Pesquisa resultou em 23 ocorrências

por Junior_Djjr
06 Set 2019, 17:33
Fórum: Veículos
Tópico: GTA SA Airplanes Remastered
Respostas: 108
Exibições: 6115
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Re: GTA SA Airplanes Remastered

This has nothing to do with it.
I figured this would have in this exporter because in the Blender dff exporter you have the custom pipeline option.
por Junior_Djjr
05 Set 2019, 17:37
Fórum: Veículos
Tópico: GTA SA Airplanes Remastered
Respostas: 108
Exibições: 6115
Gênero:

Re: GTA SA Airplanes Remastered

Zeneric escreveu:
05 Set 2019, 17:14
There's no option for NVC building pipeline with the hero script.
I know, but maybe there is a option to add the pipeline, and the NVC is 0x00C02C1C

I added here by code and the game crashed...
por Junior_Djjr
05 Set 2019, 16:54
Fórum: Veículos
Tópico: GTA SA Airplanes Remastered
Respostas: 108
Exibições: 6115
Gênero:

Re: GTA SA Airplanes Remastered

Zeneric escreveu:
04 Set 2019, 17:15
Yes, the hero's script can.
So you can increase the ambient a lot to make it an emission material? Even for map objects? Even for weapons?
Zeneric escreveu:
05 Set 2019, 10:42
Is there a way to add night vertex colours for vehicles (with normals + day vertex colours)? Either thru RWanalyze or 3ds Max.
In the hero script you can set the pipeline, right? You can set to building NVC pipeline and the part will be rendered as building.
NVC pipeline is 0x00C02C1C
If there is no option for just one part, I can send you a test script. Including, I think the game replaces the entire car pipeline.
por Junior_Djjr
04 Set 2019, 15:49
Fórum: Veículos
Tópico: GTA SA Airplanes Remastered
Respostas: 108
Exibições: 6115
Gênero:

Re: GTA SA Airplanes Remastered

Zeneric escreveu:
04 Set 2019, 09:09
Tried many ways to use GTA SA's animated texture feature for this Shamal mod (for the TV). Seems animated texture feature doesn't work with vehicles.
Yeah, even adding an animated object with Tuning Mod doesn't work.
Zeneric escreveu:
04 Set 2019, 09:09
Ambient issue. Exterior body's ambient was set at .3. Now got tweaked to .45. Ambient is not finalized.
Oh, that dff exporter can set the ambient too? I didn't know this was possible in .dff files.
 
por Junior_Djjr
04 Set 2019, 08:56
Fórum: Veículos
Tópico: GTA SA Airplanes Remastered
Respostas: 108
Exibições: 6115
Gênero:

Re: GTA SA Airplanes Remastered

Why so dark at night? Timecycle or model issue?
por Junior_Djjr
02 Set 2019, 09:55
Fórum: Veículos
Tópico: GTA SA Airplanes Remastered
Respostas: 108
Exibições: 6115
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Re: GTA SA Airplanes Remastered

VehFuncs will have some LOD system (a simple one, I know anyone want to adapt to LODs, so I'll just make it hide by distance), so you can configure to disable that interior details if far way.
por Junior_Djjr
05 Ago 2019, 01:53
Fórum: Veículos
Tópico: GTA SA Airplanes Remastered
Respostas: 108
Exibições: 6115
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Re: GTA SA Airplanes Remastered

Zeneric escreveu:
05 Ago 2019, 01:39
What you mean by topology looking bad? Can you elaborate?
https://www.google.com.br/search?q=good ... g&tbm=isch

Zeneric escreveu:
05 Ago 2019, 01:39
I'm assuming quad polygons are bad for meshes, especially for GTA SA (and GTA V). GTA SA (and GTA V) use triangle polygons, not quad, I noticed.
Because it is lowpoly, in lowpoly you must use triangles to do some details.
These are needs, not rules. In parts that are necessarily flat, they actually used quads (official GTA 3 image) (because it makes no sense to use tris in that cases).

Something that is practically a rule, is skinned meshes, they do look better in quad because the skin distortion is more correct, but again the exception: lowpolys
por Junior_Djjr
04 Ago 2019, 23:34
Fórum: Veículos
Tópico: GTA SA Airplanes Remastered
Respostas: 108
Exibições: 6115
Gênero:

Re: GTA SA Airplanes Remastered

That topology looks pretty bad.

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