#Grand Theft Auto: San Andreas (GTA SA)
1 messages · Page 10 of 1
lmao
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?
@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.
@candid sapphire Hi Yanis, how's the progress on the auto installer?
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
simple batch script can do it if you're willing to ditch the rich ui
Yeah but I love making stuff more complicated that it needs to be
the app is done
but for some reason using it makes it so the hashes are different
and the vehicle toolkit don't work too
so it's prob not done lmao
YES
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)
I added "update" button too, if only remix got updated, or only necesary mods, cuz redownloading all 7GB every time, no thanks
It's a good idea to avoid downloading the entire mod every time. Instead, you can create a local lookup table to compare the GitHub file modified dates and identify any newer created files. Just download the new/updated files, and include a full download button option for users who want a clean mod installation.
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
good job
how to on rtx remix gta sa?
check the pins
Can you teach me how to install it? I don't understand yet. I need direction.
i'm not entirely sure since I've never done it myself but theres instructions on the github page here: https://github.com/Hemry81/GTASA-Remix
GTASA RTX-Remix Project. Contribute to Hemry81/GTASA-Remix development by creating an account on GitHub.
no Game Setup menu
how to solve no startup menu
try pressing alt + x
if that doesn't work then i dont think rtx remix is hooking properly
bro, this menu has appeared
can you help me guide me on this? I really want to use rtx remix
yeah im not sure whats happening there
maybe try setting it up again on a fresh install
- Download and install MoonLoader: https://gtaforums.com/topic/890987-moonloader/
- Download MoonAdditions: https://github.com/THE-FYP/MoonAdditions
Copy MoonAdditions.dll to your MoonLoader/lib folder - Download Moon ImGui: https://www.blast.hk/threads/19292/
Copy imgui.lua and MoonImGui.dll to your MoonLoader/lib folder
- Download MoonAdditions: https://github.com/THE-FYP/MoonAdditions
v.026.5-beta WHAT IS MOONLOADER MoonLoader is a modification for GTA: San Andreas that brings new ability to use Lua scripts made by mods creators. With Lua scripts you can change some game aspects, expand gameplay and add new features. MoonLoader provides to developers extensive functionality fo...
A bunch of useful things for MoonLoader. Contribute to THE-FYP/MoonAdditions development by creating an account on GitHub.
Представляю вам Moon ImGui - Lua биндинг ImGui для MoonLoader. Он включает все основные возможности фреймворка, а API максимально приближен к оригинальному по мере возможного.
Тут не будут подробно рассматриваться возможности и особенности ImGui, в этой теме будет рассказано и показано как...
Do you have the file above? I tried to find and download it but I couldn't find the file.?
I need the file moonaddtions and moon imgui
from what i can tell the files should be on the github page here: https://github.com/Hemry81/GTASA-Remix
GTASA RTX-Remix Project. Contribute to Hemry81/GTASA-Remix development by creating an account on GitHub.
Okay, oh yeah, is this directly on rtx remix or is there a way to turn it on?
wdym?
This rtx remix is automatically turned on? or is there a way to turn it on?
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
If I install SA Remix in the modloader, the game always gets an error.
hmm
have u added the SA-MP Addon?
it looks like the crash might be because you dont have it installed
have u added the SA-MP Addon?
also it looks like you have enb activated as well
i'd reccomend turning that off since it modifies the games rendering
new error appears again
have you made sure you've got all the mods installed?
the ones listed on the github
also I reccomend disabling any mods that aren't listed on github
I've followed everything bro
then ive got no idea
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
do you know where the error is?
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
can you give me some directions? one by one i try to reinstall this
I'm not entirely sure but running it as admin might work
It's okay, the important thing is that you have directed me to the right steps.
Playable, I'd say yes if you have at least a 4070
less than that you would have too much stutters/ too less fps to be enjoyable
@warm thorn Would it be possible to reduce or disable the light flicker? I find it a bit too much, and it’s becoming a bit distracting
edit: Setting max_flickers = 0 resolves the issue, but having a shortcut or an ImGui setting for this would be ideal
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)
soon release I hope please i hate python
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. 
https://github.com/KCDQYaniss/SARemix-Installer/releases/tag/v1.2 (link updated DECEMBER 8th 24)
Well done, it's working very well.
Finally an setup that i can use without getting pain-in ass for download 1000 mods before i install rtx remix
Good idea, I will include this feature in the next streetlight mod release that includes LOD lighting. Maybe I will use the Remix API to achieve that, but I haven't looked into the function calls yet.
Exactly why I did it 😎
@opal sable Can you pin this message please ? #1097105394821759006 message
idk who to ping for this
so kim pls fix
@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
...
Is it possible to select vehicle body part with the mouse, like the remix texture selector?
That's a remix problem not an app problem, lemme check
this is using a fresh install, it's also prompting some error loading CrashSA.info.ASI
It's a Remix issue. Make sure you press the “Escape” key and toggle the pause menu before switching to the desktop.
the executable doesn't even start
NVM, I had another remix install and it stopped working
so it's a remix problem, i was scared to go back to python ngl lmaoo
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
remix being remix
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.
The "SARemix_SettingsManager.lua" script in the "moonloader\lib" folder can save/load the entire Lua table object to a readable Json like format. So you can just add a custom variable to the SARemix_Light_Manager.dat file that can be saved and loaded to preserve the global flickering state.
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.
What's the error log?
Try using an older Remix build, like Remix 0.5.4, as it's more stable.
Sorry not at home, but it was requesting some testing to be done for dependecies
is the one I'm using in my other instance
save function exists in SARemix_Sun.lua
i'll use that
I've added it to both the developer and user versions
but SARemix_Light_Manager.dat has to change to this
theres a catch when deleting a light in dev version script crashes
return {
["light_flicker"] = true,
["lights"] = {
[1231] = {
["type"] = 9,
["pos"] = {
[1] = {
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
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
remix looking really good
retty shie
huh
I think he wanted to say "Pretty shit" but he got canceled by secret services before
I think it looks realistic, better than GTA 6.
yeah
What gpu
90s avp pbr pack is buggy
no sun too
no sun + why i need to add light to lamps manually now
Follow the tutorial i guess
Maybe use the Auto installer
i usedthis and no sun and lamp lights
normal cars have pbr
yes normal cars have pbr but 90s buggy and no sun and lamp lights
check moonloader folder
yes this is exactly how it doesnt look for me
send your moonloader.log
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)
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.
is it 90s Atmosphere Vehicle Pack Reborn 3 (Update 04/16/20) comp? the upd 5 6 doesnt work
just partly
Hmm, it sounds like there may be an issue loading the sun object. Could you check if your modloader folder has the SARemix folder?
move your gta sa to a different folder like this
E:\Rockstar Games\GTA San Andreas\
I use this 90s AVP mod :
https://libertycity.net/files/gta-san-andreas/167178-90s-atmosphere-vehicles-pack.html#:~:text=The 90s Atmosphere Vehicles Pack is a project to replace
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 ...
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.
log isnt mine, everything works flawlessly on my pc
I'd suggest trying to temporarily rename it to something like "c-objects.lua.bak". See if that helps resolve the issue with loading the sun object. If renaming it works, you can leave it that way for now.
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.
something weird
this file doesnt exists at all, i checked all the folders
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.
Nah I just tried to help him
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.
aka no free-riding
damn bro i wish for better bushes
this video gives good inspiration https://www.youtube.com/watch?v=xIoqmgpYHlw
Made using Runway Gen-3
#aigenerated #ai #gta #gtasanandreas #gta5 #runway #gen3
https://www.gtainside.com/en/sanandreas/skins/109046-grove-street-families-remastered
stuff like this is actually good
GTA San Andreas Grove Street Families Remastered Mod was downloaded 109158 times and it has 9.70 of 10 points so far. Download it now for GTA San Andreas!
Then make one
He shows up with a new name each time, but the things he says give him away
He ban evaded more than 5 times
I really want to help with the interior lighting setup, but because of the sanctions, I can't install RTX Remix. If the lighting script you're working on gets finished, I have some free time and can help
This is the worst thing i've ever seen in my entire life and I saw someone jump out of a window from 5th floor and land on a car
this stuff gets better every few months
at some point in the not too distant future it'll be able to do it coherently
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
Yes, AI is the future I agree, not this one tho
The next version of the script will also work with interior lighting.
However, I first need to figure out how to properly utilize the RTX-Remix API. Once I've accomplished that, I'll modify all the functions to use the API instead of simply replacing objects with lights.
This will provide greater control over the light color, intensity, and shaping capabilities.
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
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
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
For SA Remix, yes, but for mods, you can make it so that each time the program runs, it downloads the latest JSON file from GitHub and compares it with the user's files. This way, it only downloads the necessary files
I can write this in C# easily, but in Python, I can only print 'Hello, World!' 😂
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
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
I use something like this to synchronize files between my servers
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
Ok, now i remember why i didn't use this method, it uses the github api, that has a rate limit if no token or authentication is done, which sucks cuz i want it to be as easy to use as possible, the work will be done by me, users will just download the updated installer, i'll do the rest
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
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
Necessary mods repo UPDATED
the game now launches after installing using the installer 🥳
Installer : #1097105394821759006 message
(no need to redownload the installer if you already have it) 👍
ok, if it works dont touch it
surprised how much runway ai is a icenhancer 4 competitor
If AI generated photos can be rendered in real time, I wonder if people would be able to afford and interact with 3D spaces that have a non linear, discontinuous sequence, without experiencing motion sickness.🤔
i hope they make this for reshade lol
Bro, What is your GPU? I'm not sure if it will be able to run this smoothly without an RTX 6090.😅
I'm pretty sure even if GPUs could run this, no one would want to play something that looks like this
Damn ion kno how to model but the trees tuff
Feel like thats the last thing needed in SA
It's not, but yeah trees gonna make a big difference indeed
so sad Zeneric disappear he has schizphrenia and not well at home
well 90s avp pretty good
we need someone to model these trees for sa, damn
bushes fix for jefferson + trees would be so tough
The tree mesh replacement will be ready when it is ready.
you can start to modelling
you can use treeit for generating trees
Nah, it uses transparency, which means killing performance even more
oh shit
If treeit worked all trees would have already been replaced
Gta sad modding community is so big how did no one make a remix yet or does take years ?
We are doing it, but i think you just don't realize how big of a project it is
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
Ah i OK i Just thought that everyone is working Alone with no purpose of a full project thanks for your efforts
We just fixed all the repairable Remix issues last month. Initially, Remix had several significant problems:
- Vehicle colors (vehicles were always displayed as white)
- Strange lighting when turning on the original distant light in the game at night - the vehicle lights became distant light that shine across the entire map.
- Street lights did not emit any light at night.
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.
11 thousand unique textures... shouldn't take too long... /s
Want to know, what are the issues that are still unresolved?
The remaining unresolved issue is that different textures are using the same texture hash.
Is that the same problem for every game with remix or just with gta sa?
This problem seems to occur not only in GTA:SA, but in some other games as well.
alr i fixed it but is it fine how my game looks kinda ass, like the lighting seems off
set the sky to HDR in the developer menu
The health bar doesn't appear
Missing mods
i just copped the necessary mod list, launching now
Damn this is fire, performance is crazy ass (Colorful 3060 OC)
DLSS IS A SIGMA WTF
DLSS in remix is so good
wait until you learn about DLSS presets 😛
Nice thank you for your efforts sir . 🥰
Hmm? 🧐
the game is soooo gooodd wit hthis
ik the sky bright but im trying
the best mod ever. EVER.
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 
he's polish
i hope this helps
Gotta appreciate that level of commitment with alt accts though 
kurwa
kurwa
kurwa
technically hes hungarian
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.
this one is also could show that
Bro's keeping tabs lmao
The first time he got banned was because he was asking me and other people to send him money for gambling.
uh not to derail this but.. how do i save with the vehicle toolkit? I press save and it just reloads the old settings.
Hmm, it should work unless I changed my code recently to ignore loading the saved settings. I need to check that first.
now i wonder how old is he
Don't mess with henry or henry will mess you
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
Literally
some parts are pretty impressive, but others could be in a (shitty) horror movie
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
🚙 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
@olive dragon 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.
For adjusting the intensity of the sun, moon, and streetlights, you can edit the corresponding USDA file located inside the SA Remix mod folder. (GTASA Game Folder\rtx-remix\mods\gameReadyAssets\SARemix)
Can these pics be deleted?
can u share ur rtx.conf if its updated pls?
You can download the latest version on our GitHub page.
https://github.com/Hemry81/GTASA-Remix
Alternatively, you can use Yaniss's tools to download all the mod files.
https://github.com/KCDQYaniss/SARemix-Installer/releases/download/v1/SARemix.Installer.exe
thanks (:
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)
Hey, the issue is still there, I never really looked for a fix, just set my assets scale to 0.01, lemme zip a capture and i'll send it here in a few
rtx.sceneScale = 0.01 already in rtx.conf
maybe setting it to 1
(It's the first time I open rtx.conf ever)
ah
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?
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
I'm testing some stuff rn
will tell you if anything is fixed or not
rtx.scenescale doesn't seem to change anything here @zenith bronze
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
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
i used 247scenescale1.usd capture for those ss
there is another capture with a bigger area also with rtx.scenescale = 1
here you have spawnnewsave.usd that is a capture at the same place with rtx.scenescale = 0.01
they don't seem to be different at all
So now it’s possible to réwork the cars too
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.
Lemme check if it's possible
it's possible in theory
BUT
Every color has a different hash
so
189 vehicles x 126 colors x 4 (cars are mostly in 4 different mesh) = I'm not doing this
(95 256)
Color 61
Color 62
(I just applied a subdivision on blender so i can see the difference)
but the difference is here, it's THEORICALLY possible
Wheels could be remastered using remix tho
there's 17 only
and it looks like tyres and wheels are linked so no need to remaster all combo
i might be wrong
Wheel.
For the car i'll look into modding gta sa directly
using the same method
low poly into subdivision into game
with adjustement ofc subdivision breaks all glass/headlight holes
OH MY GOD WHY IS IT SO COMPLICATED TO CREATE A MOD IN THIS GAME
Zeneric did a 1h15 video
I found a series of 9 episodes of 10 to 50 min
And apparently the software to convert 3d model to GTA SA is paid
zmodeler
Noice
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.
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
but 186 cars + 126 textures
which takes us from 23 310 models to do
to 186 cars + 126 texture = 332
the calculation is shit ik but it's just to show that it's WAY EASIER that way
maybe the script could apply a color to a black or white texture, which means only 1 metallic texture to do
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...
Memory leak i guess
aka remix being remix
i don't think a texture could create a memory leak
hmm, maybe too big
Wheels look clean thanks for the info too
The color replacement should be done through the Remix API, otherwise it will generate a new meshhash. This is important so we can replace the original low poly mesh with a higher detail one.
That texture is copied from the original game (Remix Captured). Maybe I have to convert them to a BC7 texture format.
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... 
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.
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...
That's weird. This image I created in Substance Painter and converted the image through ChaiNNer.
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.
Problem is, ingam each color will still have a different mesh hash, so to change the model, we'll have to change all 126 of them
or we can force all cars to have 1 color, and then replace it using the API
I have them, on a new install made with my installer 2 days ago
but "floors" folder is named "floor" for me
that might be the issue
can you check which usda is having this issue ?
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...
The issue is in Floor_materials.usda in the same folder as the textures, or atleast the textures are used in this file
but they don't seem to have any issue regarding the path
The usda and the texture are both in the same folder
so the folder is not specified
so why is it having issues
that's weird
where do these errors appears ?
can it be because you renamed "gameReadyAssets" to "saremix" ?
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.
That's a remix issue, might be why the performance are so terrible with this game
Just checked, I have the same shit
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
30 seconds in and my log is FILLED. and it def stays there in mem as long as the game runs.
every single replaced textures reside in cpu memory, so maybe like 200-300 textures, modified/upscaled etc etc
yeah really not ideal
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..?
this explains why any runtime over .54 crashes out as well.
few warnings in there about photoshop file formats , remix absolutely hating on it and refusing em as well by the looks of it.
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 ??
idk but it sucks either way. hopefully it's not a hard fix.
legit feel bad cause I know this is a lot of work.
I'm pretty sure i can make a python script or something that will convert all textures to the right format
batch converting is fairly easy
BUT
chaiNNer can even do it
yeah that's not the real issue
the issue is, WHAT IS THE ISSUE ?
i don't even know if it's the format
must be some setting. it affects muliple formats by the looks of it.
i mean, what's happening?
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!
that could be why performance are so trash
all the textures are being stored in ram for some reason.
and that happens for every single replaced texture
the performance is really bad when the car mods are added in btw
because they're all 8k textures
when i removed those it ran very well for me
Hemry's car extension thing
the vehicke toolkit ?
yeah
try removing that first if you have it installed. wrecked performance on my system
as for the textures, did you guys bypass ingestion in the toolkit for some reason?
it is still present even with out. it's like every texture.
We started the mod like 1 year before the toolkit was a thing so
most aren't ingested yeah
i understand that. i was just talking about general performance issues
the easiest way imo would just be to ingest them instead of trying external methods
yeah makes sense. i've seen the toolkit complain about not ingesting something.
the normal maps and such are definitely not done right
at least the roughness and height maps
they're not saved as grayscale, and afaik not in the right format
they shouldn't all be BC7
so yeah just ingest them. it'll fix it 🙂
Ingesting = having to reapply them all cuz name of file will change right ?
unfortunately yes
but it'd be better to get this over with before any more development takes place
maybe Pete can give some advice on it
phew. well better to catch it now then later after doing more.
I'll do it, will probably take me all day or more cuz AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 300 TEXTURES AND MODEL REPLACEMENT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
I hope performance will be better
(:
i'm so sorry.
lol yeah hopefully
are you guys sure this is actually harming performance?
100%
keeping all this in cpu memory can't be good anyway
it fill up my 64 gb of ram and eats a 100gb pagefile if left running.
if it don't harm performance now, it will when the entire game will be replaced
also yeah
Having the game running for a while will end up in heavy stutters and the whole pc dying
and this is why
short plays it runs great. performance is good.great even...until that ram runs out though.
Which one is better ?
normal dx
thx
open gl and they will display inverse i think.
it depends on the source Hemry had for them
if he used dx, then yeah dx
or whoever got these textures
actually
the normal maps are octahedral already
select that
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.
I'm ingesting the entire Asphalt folder, cuz road is the first thing i see on a new save
so i'll do this and try
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
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.
Some are Upscaled textures through chainner, some are downloaded probably on ambientcg or polyhaven, I think Hemry did some too
and they ALL have the issue
idk
even when ingested
they have the issue
which shouldn't happen
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.
this is all 4 inputs. difuse,normal roughness,and height.
still have the source files I hope...
I hope
Haha my hdd died not long ago
I lost everything I did on grove street
and every source files
haha
The color textures should be assigned within the Remix API, so there's no need to manually replace them one by one.
My vehicle toolkit script only uses 16x16 texture size to assign pure color textures.
Do you mean the "car mod" is using the 90AVPs vehicles mod?
the toolkit package, which comes with 90avps
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.
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
i'm not on the latest version of it, so things could've changed. but something was definitely going wrong there
unfortunately i have a LOT going on IRL right now so i can't do any deep dives
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.
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
I am using Remix version 0.5.4. The latest version of Remix is causing performance issues and making the game unstable.
you're right, sorry
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
they were all stored in your sytem ram at that time too..
When I released the recent street light mod, I removed the light props mesh and texture replacement.
So those 4K light props textures are no longer being used in Remix as well.
However, the CJ house still has some small objects that use 4K textures, and those are the ones I need to fix.
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.
Even if the textures are not assigned in Remix, are all the textures inside the mod folder still being loaded into RAM?
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.
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.
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
But I found that you try to ingest the texture with the toolkit, and it still has the same issue.🤔
#1097105394821759006 message
Yes, so idk what the issue is
it has to be the format
but it's not
but using other textures don't have the issue
so our textures have the issue
but ingesting them don't fix the issue
my brain is going 2 mile an hour
yeah it's not just a few kb. every single replacment is loaded into system ram during play due to it using GLI for some reason. it's some Open GL thing.. which remix can't really deal with so it sticks it in ram instead of vram.
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?🥲
pray

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.
setting in toolkit or runtime ?
the conversion in-between Substance Painter/Photoshop
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.
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.
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
What DDS format you use on chainner ?
pretty sure it was something like that that messed me up in chaiiner before. idk though. But I know it was between those steps.
yeah it's export to png and then let remix eat it as is.
so yeah that the problem then. it's messing something up there in the dds conversion somehow.
because it's being ingested properly
when the toolkit ingests, it also generates a metadata file for the texture
for sure. any idea why re-ingesting doesn't work with the borked textures they have?
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.
i imagine the toolkit may be checking the format. if it's already the correct format it'd just generate the metadata file
it should be changing it though, as some of them don't appear to be correct
yeah i've seen those in the kit. height maps are really out to lunch IIRC.
The first time I encountered the GLI texture format was from the Remix capture of Midtown Madness 2's textures. Those textures are opaque textures.
The textures with alpha values were using the standard DDS format instead.
I'd let the remix toolkit take them as png without doing the conversion to dds. remix will do it's magic.
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
must be some fail safe to load it regardless to avoid a hang.
yup. batch convert with XNConvert and try it again
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
I took a texture from a capture, passed it through pbrify to png, ingested it, applied it, it still has the error
why are mine fine... the faq..?
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
btw, is it normal that it uses the ENTIRE path when choosing a texture here ?
shouldn't it be ./filename.dds ?
And not C:/Users/mylife/whytf/pleashelp/filename.dds
I DOWNLOADED A TEXTURE ON AMBIENTCG, INGESTED IT, IT STILL HAS THE SAME ISSUE
WHAT AM I SUPPOSED TO DO
ok
can you try ingesting and applying this ?
you can go on ambientcg and download metal 011 if you prefer
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.
Since these are seamless textures downloaded from AmbientCG, we don't need to bake them again. We can use these textures as direct replacements in different scenes without the need for additional rebaking.
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
ok that's crazy. how did You find that?
turning it to true seems to fix it as well... and the replacements load a lot faster. at false there's like hitching as it loads them. on true there's none of that and the loading enhancements messge goes away super fast.
This still does not explain why all Your replacements are like this though.
only warnings that show now are mip maps.. nice
oh shit
it's all on the VRAM !!! woo hoo! performance is a bit better
I compared the config file from my other Remix mod, and found that parameter was missing in the other rtx.conf file.
I then tried to find out what that specific parameter was doing, by looking it up in the Remix GitHub documentation.
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/34cc21a1e1ca050fff5b77ec4e840084cb98a3fc/src/dxvk/rtx_render/rtx_options.h#L878
Maybe change it in the github then
Is this in the runtime ingame menu, or does this shit enabled itself for some reason ?
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?
Maybe in the debug one
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.
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.
I get +7fps by removing the shit fuck cpu memory line lmao nice
before in the ui vram hardly moved now it is the way it is supposed to be. free to load and unload textures
I have uploaded the fixed "rtx.conf" file to GitHub.
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
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
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
yeah we were all running this in Prime95 torture mode until now.
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
Clealy, you need a 32k texture
let's go with 64k
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.😆
But is that 1.23 gb of compressed png?
Original Size (non compressed)
hmm
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
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.
Honestly, I wouldn't actually use an 8K texture for the car paint. I was just testing to see if Remix could handle the flake detail properly.
The what? lmao
32k is mental. Don't think graphics APIs or GPUs even support textures this big. Many hardwares cap at 8k, but it is highly dependent on what GPU you have. Maybe the 40xx support 32k 
https://openbenchmarking.org/s/NVIDIA+GeForce+RTX+4070+SUPER+12GB
I believe maxImageDimension2D tells you that
Btw, you'll want to mess with the metallic map, not roughness, as car paint uses sparkles of metallic bits under a smooth clear coat for its unique look 
Hmm, the metallic map doesn't look that good to me...
Roughness looks better, but is 32k texture an option ?
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
I'm just using a 1K texture for the roughness and metallic map. I also tried using the metallic map in Remix, but it doesn't look like a realistic car paint material. I'm not sure why it's not delivering the expected result.
It seems E-man's SS uses a clearcoat (multi-layer material) to simulate realistic car paint, but this feature is not currently available in Remix. So using this approach is not an option.
ur still plugging the noise tex to the roughness input
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
Maybe instead of applying it all over the car, you can apply it once for every part of the car that needs it
idk if that is even possible
@warm thorn this should be easy to transfer to remix pbr. Although it is not the same as having a proper clear coat 
You know what's a great idea
Per texture coordinate transformation
And clearcoat
@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.
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.
I will check what is wrong with the code when I get back home.
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
)
I know the problem previously my vehicle's window glass replacement was not visible unless I disabled this option.
yeah it fixes some stuff on cars as well with the avp pack I'm testing it seems as well.
Huh?
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.
rtx.froxelMaxDistance
The maximum distance in world units to allocate the froxel grid out to. Should be less than the distance between the camera's near and far plane, as the froxel grid will clip to the far plane otherwise.
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/RtxOptions.md
I edited the timecycle setting to allow for a 4000 draw distance. Does that mean I should set the froxelmaxDistance to 4000?
I don't think so. I believe it's unrelated to the games farclip .I have the same timecycle and I tried it with one set to 8000. remix reads the max value for san andreas and for any timescyc as 499.665 across them both.
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...
Tree. 100% geometry, no transparency maps, 👍
Is it too much vertices ?
lol
I applied subdivision, blender crashed hehe
I applied decimate and it crashed too, I think i broke it
my blender is eating 25gb of ram to export the tree lmao
AND IT CRASHED WHILE EXPORTING AAAAAAAAAAAAAAAAAAAAAAAAAAAA
HAHAHA
maybe too much lmaoo
The cheetah i """""remade""""" is like 40mb
this is just the leaves
300MB
I once tried ingesting a 1.2gb obj
The tree leaves look a bit flat and unnatural, like they are defying gravity. You could try bending the leaves smoothly by using the "Simple Deform" modifier.
That's a lot better
When doing 3D modeling, it's better to take real world references to achieve a more realistic look.
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.
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
Small tips, poke faces
Ooooooooh
Small tips 
Small tips, "says the solution"
Learn how to make crazy details using Blender’s built-in Poke Tool. Easy tutorial for beginners.
More content:
🍉 Join The Patreon: https://www.patreon.com/PIXXO3D 🍉
🍫 Skillshare Free For A Month: https://skl.sh/3aROa69 🍫
Socia...
Just a reminder that you guys can freely use our assets from U2 as well 
#showcase message
#showcase message
https://github.com/Ekozmaster/NFSU2-RTX-Remix/tree/main/rtx-remix/mods/gameReadyAssets/03_meshes/04_global/01_vegetation
Unless ofc it is also meant for practicing
Thanks but yeah, i'm doing this for practicing too, maybe i'll work on GTA 7 who knows (hell nah)
Ur doing great, keep at it 
Bottom part wider is not possible, the original mesh don't have it, i'll need to make it more thin than wide here
(left mine, right og moodel)
You can just scale down the entire tree model on the X and Y axis to fit the original mesh. I think the tree collision mesh is just a simple cylinder.
@candid sapphire You can start by creating the base shape first. Then you can fine tune the model details afterwards.
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.
Wow!
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 😂
One Piece time!
Nice!
🚙 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.
@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.
don't you think a thicker trunk is better?
I do, but this is the original trunk wideness, making it wider would cause clipping issues, I can't go wider than this unfortunately
BSOR vegetations are so good if you wanna take some inspirations
The wind shader used in this adaptation originates from the SkyGfx extended modification. To fully experience the enhanced physics and visual effects, you must install the SkyGfx extended mod first.
Credits: YouCreatedHell, Rizky Aldiansyah, Rockstar Games
Link Mod (PC only, for now, i think)
https://www.gtainside.com/en/sanandreas/mods/199977-b...
wow
does it work with ps2 skygfx?
Extended SkyGFX has a PS2 preset, actually, this is my current set up with BSOR
BSOR is using transparency maps, that's why leaves are so detailed with holes, small details etc, they just slap an image of leaves and make it transparent where there is nothing, ez leaves, ez fps drop
yeah ik
GTASA Car Paint and Wheel Material Replacement WIP
very purdy
There’s this mod too
https://www.gtainside.com/en/sanandreas/mods/201574-alpha-bsor-five-stars-lod-vegetation-0-5/
GTA San Andreas (ALPHA) BSOR Five Stars LOD Vegetation 0.5 Mod was downloaded 1063 times and it has 10.00 of 10 points so far. Download it now for GTA San Andreas!
I wouldn't believe those graphics were real! Wow
I think you are using NSX from AVP pack. This one is better
https://www.gtainside.com/en/sanandreas/cars/174604-acura-nsx-1991-na1/
GTA San Andreas Acura NSX 1991 (NA1) Mod was downloaded 17909 times and it has 9.77 of 10 points so far. Download it now for GTA San Andreas!
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.
i have myself a build with some modded vanilla cars. they have some better interior too. should i sent it to you?
i guess they re higher quality
Sure, I can take them for reference.
Btw, if you want there is RVP, it's a car pack aimed to just enhance the original models, 18 of them are already done https://www.mixmods.com.br/2017/06/rvp-respect-vehicles-pack-v0-1-alpha/
What do each of the material maps look like for the paint
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.
highly unfaithful might as well use any other complete pack
especially fitting since it's adapted to the mods Henry's using
Unfaithful ? It's litteraly redoing the exact same models high poly
The ambulance is literally unfaithful
Who cares about the texture, i'm talking about the models
That’s crazyy
That’s shit?? Nah bro wym
Why does ur game look good
Mine was just a foggy dream
Do y’all like the definitive edition car models?
Settings most likely, spent some time tweaking things. might be I'm running a few extra mods probably as well like Skygfx and stuff idk.
Models can be used, textures are just original ones AI Upscaled
Idk but this is the best looking
the rhino for example is way different in terms of aesthetics and detail level regardless of poly count tho, this is unreleased work of a tasteful rework of the rhino with higher poly and same level of detail
credits: @hopelessne5s
What's more faithful this or AVP?
@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
Hmm, it's working fine for me. On another PC with Flash installed, is there any error showing up in the moonloader.log?
Yeah opcode '0108' is causing the exception according to the log.
Edit: this log is from a absolute clean install from steam, downgraded,and then the mod installed. Same is in my modded installs log as well.
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
[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.
nevermind,0.27.0 is crashing when saving as well
I can't check the version right now, since I'm not at home. But I think I'm using Moonloader version 0.26.
This mod is good for SA too if you like the GTA 3 cars
https://www.mixmods.com.br/2017/10/iii-vc-sa-gta-iii-hd-vehicles-tri-pack-carros-hd/
@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
🚙 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.
GTASA RTX-Remix Project. Contribute to Hemry81/GTASA-Remix development by creating an account on GitHub.
Nice. appreciate all this work guys.
I'll give it a try now in the hour hopefully and report back.
Working fine, not crashing anymore, saving multiple changes without reverting some, loading's fine too 👍
Yep ,nice just tested with several cars, all changes are saving and not crashing the game! 
Recently I am learning After Effects for my job. I hope I can make some nice trailers when the mod is more complete.
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.
honestly impressive it managed to load VxIV2SA
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.
How's your experience with UG? There are tons of alternatives if it's bad
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.
Can remix work on characters models too ?
anything I've done to the player model via the toolkit has been fine I think. I'm not sure about the peds though.
Have you tried editing the model?
The character's meshhash is unstable, so we can only modify the base game model.
yep
Before After
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.
My 1am laziness thought it was good
4:10 am, i'm going to bed, someone get me a 4090 and an extinguisher in case it burns down, thanks
Wait, did Blender crash when you were modeling the wheel? The wheel polygon count should be less than the tree models, so how come it keeps crashing? Did you try using a different version of Blender?
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
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.
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
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.
idk looked good in my head lmao
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.
I may have forgotten this part
https://www.youtube.com/watch?v=MGbR5yvZx7o&ab_channel=PIXXO3D
https://www.youtube.com/watch?v=6vFkGh179H0&ab_channel=BlueInversion
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...
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.
_________________________________________________...
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
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.
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.
Yay wheels
Yeah, i'm still trying stuff, i noticed it was sticking out too much when i opened the game and saw it
I found a good reference for this one
I think this kind of wheel is called a multi-spoke wheel.
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
I don't understand this thing tbh
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
https://sketchfab.com/3d-models/off-road-wheel-and-tire-55d34c3b12244a20a36a9221af2b2253
https://sketchfab.com/3d-models/bmw-wheel-4fb80177b54549d4adea93c389a3e649
The Off-Road tire is a high quality and resistant product, designed to meet the needs of drivers who seek adventure and challenges in rough terrains. With its robust structure and aggressive design, this tire offers excellent traction on uneven surfaces, such as mud, sand, and stones, ensuring safe and stable driving in any situation. In additio...
this product is free for your next projects.
Along with highpoly tire, you can also use lowpoly tire.
In the 3D view, they are stacked on top of each other.
i hope you enjoy it.
Please ask me if you have any questions about this Product.
Software Used In This Product:
Blender / RizomUv / Substance Painter / Marmoset Toolbag / Photoshop
...
@warm thorn btw, i just noticed that some helicopter are all glasses and the VTK doesn't change anything
Those four are full glass
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
The wheel model looks a lot better now, but why is the central hub area bulging out so much?
A man with such wheels in a car seems like someone who treats his car far better than his wife. Those wheels would be shiny like a mirror, same for clean black tires
Assuming someone with such a car is able to find love in the first place
2am + dr house = i don't know why i did this haha
SA-MP now works with RTX Remix!
There are still some problems, but they're fixable
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
My code works better than expected 😄
I accidentally created a wallhack
Bro created a private cheat wallhack "by accident"
:d
I reduced the allowed distance, and now it works better, but it can still show players behind the wall. I think raymarching should fix it
I just discovered processLineOfSight, no more wallhacks!
Have you tried using hemry's script for vehicles colors, sun, etc
idk if moonloader works on samp
but it's lua so should work
it works perfectly
can you try if it works ?
im using it rn
Wow
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
you may want to flag these textures as ui
doesn't work
@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
I was using a mod that was doing it for me so manually I can't really help
light manager crashes because of missing objects
Ferrari testarossa wheel, Grotti logo from GTA 5 (it's the cheetah wheels but from the IRL car they used to make the cheetah)
looks like this irl
WAW WHEEL V2
What is the error message in the moonloader.log file?
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.
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.
[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
Hmm, maybe you need to include the loader.txt file located in the modloader\SARemix folder?
already did it, ill send a screenrecord
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
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
no, im using github version, let me try new version
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
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.
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
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\
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
Hmm, that's weird. The rear light shouldn't look that bright, it's just supposed to be a small red color light.
Actually, without mesh replacement or using a highly tiling UV mapping, a 16K texture roughness texture still not enough to properly fake the car paint flake effect.
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
I am not sure, SAMP may need extra definitions for objects that appear at night time?
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
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.
yeah maybe
let me check
The day and night time use the same object IDs on different vehicles, so the issue is not related to the vehicles themselves. There must be other things causing this problem.
I asked Claude 3.5 how to make SAMP work with modloader :
-
Install ASI Loader:
- Download "Ultimate ASI Loader" from https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases
- Rename "dinput8.dll" to "vorbisFile.dll"
- Place "vorbisFile.dll" in your GTA San Andreas root folder
-
Install ModLoader:
- Download ModLoader from https://github.com/thelink2012/modloader/releases
- Extract the contents to your GTA San Andreas root folder
-
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
-
Organize your mods:
- Create a folder named "modloader" in your GTA SA directory
- Place your mod folders inside the "modloader" folder
-
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
#1097105394821759006 message
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 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.
Can you send me your edited version, so I can test what cause this issues
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
i would like to know with no questions asked
You found a way to replace car mesh easily with remix or you just gonna make it a gta sa mod ?
I think using the Remix API method I mentioned previously should work, but I haven't tried it yet. Also, I can use this car to make some high detail models to build up my personal portfolio.
This is looking really great bro. Keep us posted!
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 🔴 
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 ?
😂 wat were u doing at 0:02 to 0:04
Bro, what the hell is this?
It's fucked up geometry cuz i'm stupid and can't use bevel right
idk that part reminded me of animations i did in gmod, trying to make it look epic but not quite getting it
2 faces inside each other I think
First anim in my life and I couldn't stop laughing maybe that ain't for me
😂
From this angle, I can clearly see that there are issues with the topology
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.😅
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...
idk why it keeps doing weird geometry
I might need some tutorials thanks 😆
This is a decimate mess bro everything looks good but you using this atrocity what happened 😂
it needs the leaf texture masked
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
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
runs fine on my rig
without the transparent map yeah
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
Very nice! Bro, did those assets (textures/meshes) come from the Unreal Marketplace?
yeah mate megascans and a few assets but i already own them so cant see why we cant use them
unless can we not use megascans?
wow, how did a few people got it 100 times better than groovestreet studios
im fucking impressed
ive benn building games for the last 19 years
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.
but its a fan mod
i paid for it lol
like its not a paid mod
you can't get money out of it
so its ok to use it
(at least i think)
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.
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 
sucks but is how it goes
You should still check the licence for every thing you used from unreal market
wise words mate
we're talking about rockstar, they took down small mods for no reason
and after the changes to the assets, bro got money to activate the goddamn windows
wow
😈
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
pine trees with transparency yeah noticable lag
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
does remix support nanite?
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...
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 ...
Remix path tracing more chill on high poly models.
good luck doing the math to rotate the branches the way you want them

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.
Does SpeedTree allow its assets to be used in other game engines (like Remix)?
i usually load in the original usd into blender and size new model to it
legally i dont know but yeah i can make it work
if we arent profitting they cant do shit
well i hope not
You're technicaly distributing the asset in a form that it can be taken and used for free by anyone
Math is fun, but I'm not that good at it.🤣
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
treeit uses transparency
everyone is math gasgsta until quaternions step in 
jokes
But for the tree leaves, they are still using a transparency map. I'm not sure how to replace them with real geometry instead.
you would have to create it from scratch
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 
oh yeah for the trunk it's completely fine
That's a very smart workflow. Tree-man, no, I mean E-man.🤣