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A few files ripped straight out of a Playstation 2 copy of GTA SA. Brings back the weather data from the PS2 as well as the draw distance and population size. This is pretty good for reducing the stutter when playing in 60 fps. I couldn't find this anywhere else so I decided to get it myself and share it.














Features:
PS2 weather data
PS2 sun size
PS2 population density

Warning:
May conflict with SilentPatch's Sunsize option.

Notes & tips:
Just because the weather data is in the game, does not mean it will display as intended.

For a fully accurate PS2 atmosphere, use this mod alongside the PS2 filters found in SkyGfx:

colorFilter=PS2
usePCTimecyc=0

Also, on the PS2 the shadows were based on textures:

pedShadows=0
stencilShadows=0

To achieve the effect in the preview images, you just need to disable the blur:
blurLeft=   0
blurTop=    0
blurRight=  0
blurBottom= 0
radiosityFilterPasses=0


Mods in images:
Original HQ Palms (Remodeled) (Lowered textures, no MipMaps)
Skyline Timecyc (Only particles.txd)

More:



GTASA [Demo] Upgraded PS2 Vehicles


This is a small demo of PS2 vehicles to show off some nice effects achievable in San Andreas. We all know that the console version of the game recieved some very interesting content.




However, some things were not ported correctly to the PC version of the game, resulting in the PS2 having more details. Also,  the materials used were slightly better looking than the PC version. The idea of this mod was to take things a step further than just fixing the vehicles.




*Images have increased brightness for demonstration purposes*


"vehlights" texture removed from vehicles










Additional Information:

The mirrors use a custom texture, the reason for this is so that the reflections image can be deactivated simply by replacing "vehmirref" with a 16 x 16 black texture.
Also, the texture "vehiclegeneric256" provided will work perfectly with this mod, using the original texture will bring back some visual bugs.
All vehicles in this mod will use PS2 textures, playing with PC textures alongside these .dff's can crash the game.


 

*vehmirref on the left is used (32 x 32), HQ resource on the right*


Features:

30+ fixed PlayStation 2 vehicles
Functional mirrors, compatible with SkyGfx


Notice:

This project is just a demo, may contain minor bugs. Also, there is no guarantee that it will be finished due to 3D applications bugs/limitations and other factors.





Notice:
The filters/reflections are at random (PS2, PC, Mobile)
Some vehicles may not be uploaded yet




Coach headlights now light up

Emperor front right bumper corrected

Euros

Elegy

Clover rear right light fixed

Bullet

Broken tuning stickers

Now fixed

Faggio front "left" light shines correctly

Faggio rear "left" light shines correctly

DFT30 back window unblocked (optional)

FBI Rancher has a small blue lamp (optional)

FCR900 has reflections & lights shine correctly

Flash correct exhaust positions & fixed plates




GTASA (Experiment) Premier Round Wheels

Is it possible to have round looking wheels, that have minimal weight difference and preserve the original shape of the default vehicles? Long answer short - Yes:




The amount of memory used is as minimal as possible, so that it is just about enough polygons to decieve our eyes into believing that the wheels are round from a fair distance. Only if you look really closely will the edges be noticable.






The way it was done is by adding one vertice in between all the tyres edges, then scaling these vertices 50% of the way outwards. Basically it was calculated half way out compared to the original shape of the wheels. And well, the results speak for themselves!


The obvious problems are that 3ds Max requires a licence and even then, upon exporting vehicles it messes with the way normals behave (you will notice sharp areas where vertices are not connected).


*HQ texture made for fun*