesn't go over 3.6gb

#

ok it went up to 5.7gb and got cleaned down to 2.3gb

native gust
#

Huh

#

Interesting

olive dragon
#

yeah I'm testing it too. looks to be working absolutly fine now. thankfully. holy. I'm stressed.. I can only imagine how relived You two must feel

candid sapphire
#

i don't have to ingest and reapply the entire mod

#

btw, i just noticed that pausing the game clean the ram down to 2.5gb

olive dragon
#

yeah we were all running this in Prime95 torture mode until now.

warm thorn
#

I tried adding car paint flake detail using the roughness texture, but even a 16K resolution was not big enough to create realistic car paint flake detail.
I still need to create a custom UV mapping for the highly repeative roughness texture. I think a 128x128 resolution should be enough for this case.
Left 8K : Right : 16K

wintry furnace
candid sapphire
#

let's go with 64k

warm thorn
#

Actually, I tried to save a 32K texture, but both Nvidia Texture Tools and ChaiNNer caused errors. The source PNG texture is ONLY 1.23GB, so in theory it should be able to be loaded into memory.😆

wintry furnace
warm thorn
#

Original Size (non compressed)

wintry furnace
#

hmm

candid sapphire
#

3gb for something most people won't even notice, idk if it's even worth putting the effort honestly

#

Maybe keep the 32k texture joker for something more important like CJ or something

warm thorn
#

For comparison, here is the door with a custom UV mapping, using a 1k roughness texture.
The other car parts are using an 8K roughness texture.

warm thorn
radiant axle
radiant axle
warm thorn
candid sapphire
#

Even if the roughness one is better, it's not a viable option

#

maybe there is a way to make the metallic look better tho cuz on his ss it looks pretty good

warm thorn
warm thorn
radiant axle
#

but yeah, I'm using clear coat from blender Principled BSDF

#

Nvm I misread the video lol

#

I tweaked the contrast intensity in mine

#

weird it is not working

candid sapphire
#

idk if that is even possible

radiant axle
wintry furnace
#

You know what's a great idea

#

Per texture coordinate transformation

#

And clearcoat

candid sapphire
#

I'm so good at 3d hehe

olive dragon
#

@warm thorn The vehicle toolkit still isn't saving correctly. hitting save results in it writing to the file but in most cases it 's applying the wrong parameters or completely messing up previous edits.

For a example I change the Mr woopie decals from Mirror to original to allow the decal to show correctly, hit save and and reloads it to fogged glass. which does save I think but it's def not what I set.

olive dragon
#

appears disabling backfaced culling in the game globally "fixes" some texture's that weren't displaying correctly...Mostly fixes lod that displays black.

here's two screens showing the advertising billboards and the roof of the bowling alley for example that display as black under the games default backfaced culling option(always on). With it disabled they display "correctly" (technically there's supposed to be a ad on at least one of those billboards but the roof is fixed..and the chain link looks better too.). left is default on and the right is with Backface culling off globally

currently using the togglable backfaced culling mod, there's a few different mods I think that does this including one that just disables it permanently

Doesn't appear to break anything else yet... or see any performance hit.

warm thorn
olive dragon
#

Oh and before I forget it
rtx.froxelMaxDistance = 499.665
can be added to the RTX.conf to stop it complaining about the default of 2000 being incompatible

(kind of silly that remix knows the games maximum but doesn't set to automatically MarkPlsFix )

warm thorn
olive dragon
#

yeah it fixes some stuff on cars as well with the avp pack I'm testing it seems as well.

olive dragon
#

in the logs it's was throwing a error about it being set too high( it's set to 2000 by default in the runtime) so to adjust it You add that to your config and it fixes it. it sometimes causes the bridge to crash otherwise when it's over the games maximum. which varies from title to title it seems. remix knows exactly what it is though as that's where i got the exact limit for GTASA written right in the the log.

olive dragon
warm thorn
#

I edited the timecycle setting to allow for a 4000 draw distance. Does that mean I should set the froxelmaxDistance to 4000?

olive dragon
#

check your gta-sa_d3d9.log and it should be reporting it there as being over the limit then goes on to state in the same line what the games limit actually is.

edit: made a typo in the value. corrected it...Check Your log though and it should be the same since the default is way to high...

candid sapphire
#

Tree. 100% geometry, no transparency maps, 👍

olive dragon
candid sapphire
#

Is it too much vertices ?

split badger
#

lol

candid sapphire
#

I applied subdivision, blender crashed hehe

#

I applied decimate and it crashed too, I think i broke it

candid sapphire
#

my blender is eating 25gb of ram to export the tree lmao

#

AND IT CRASHED WHILE EXPORTING AAAAAAAAAAAAAAAAAAAAAAAAAAAA

candid sapphire
#

HAHAHA

#

maybe too much lmaoo

#

The cheetah i """""remade""""" is like 40mb

#

this is just the leaves

#

300MB

wintry furnace
warm thorn
candid sapphire
#

You mean like that ?

#

maybe more bent tho

#

oh yeah

warm thorn
#

That's a lot better

#

When doing 3D modeling, it's better to take real world references to achieve a more realistic look.

candid sapphire
#

I put too much leaves

warm thorn
#

Make the bottom part wider and add some random scaling to the intersections. The root section should be larger in scale to better support the whole tree structure.

candid sapphire
#

i haven't done anything to the trunk for now, it's the easy part, i'm doing the leaves first cuz way more complicated and more stuff for me to learn

#

curved it a bit, that's all

#

The real hard part is here

#

I have no idea how i could do this

warm thorn
candid sapphire
#

oh

#

looks even harder haha

#

(that's what she said)

#

or not

warm thorn
candid sapphire
#

Ooooooooh

wintry furnace
#

Small tips nyehehe

candid sapphire
#

Small tips, "says the solution"

warm thorn
radiant axle
candid sapphire
#

Thanks but yeah, i'm doing this for practicing too, maybe i'll work on GTA 7 who knows (hell nah)

candid sapphire
#

(left mine, right og moodel)

warm thorn
warm thorn
#

P.S. : Assigning a separate material to the tip parts is just for the purpose of easy quick selection, it's not necessarily for the final material setup.

candid sapphire
#

before and after

jaunty kestrel
#

Wow!

candid sapphire
#

Full geometry, no more transparency maps killing performance

#

Watched 12 episodes of dr house while doing the tree, I will need a shit ton of series if i'll do the entire game 😂

solar girder
#

I’d love to have them

warm thorn
warm thorn
#

🚙 SA Remix Vehicle Toolkit release v0.1.1: 💡

Features:
v0.1.1:
The vehicle materials now added car paint flake detail.

v0.1.0.c:
View different angles when adjusting vehicle materials

v0.1.0.b:
Toggle vehicle lights with "L" key

v0.1.0.a:
Automatic color assignment without Remix "Terrain System"
Automatic glass, chrome, and leather texture assignment
Customizable materials (press "M" in car to toggle editor)
Reveal hidden meshes due to Remix "Skip First N untexture drawcall" issue
Automatic vehicle lights between 19:00 and 6:00

Bug Fixes:
v0.1.1:
Fixed issue where some saved materials settings were not being loaded.

v0.1.0.e:
Fixed issue where saved materials settings were not being loaded.

v0.1.0.d:
Fixed issue with some decal textures, such as text or logos, being disabled.

v0.1.0.b:
Fixed stationary vehicle lights
Fixed damaged headlights
Removed Light Sphere shape for headlights

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\gameReadyAssets).
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.

GitHub

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

solar girder
#

Those graphics are sick

#

Looks more like GTA 5 now

warm thorn
#

@candid sapphire You could try using tree trunk mesh from Tree-it, as they have some good geometric detail. Then you can focus your modeling efforts mainly on creating the leaves.

split badger
candid sapphire
split badger
round tendon
#

wow

round tendon
split badger
candid sapphire
split badger
#

yeah ik

warm thorn
#

GTASA Car Paint and Wheel Material Replacement WIP

plain pendant
#

very purdy

solar girder
misty palm
magic scarab
round tendon
warm thorn
# round tendon This is testing purposes mostly on irl cars. but this could be done on SA cars?

Yes, it's possible on SA cars, but those vehicles have some weird UV mapping issues. The car paint will look strange/weird as a result and lack certain functionalities. So it's better to use the Revamped Vehicles project instead.
I have a plan to remodel the original cars based on the Revamped Vehicles project. This will allow for higher detail and smoother wheels (which I can replace in the Remix). However, I don't have an actual release date yet. I should probably model the Infernus (NSX) first.

round tendon
#

i guess they re higher quality

warm thorn
candid sapphire
fringe slate
warm thorn
#

The car paint material looks like this (16k roughness map) without mesh replacement. I am not at home right now, but I can capture some screenshots of other vehicles when I get back home.

split badger
#

especially fitting since it's adapted to the mods Henry's using

candid sapphire
#

Unfaithful ? It's litteraly redoing the exact same models high poly

solar girder
candid sapphire
#

Who cares about the texture, i'm talking about the models

solid thistle
solid thistle
solid thistle
#

Mine was just a foggy dream

solar girder
#

Do y’all like the definitive edition car models?

olive dragon
candid sapphire
solid thistle
split badger
#

credits: @hopelessne5s

solar girder
olive dragon
#

@warm thorn Well good news is the The Vehicle toolkit is saving now...however the bad new is ; it is crashing when I save any materials and corrupting the dat file for the VTK.

Tried with a fresh install with no extra mods with the installer just to be sure it wasn't some mod I was running with the same result.

loading the game then spawning the edited car immediately crashes it with the saved SARemix_VTK_Vanilla.dat . resulting in having to delete the SARemix_VTK_Vanilla.dat or overwrite it again with the original from the latest zip of the vt. all the cars spawn fine but as soon as i save any changes with the VTK any car becomes unloadable

crash log is complaining about

Current process ID: 11884 Current thread ID: 1796 Last file to be loaded: C:\Games\Grand Theft Auto San Andreas\audio/sfx/spc_na Last library loaded: kernel32 Exception address: 0x64B6E5DA ("MoonAdditions.dll"+0x1E5DA) Exception code: 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) Inaccessible memory address: 0xC

warm thorn
olive dragon
olive dragon
#

wait, what version of moonloader are You using? v.027.0-preview3 seems to work for Me fine. edit: 0.26.5 beta comes with the installer

warm thorn
#
[03:08:48.263280] (system)    Unloading...
[03:08:48.267267] (error)    SARemix_Real_Sun: opcode '0108' call caused an unhandled exception
stack traceback:
    [C]: in function 'deleteObject'
    ...\Grand Theft Auto San Andreas\moonloader\SARemix_Sun.lua:333: in function <...\Grand Theft Auto San Andreas\moonloader\SARemix_Sun.lua:331>
[03:08:48.267267] (system)    SARemix_Light_Manager: Script terminated. (0198AAC4)
[03:08:48.268264] (error)    SARemix_Real_Sun: opcode '0108' call caused an unhandled exception
stack traceback:

The unloading process runs after the script crash, indicating the crash prevented the scripts from properly cleaning up. No real error message is shown here.

olive dragon
#

nevermind,0.27.0 is crashing when saving as well

warm thorn
#

I can't check the version right now, since I'm not at home. But I think I'm using Moonloader version 0.26.

solar girder
warm thorn
#

@olive dragon
Oops, noob mistake again :
if comp_mat_Index ~= nil and comp_mat_Index > mat_Debug and comp_mat_Index <= mat_BlackPlasticRough or vehs_settings:isEdited(vehicleName, component.name, textureName, mat_index) then

The only change is that the "or" has been corrected to "and" in the conditional statement :
if comp_mat_Index ~= nil and comp_mat_Index > mat_Debug and comp_mat_Index <= mat_BlackPlasticRough and vehs_settings:isEdited(vehicleName, component.name, textureName, mat_index) then

Also, the line after that is useless.
if comp_mat_Index == mat_Original then return true end

warm thorn
#

🚙 SA Remix Vehicle Toolkit release v0.1.2: 💡

Features:
v0.1.2:

  • Auto assign mirror material at door component (mainly for support original GTASA vehicles)
  • Added Infernus wheel texture (90s AVP)

v0.1.1:

  • The vehicle materials now added car paint flake detail.

v0.1.0.c:

  • Allow for view different angles when adjusting vehicle materials

v0.1.0.b:

  • Toggle vehicle lights with "L" key

v0.1.0.a:
Automatic color assignment without Remix "Terrain System"
Automatic glass, chrome, and leather texture assignment
Customizable materials (press "M" in car to toggle editor)
Reveal hidden meshes due to Remix "Skip First N untexture drawcall" issue
Automatic vehicle lights between 19:00 and 6:00

Bug Fixes:
v0.1.2:

  • Fixed noob mistake

v0.1.1:

  • Fixed issue where some saved materials settings were not being loaded.

v0.1.0.e:

  • Fixed issue where saved materials settings were not being loaded.

v0.1.0.d:

  • Fixed issue with some decal textures, such as text or logos, being disabled.

v0.1.0.b:

  • Fixed stationary vehicle lights
  • Fixed damaged headlights
  • Removed Light Sphere shape for headlights

Requirements:
This mod requires Remix 0.5.4 release build to work properly. Any builds under 0.5.4 will not work correctly. The recent builds from the Remix GitHub action are NOT RECOMMENDED, 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\gameReadyAssets).
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.

GitHub

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

olive dragon
candid sapphire
#

Working fine, not crashing anymore, saving multiple changes without reverting some, loading's fine too 👍

olive dragon
#

Yep ,nice just tested with several cars, all changes are saving and not crashing the game! pepePhiuuu

warm thorn
#

Recently I am learning After Effects for my job. I hope I can make some nice trailers when the mod is more complete.

olive dragon
#

Managed to get VxIV2SA running with remix earlier ..had to do a bit of minor tinkering. Runs far smoother on remix then it ever did as is lol. now I just got to find a way to make it compatible with modloader.

Also got GTA Underground running on remix too but it's even more picky with messing with it's files and not crashing though compared to VxIV2SA. I have got as far as getting the sun and moon mod loader files through the img loader and the custommod.img though. it's got a weird timecyc.dat though that doesn't want to convert to 24h for Me.

anyways few screens from VxIV2SA with remix. nothing at all replaced. just seeing if it could run really.

split badger
#

honestly impressive it managed to load VxIV2SA

olive dragon
#

considering how bad it runs under a clen install even with scriptlog hauled out and other stuff disabled and without remix ,I didn't have high hopes but it runs like a champ now. stable too.

Shame really the mod is in such a mess. lot of potential for the map imo. lot of stuff even looks impressive now. the amount of work though.. ugh.

split badger
olive dragon
#

UG runs fine either way for Me I guess with just remix and it's got a fair bit of content. But it's probably gonna be hard to get past how hard it is to mod/change their files without causing the mod to just crash... and the modloader incompatibility. I haven't tried much else though.

pretty partial to VxIV2SA if anything at the moment as it might be the easiest to get the rest of the requirements in to fix stuff like cars and the sun. idk. been like 15 years since I really modded SA. any of the map mods would be a huge amount of work though.

olive dragon
grizzled hawk
#

Can remix work on characters models too ?

wintry furnace
#

I don't think so

#

The hashes might be unstable

olive dragon
#

anything I've done to the player model via the toolkit has been fine I think. I'm not sure about the peds though.

wintry furnace
warm thorn
#

The character's meshhash is unstable, so we can only modify the base game model.

wintry furnace
#

yep

candid sapphire
#

Before After

warm thorn
# candid sapphire Before Aft...

The original game has a limited number of polygons, so the low polygon models look bad. When modeling without polygon limits, it's better to use real world references for high detail.
If you think that's too difficult, try looking for wheel modeling tutorials. I can also make the wheels or other vehicle parts if you want, since I have experience modeling high detail cars.

candid sapphire
#

My 1am laziness thought it was good

candid sapphire
#

OMG I NEED MORE VRAM IT KEEPS CRASHING AAAAAAAAAAAAA

#

AND ITS ALMOST 4AM

#

HELP

candid sapphire
#

4:10 am, i'm going to bed, someone get me a 4090 and an extinguisher in case it burns down, thanks

warm thorn
candid sapphire
#

i had blender, the toolkit and gta opened at the same time

#

there's like 50k vertices, maybe 30k i don't remember exactly

#

and it's the toolkit that made my whole pc crashed, not blender

#

dw

warm thorn
#

Try closing the toolkit when modeling, it uses up a lot of memory, and you don't need it since you already have the original model in Blender.
One more piece of advice - I don't know why, but in my experience, Omniverse is better and more stable without crashing compared to toolkit.

candid sapphire
#

Yeah but faster to have all opened at the same time

#

I model, export, ingest, apply, test

#

everything opened, everything ready

#

that's why i need a 4090 AND an extinguisher

warm thorn
#

In Omniverse, you only need to import the model one time. Then you can edit the model in Blender and export it in USD format to test with the mod.
This workflow is more stable and safer. If you have experience with Adobe products, you'll learn this early on, close all unnecessary applications and keep background processes low to avoid crashes. Also, remember to save or backup the file regularly to avoid sudden crashes.

candid sapphire
#

idk looked good in my head lmao

warm thorn
candid sapphire
#

used this as reference

#

not all wheels looks the same u know

warm thorn
#

You missing some part you know?

#

It seems the wheel model you created is directly connected to the tire, but I'm not sure if that's due to a materials setup problem or if you didn't know what a wheel should look like, even with reference photos.

candid sapphire
#

I may have forgotten this part

warm thorn
#

Learn how to make a tire and rim in Blender

More content:
🍉 Join The Patreon: https://www.patreon.com/PIXXO3D 🍉
🍫 Skillshare Free For A Month: https://skl.sh/3aROa69 🍫


Social:
🔊 Join The Discord Server: https://discord.gg/Ynt...

▶ Play video

In this tutorial, we will make a Tesla Model S (inspired) car model in blender. This is part 2 of a 4 part series. In this video we will look at some intermediate to advanced modelling techniques. Also we take a deep dive into the modifiers - how to effectively use them for procedural modelling.

_________________________________________________...

▶ Play video
candid sapphire
#

I'm trying to make it look as close to the original model as possible

#

not whit this one obviously, but the previous one a re clearly just the og model with subd applied and some fixes here and there cuz it broke if u just apply subd

warm thorn
#

Honestly, those old games use highly optimized triangulated models that are not suitable for a subD workflow. Don't be lazy, my friend.
The wheel model is not that hard to model, it's a good practice for modeling.

candid sapphire
#

Lazy ? Yeah totally lmao

#

ok i'll actually try

warm thorn
#

Also, this part shouldn't be so huge (popping out too much). I think it will slow down the car too much with this design.

#

Here are some similar designs for reference.

grizzled hawk
#

Yay wheels

candid sapphire
#

Yeah, i'm still trying stuff, i noticed it was sticking out too much when i opened the game and saw it

warm thorn
candid sapphire
#

I found a good reference for this one

warm thorn
candid sapphire
#

I don't need to say which one is the before and which is the after, right ?

#

Maybe the tyre white line need to be bigger, idk

warm thorn
candid sapphire
#

I don't understand this thing tbh

warm thorn
#

I don't understand how to properly describe the wheel and tire design in English. The wheel and tire need to have a "gap / space" between them, but your model makes the wheel and tire look like a single piece with just different materials (or at the same level).
Here is the tire installation video, as that may help you understand what i mean by the proper way the wheel and tire should be modeled.
https://www.youtube.com/watch?v=b8IiRrgdEZg&ab_channel=Spanky’sHotRodsandCustoms

Mounting a car tire to the rim with no tools. It could come in handy if you have no options. Easy and great for custom wheels. Using some hand prying bars would make it easier. Thanks for watching

▶ Play video
#
candid sapphire
#

@warm thorn btw, i just noticed that some helicopter are all glasses and the VTK doesn't change anything

#

Those four are full glass

candid sapphire
#

Made the wheel better, the texture is too "smooth" and too shiny to show enough details i think, might need to change it, more rough i guess

warm thorn
#

The wheel model looks a lot better now, but why is the central hub area bulging out so much?

radiant axle
wintry furnace
candid sapphire
warm sphinx
#

SA-MP now works with RTX Remix!
There are still some problems, but they're fixable

candid sapphire
#

Servers have different mods, so it probably means that each server have a different hash on multiple stuff, it works but you'll have to create a mod specifically for your server

#

You could mod the game tho

warm sphinx
#

My code works better than expected 😄
I accidentally created a wallhack

candid sapphire
#

Bro created a private cheat wallhack "by accident"

warm sphinx
#

:d

warm sphinx
warm sphinx
candid sapphire
#

idk if moonloader works on samp

#

but it's lua so should work

warm sphinx
candid sapphire
#

can you try if it works ?

warm sphinx
#

im using it rn

candid sapphire
#

the scripts i mean

#

you don't have any sun or car colors on the video u sent

warm sphinx
#

its because of server weather

#

and vtk crashed because of my shitty code 😄

warm sphinx
#

I'm working on a few problems:

  • The chat box (T) and text are not visible.
  • The cursor is invisible.
  • ~~Message colors cant use multiple colors ~~ fixed
pastel jungle
#

you may want to flag these textures as ui

warm sphinx
warm sphinx
#

@warm thorn @candid sapphire
Can you guys help with IPL COL IDE (adding Remix custom objects)? In Story mode, everything works automatically (Modloader), but in SAMP, you have to do it manually, and I don't really understand how it works

candid sapphire
#

I was using a mod that was doing it for me so manually I can't really help

warm sphinx
#

light manager crashes because of missing objects

candid sapphire
#

Ferrari testarossa wheel, Grotti logo from GTA 5 (it's the cheetah wheels but from the IRL car they used to make the cheetah)

candid sapphire
#

looks like this irl

candid sapphire
#

WAW WHEEL V2

warm thorn
warm thorn
# candid sapphire WAW WHEEL V2

You'll want to avoid having the spokes be completely flat. In real car wheels, the spokes always have a bit of curvature or angle to them, it helps with the structural integrity and airflow around the wheel. So try playing around with adding some subtle 3D shape to the spokes, rather than keeping them flat.
Oh, and another thing, make sure the spokes are really well integrated with the wheel rim, not just separate pieces that are loosely attached. In reality, the spokes get welded or fused right into the rim to create one solid, strong wheel structure. Modeling them that way will make the whole thing look way more realistic.

candid sapphire
#

you mean this part ?

#

more like this ?

#

with a tyre if you like vroomvroom

candid sapphire
#

and ingame

warm thorn
warm thorn
#

For the spokes, make sure they have some subtle 3D curvature / shape, not totally flat. And blend them smoothly into the rim, so it looks like one cohesive piece.

warm sphinx
# warm thorn What is the error message in the moonloader.log file?
[10:52:29.371423] (error)    SARemix_Light_Manager: opcode '0107' call caused an unhandled exception
stack traceback:
    [C]: in function 'createObject'
    ...ar Games\GTA San Andreas\moonloader\SARemiv_LightMan.lua:214: in function 'loadLightObject'
    ...ar Games\GTA San Andreas\moonloader\SARemiv_LightMan.lua:454: in function 'update_light'

modloader cant load custom objects in samp so i have to do it manualy and i dont know how just adding loader.txt contents to gta.dat fixed it but now i have new problem
light manager crashes when there active street lights and you driving a vehicle

warm thorn
warm sphinx
#
 opcode '0107' call caused an unhandled exception
stack traceback:
    [C]: in function 'createObject'
    ...ockstar Games\GTA San Andreas\moonloader\SARemiv_VTK.lua:1795: in function 'loadlightobject'
    ...ockstar Games\GTA San Andreas\moonloader\SARemiv_VTK.lua:609: in function 'addLight'
    ...ockstar Games\GTA San Andreas\moonloader\SARemiv_VTK.lua:657: in function 'checkLights'
    ...ockstar Games\GTA San Andreas\moonloader\SARemiv_VTK.lua:706: in function 'checkcar'
    ...ockstar Games\GTA San Andreas\moonloader\SARemiv_VTK.lua:2501: in function 'updatevehicles'
    ...ockstar Games\GTA San Andreas\moonloader\SARemiv_VTK.lua:2598: in function <...ockstar Games\GTA San Andreas\moonloader\SARemiv_VTK.lua:2582>
[18:06:10.698402] (error)    SARemix_Vehicle_Toolkit: Script died due to an error. (08955354)
[18:06:10.704400] (script)    SARemix_Real_Sun: object 15890 loaded successfully
[18:06:10.704400] (script)    SARemix_Real_Sun: object 15891 loaded successfully
[18:06:17.633118] (error)    SARemix_Light_Manager: opcode '0107' call caused an unhandled exception
stack traceback:
    [C]: in function 'createObject'
    ...ar Games\GTA San Andreas\moonloader\SARemiv_LightMan.lua:196: in function 'loadLightObject'
    ...ar Games\GTA San Andreas\moonloader\SARemiv_LightMan.lua:408: in function 'update_light'
    ...ar Games\GTA San Andreas\moonloader\SARemiv_LightMan.lua:575: in function <...ar Games\GTA San Andreas\moonloader\SARemiv_LightMan.lua:514>
[18:06:17.633118] (error)    SARemix_Light_Manager: Script died due to an error. (08956BD4)
[18:06:17.634629] (script)    SARemix_Real_Sun: object 15891 loaded successfully

warm thorn
#

Sounds like you're running into an issue with loading the SARemix object IDs ( lighting objects).
Since this is related to SAMP modding, my suggestion would be to check if there are any special setup requirements needed to properly load those custom objects IDs.

#

Did you get the most updated vehicles toolkit?
#1097105394821759006 message

warm sphinx
warm thorn
#

The modloader\SARemix folder should have these files.

warm sphinx
# warm thorn The `modloader\SARemix` folder should have these files.

I have all of these, and they work perfectly in single-player. However, in SAMP, the modloader can't load custom IPL, IDE, or COL files into the game, so loader.txt doesn't work. You have to add them manually in gta.dat with ModdedSAA or CustomSAA2.

VTK works fine during the day, but it crashes at night. Manually pressing 'L' during the day doesn't crash the script

warm thorn
#

SAMP seems to be overriding the key hook for the vehicle toolkit lighting. The lights you're seeing are just from emission textures, not the toolkit's light objects.
Try reassigning the hotkey to a different key to test if the lighting still works.

warm sphinx
#

Sorry my whole PC just crashed, Before updating VTK, it used to work, but now it crashes One thing I noticed is that loading enhancements never ends.
and samp cant overriding moonloader hotkeys

warm thorn
#

The crash may be caused by the 16K roughness texture. The GitHub roughness texture is only 8K.

#

Try overwrite the existing roughness texture with this one located at:
GTASA Folder\rtx-remix\mods\gameReadyAssets\SARemix\Textures\Vehicles\

warm sphinx
#

it worked,
Isn't 16K a bit overkill? Does it really make a difference at 4K resolution? must users play at 1080p with DLSS so 720p or lower

warm thorn
# warm sphinx

Hmm, that's weird. The rear light shouldn't look that bright, it's just supposed to be a small red color light.

warm thorn
warm sphinx
#

I just added a simple check to prevent the server from changing the time to anything later than 6 PM or earlier than 7 AM. no night no crash for now

warm thorn
#

I am not sure, SAMP may need extra definitions for objects that appear at night time?

candid sapphire
#

night = lights appears on cars, the light on some cars might be crashing the game, u could turn night on with no cars around, then spawn cars one by one

warm sphinx
# candid sapphire night = lights appears on cars, the light on some cars might be crashing the gam...

I don’t really understand how GTA SA or SA-MP objects work. I searched, asked ChatGPT, and checked the files. The only information I got is this:

SAMP Usable Object IDs:

18631 to 19999 (1369 total) reserved for SAMP.IDE
11682 to 12799 (1118 total) reserved for SAMP.IDE
15065 to 15999 (935 total) reserved for CUSTOM.IDE
I tried adding objects to samp custom.img and custom.ide, but it didn’t work.
I also tried adding new objects manually into gta3.img, but that didn’t work either.

warm thorn
warm thorn
# warm sphinx I have all of these, and they work perfectly in single-player. However, in SAMP,...

I asked Claude 3.5 how to make SAMP work with modloader :

  1. Install ASI Loader:

  2. Install ModLoader:

  3. Configure ModLoader for SAMP:

    • Open "modloader.ini" in your GTA SA folder
    • Add these lines at the end of the file:
[SAMP]
ExeFile = samp.exe
ProcessName = gta_sa.exe
  1. Organize your mods:

    • Create a folder named "modloader" in your GTA SA directory
    • Place your mod folders inside the "modloader" folder
  2. Launch SAMP:

    • Start SAMP as you normally would
    • ModLoader will now load your mods when you join a server

Notes:

  • Make sure your mods are compatible with the SAMP version you're using
  • Some mods might not work or cause issues in multiplayer
  • Always backup your game files before modding
  • Test thoroughly to ensure everything works correctly
GitHub

ASI Loader is the tool that loads custom libraries with the file extension .asi into any game process. - ThirteenAG/Ultimate-ASI-Loader

GitHub

Mod Loader for GTA III, Vice City and San Andreas. Contribute to thelink2012/modloader development by creating an account on GitHub.

jaunty kestrel
#

hey

#

anyone have a fix?

#

anyone have a settings file for rtx remix?

warm thorn
warm thorn
# jaunty kestrel

You'll want to check if the game is still running in the background, or try restarting your PC. I've had the same issue sometimes where I quit the game and then when I relaunch it.

warm sphinx
#

@warm thorn I figured it out. The game crash was caused by the Program Files folder. I moved GTASA to the root of my drive, and now the game no longer crashes, but LightManager still does.

warm thorn
warm thorn
#

infernus WIP mesh replacement model reference base on 90s AVP NSX, you won't want to know the poly count

#

Close up shot to check pinching

pastel jungle
candid sapphire
warm thorn
radiant axle
#

Regarding portfolio, don't forget to include breakdowns, wireframes, UV maps, texture sets, optimizations, your references, and everything that went in the making of that piece to run in the game.
Portfolio pieces with high poly only and just beauty shots turns recruiters away.
Breakdowns exposes your flaws, not showing them can be seen as huge red flags 🔴 Peepo_ThumbsUp

candid sapphire
#

idk why but i can't stop laughing at this shit anim i did

#

it's shit

#

but i can't stop laughing

#

am i brainrot ?

thorny copper
warm thorn
#

Bro, what the hell is this?

candid sapphire
#

It's fucked up geometry cuz i'm stupid and can't use bevel right

thorny copper
#

idk that part reminded me of animations i did in gmod, trying to make it look epic but not quite getting it

candid sapphire
#

2 faces inside each other I think

#

First anim in my life and I couldn't stop laughing maybe that ain't for me

#

😂

warm thorn
#

From this angle, I can clearly see that there are issues with the topology

candid sapphire
#

Yes but this part can't be Seen ingame

#

Also these glitches don't appear ingame

warm thorn
#

The issue is that there is a problem with your topology. It's a problem with your modeling workflow, not just about whether it's visible or not.😅

candid sapphire
#

Yeah i know

#

i suck with bevel

#

that's what fucks up all my models everytime

wintry furnace
# candid sapphire idk why but i can't stop laughing at this shit anim i did

In this video we try a different approach to animating the camera in Blender. It's a faster method I use all the time to get smooth steadicam-like movement! (Stick around to the end for a surprise)

If you want to support the channel: https://patreon.com/polyfjord

Timestamps:
00:00 Intro
00:21 Camera setup
01:16 Auto keying
01:55 Smooth keys
03...

▶ Play video
candid sapphire
#

idk why it keeps doing weird geometry

candid sapphire
wise needle
quaint heron
#

bro we need volumetric fucking fog

#

this stuff looks complete already

#

😍😍😍😍

candid sapphire
#

This is a decimate mess bro everything looks good but you using this atrocity what happened 😂

wise needle
#

it needs the leaf texture masked

candid sapphire
#

Nah bro you ripped off a shitty tree cc0 with millions of vertices and used decimate on it for some reason

#

i know this tree i tried to use it it's good but not for a game

wise needle
#

the leaves are not decimated that is the model. need to mask out the texture so its transparent background otherwise looks like this. look at in unreal if you know what i mean

candid sapphire
#

OH

#

don't

#

terrible performance

wise needle
#

runs fine on my rig

candid sapphire
#

without the transparent map yeah

wise needle
#

i decimated the trunks somewhat but ot the foliage

#

done this months ago just got back on here

#

i have a huge mod to release soon! fixed most the bugs and is running stable. sorry for the delay @warm thorn

warm thorn
wise needle
wise needle
#

unless can we not use megascans?

mellow ore
#

wow, how did a few people got it 100 times better than groovestreet studios

#

im fucking impressed

wise needle
#

ive benn building games for the last 19 years

mellow ore
#

still impressing

#

nice work man

warm thorn
#

I'm not sure about that, we need to read the license and terms and conditions, but I think the Unreal Store's assets are only allowed to be used in the Unreal Engine.

mellow ore
#

but its a fan mod

wise needle
#

i paid for it lol

mellow ore
#

like its not a paid mod

#

you can't get money out of it

#

so its ok to use it

#

(at least i think)

candid sapphire
#

Any Marketplace products that have not been created by Epic Games can be used in other engines unless otherwise specified. Please note that products purchased from the Marketplace cannot be sold back to the Marketplace after alteration.

radiant axle
#

the thing with software and digital assets licensing like these is that, just because you bought something doesn't mean you own it. You just purchased the rights to use that thing under certain conditions.
So using that under a license that doesn't allow mod projects and such will just give them the legal rights to shut down your project Peepo_Shrug

#

sucks but is how it goes

candid sapphire
#

You should still check the licence for every thing you used from unreal market

wise needle
#

wise words mate

candid sapphire
#

we're talking about rockstar, they took down small mods for no reason

mellow ore
# wise needle

and after the changes to the assets, bro got money to activate the goddamn windows

#

wow

wise needle
#

haha

#

i was using a code from work and it stopped working haha

mellow ore
#

😈

olive dragon
radiant axle
# wise needle runs fine on my rig

I'd totally recommend you finding a way to cutout the mesh for the leaves and make it fully opaque. Transparency and raytracing is a no no.
40xx users can still benefit from opacity micromaps which does exactly that, but during runtime, and can result in very poor meshes and performance, while 30xx users simply have to suffer from transparency overdraw issues.
#general-remix message #general-remix message

wise needle
#

pine trees with transparency yeah noticable lag

candid sapphire
#

now go in an area with a lot of trees and pray

#

that's why trees aren't replaced in our mods even tho we tried a lot, the need to make everything

#

I made one recently

#

not very long neither difficult, but a pain compared to the transparency method

wise needle
#

does remix support nanite?

warm thorn
#

Using Geometry Nodes to generate a tree is the easiest way (but the hardest part is making the Geometry Node setup itself😅 ). It allows for customizable trunks, leaves, and overall style.
https://www.youtube.com/watch?v=9NkMkYVz7bw&ab_channel=KenanProffitt
https://www.youtube.com/watch?v=a1g6NBxHf5A&t=8s&ab_channel=Nino

Master the ability to use geometry nodes in blender to make fully customizable trees! This tutorial will break down all the steps needed to create your own procedural tree generator tool in #blender3d

Download finished tree by joining my patreon: https://www.patreon.com/posts/procedural-tree-99746314?
Download leaf and bark: https://www.patre...

▶ Play video

In this tutorial series we're going to create a fully procedural plant / tree setup. I mention both, as the variables will be adjustable to create both! It's a hugely customizable geometry node setup and is incredibly useful for a wide variety of nature assets.

In part 1, we'll be setting up the intitial curve system, and create the procedural ...

▶ Play video
wise needle
#

aint that the same way speedtree generates them?

#

il try a few speed tee odels

warm thorn
radiant axle
drowsy vigil
# wise needle does remix support nanite?

Nanite is unreal engine tech, an yeah the remix docs recommend avoiding transparencies for these kinds of details because it kills performance and fucks with the actual raytracing, use meshes for all details as much as possible.

warm thorn
wise needle
#

i usually load in the original usd into blender and size new model to it

wise needle
#

if we arent profitting they cant do shit

#

well i hope not

candid sapphire
#

You're technicaly distributing the asset in a form that it can be taken and used for free by anyone

warm thorn
radiant axle
#

A nice free alternative is TreeIt, I've been using it quite a bit lately and it gets the job done very well. Ofc you'll have to step up and polish it in blender if you want a high quality model, but then I believe SpeedTree also can't get there either

candid sapphire
#

treeit uses transparency

radiant axle
wise needle
#

jokes

warm thorn
wise needle
radiant axle
# candid sapphire treeit uses transparency

I never tried that but I think you can load custom meshes for the leaves. I usually just get the branches in place and use geo nodes to scatter leaves.
A ncie trick I learned recently: Align the UV of your branches vertically, so you can use the Y UV coord to decide how dense the leaves will be, so a color ramp can make leaves appear only on branch tips and not near the base Peepo_ThumbsUp

candid sapphire
#

oh yeah for the trunk it's completely fine

wise needle
#

globe plants

#

they have high poly models

#

moe like c4d but could e a good shout

warm thorn