#Grand Theft Auto III (2003)

211 messages · Page 1 of 1 (latest)

stuck pine
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Game hooks to remix and somewhat playable, but highly need api lights conversion patch (game engine is RenderWare)

Current issues: no lights present at all, sky rendering doesnt work ( just a black sky, fixable with installing sky mod tho, link below )

What’s done:
Anticull patch✅
Car colors✅

To get gta 3 to work you need to have:

  1. 1.1 version of the game
  2. install 1.0 exe version from moddb: https://www.moddb.com/downloads/grand-theft-auto-3-original-10-exe-for-steam
  3. install ultimate asi loader, gta 3 modloader, silentpatch, widescreen fix, limitadjuster (oldest version), Crosire DX8 Wrapper and for working sky this: https://www.patreon.com/posts/animated-skydome-97371012
  4. grab the latest rtx remix from actions, x86 version
ModDB

This is the 1.0 exe for Grand Theft Auto 3, primarily needed for the Steam version to downgrade to be able to use several mods that are not compatible with the Steam 1.1 exe. (Silent Patch recommended to be installed)

Patreon

Get more from Jessica Natalia Mods on Patreon

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such a hidden gem, but no one ever created compat patch for this🙏

daring stump
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@stuck pine ping or DM me when you have the pack

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i'll at least do the anti culling

stuck pine
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yeah sure

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will do it rn

stuck pine
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should work

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drop it to gta 3 main folder replacing files

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sky look broken not sure how to fix it

daring stump
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i can prob fix the sky

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i'd fix the original skybox though, not the modded one

stuck pine
stuck pine
daring stump
stuck pine
daring stump
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i've disabled zone based culling. working on frustum + lod

daring stump
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LOD won't be removed entirely, but it will have adjustable limits

stuck pine
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maybe there a way to make game to force lod0 models for objects that are not fitting in the camera

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like xoxor did in gta 4

daring stump
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i can't get it to work but it seems that things on my PC in particular are cursed not to work

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had chatgpt, opus, and sonnet all check the code vs the exe and it should be correct lol

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put in root folder

stuck pine
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seems like it doesnt work(

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what should it do? disable all culling?

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but there not that much info

daring stump
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😖 fuck

stuck pine
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but does it work for you?

daring stump
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i have no idea why it's not working

stuck pine
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ah

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does your plugin require ultimate asi loader, right?

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maybe we dont have it installed

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i downloaded it from github, but there was just one file

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is ultimate asi loader just a dinput8.dll file if you know?

daring stump
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yeah

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it's that

stuck pine
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😭

daring stump
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lets hope

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🤞

stuck pine
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🙏

stuck pine
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how is it?

daring stump
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i'm suffering

stuck pine
daring stump
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😖 no

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i have a potential solution though

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i came up with it, not claude. so it has to be good! 🤣

stuck pine
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i will wait for it then

daring stump
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@stuck pine progress

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things immediately behind the player are still culled, but everything past it shows up now

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also LODs have been fixed, though objects too far away are still being culled rn. trying to fix that

stuck pine
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wow some good news

daring stump
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car there is the player

daring stump
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IT'S DONE

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only thing that culls is the water now

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everything else is constantly rendered

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@stuck pine

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now, as expected because it's a lot to render for remix, the game is running at ~15 FPS rn

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buildings still have LODs that i need to fix

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but objects like light posts no longer cull or have LODs

stuck pine
daring stump
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a custom frustum culling implementation that renders infinitely in front of the player, and a large circle around the player to make sure mirrors work properly while still improving performance

should be relatively easy to implement after NOPing the original culling implementation (which we just did)

stuck pine
daring stump
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the one i proposed for FNV

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though i can optimize it a bit more now

stuck pine
daring stump
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it only took 3 hours and ~10% of my monthly credits

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(lots of sarcasm there)

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but i'm really glad it paid off

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and the logic behind it could probably be used for VC and SA

stuck pine
daring stump
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do you know if car colors were originally vertex colors?

stuck pine
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now we need this big three sky rendering, optimization and api lights and its good to go. Im waiting for response from @robust river for the api lights, will see what he says

stuck pine
daring stump
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@bronze berry maybe you know? for SA how were colors for cars handled

daring stump
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what was it

stuck pine
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for gta 4 yeah

daring stump
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oh lol

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yeah that's too different

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but SA would be useful

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having claude look into it at least

stuck pine
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i guess the topic starter of gta 3 found a fix, but he left a server lol

daring stump
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Grand Theft Auto III (2003)

daring stump
stuck pine
daring stump
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then i won't worry about that

stuck pine
daring stump
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car pop in needs to be fixed too, along with smaller objects like the newspapers

stuck pine
daring stump
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just final touches for sure

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rn i don't have anything else i feel like working on (though i will do another game soon) so i'll finish up this mod

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  • we're finally making progress so i feel less annoyed rn
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i spent the last ~10 hours trying to patch games and they all failed so i was getting very upset lol

stuck pine
daring stump
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how i feel with #1106420949257044061 😆

stuck pine
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would be nice if this thing can be fixed too, happens almost everywhere where 2 different textures connecting

daring stump
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can't fix that unfortunately

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if the plane used has a consistent instance you could just attach a small secondary mesh to the edge to fix it, and it'll show up everywhere

stuck pine
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thats probably just messed up mesh placing from rockstar

daring stump
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ya

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easiest solution by far would just be to anchor a flat black mesh to claude and place it under the map (very far under)

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any gaps like that wouldn't be visible with that solution

stuck pine
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will try that

stuck pine
daring stump
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@stuck pine the sky isn't detected by remix because it's just a 2d gradient 😭

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when i implement the customized frustum culling, i'm going to have it create a cube under the world that will never be culled and assign a texture to it. you can then use that for the skybox

stuck pine
daring stump
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@stuck pine

stuck pine
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daymn you got them working

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nice

daring stump
naive orbit
daring stump
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because the game has no skybox lol. i'm going to implement an easy way for kapibos to add one

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and windows need to be fixed manually in remix

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@stuck pine the custom culling solution is almost finished

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just trying to implement a better distance based culling solution for the forward view. right now it has a set cutoff limit which is good, but it also means that a TON of things are rendered that aren't not needed which causes lag

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like this for example. the car is facing a wall and can't see anything behind it, but all of those buildings are being rendered

stuck pine
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crazy stuff

daring stump
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it runs at 40+ FPS all the time now at least

stuck pine
daring stump
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without

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i don't use FG usually

stuck pine
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oh thats nice then

daring stump
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hm. 30 i guess

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there's clearly a cpu bottleneck of some kind. gpu only sits at ~50% util

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but it was always like this 🤔 so i don't think it's my patch atp

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all of the culling options are adjustable in the ini file though, so even if it is related you'll be able to tweak it and find the best values

stuck pine
stuck pine
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fps is almost the same cuz of bottleneck

daring stump
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yup that's the cpu bottleneck

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it's because there's so much being rendered in the distance

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working on an occlusion culling system for it

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this is one big patch lol

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after it found the initial addresses it needed for the culling stuff, it was much easier for it to do the rest

stuck pine
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alright im going to sleep😴

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hope to see some crazy results when wake up lol

daring stump
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sleep well

daring stump
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@stuck pine it works ✨

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50+ FPS now

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GPU 90%+ util

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there's a bit of weirdness, but just play with the settings and it can easily be fixed

daring stump
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skybox isn't doable. you'll have to mod it in with something else

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sorry 😔

stuck pine
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what ai do you use to do all this tho?

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and can u just tell me a quick setup for this?

daring stump
daring stump
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i'm really happy with the results

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and i wasn't sure that my idea for this custom culling solution would work, but it did and pretty much perfectly

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saving the demonstration image here for anyone else to use

this requires a custom culling implementation. the forward view uses a combination of frustum and occlusion culling, and the circle around the player is a completely custom culling solution. nothing vertically is culled with the one around the player to ensure reflections work perfectly

stuck pine
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But I hope we can get api lights + sky without ai with 351papapa code

stuck pine
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Great job

stuck pine
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Because I have none

daring stump
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you really should have some + understand how games work + the technical terms for what you need done

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you can try it without that but you'll probably get stuck pretty fast

stuck pine
daring stump
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like for example, if you were to attempt api lights, you can't just say "okay, add Remix API lights". it won't know how

you'll have to provide it with xoxor's comp base repo so it can figure out how API lights work & how to control them.

daring stump
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i won't be putting this on github because rockstar is scary

daring stump
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🤔 well ig it won't be that bad

stuck pine
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But I mean, 351papapa already got the plugins for the sky and api lights to work on VC and this both games are very similar, so it won’t be that hard like starting from nothing ( at least I hope so🤞 )

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Updated first message for what’s done

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Dang you fixed car rendering?

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Did it fix flying trash rendering too?

daring stump
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i didn't manage to fix either of them 😔

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i was working on a patch for them but neither would work

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and it turns out that the car distance despawning is actually not just a rendering thing, but ACTUAL despawning. and interfering with that 100% will break mission scripts

robust river
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Hey kapibosRU, do you have a github account? I can share my github project with you. @stuck pine

stuck pine
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Will text you then

stuck pine
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@daring stump i joined the 351papapa github for the fixes files, hes good with me to share the fixes files with you, maybe you want to continue working on gta 3 then or you switched to another game?

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you are just way more talented in coding than me

daring stump
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go ahead. i'm using GTA 3 to test out claude code to see if it will work well

stuck pine
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sick🥳

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in the dm then

robust river
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@daring stump Hi Kim. I’m trying to port your GTA III Anti-culling logic to VC, but I can't get it to work in-game. Could you help me check if any of my codes' logic are off? Here is the code i wrote with AI.

fallow wyvern
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getisonscreen maybe check that which entites are on screen and if any entities out side the game camera frustum and they get culled and shadows disappear

robust river
# fallow wyvern Hmm i can see here that these 5 functions are patched GetIsOnscreen and GetIso...

The code you are referring to is outdate. I implemented a partial fix back in March. While the current version is functional for my RTX Remix project, it remains experimental and unstable. It currently only works under specific parameters and contains several known bugs. I haven't had the time to properly fix the plugin lately, so if you want to dive in, here is the code and my proxy.ini.