GTA San Andreas 0.248
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Re: GTA San Andreas 0.248
Where can I download the latest version? I have gotten a version but when I load it I get a load of error and the resulting visuals are not how they should be.
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- *blah-blah-blah maniac*
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Re: GTA San Andreas 0.248
Is that usual that the bump reflections (of dirt etc.) on cars are gone when FresnelAmount is on even numbers like 2.00, 3.00 etc? And I still do not understand why the heck the shadows have no blur radius parameter like in the old ENB versions, default blur radius is like 5 times too high and users cannot change it like in 0.076 and pre. I know you said you won't continue but I think those two things can be done without road testing ingame.
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Re: GTA San Andreas 0.248
I don't remember anything and done with modding of this game, forever.
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Re: GTA San Andreas 0.248
Research on the web didn't help, so maybe you can enlighten me. I know how to transform stuff to worldspace but I don't quite understand how it works, or why MatrixInverseVP[3].xyz/MatrixInverseVP[3].w the camera position is. What are the single components of the two matrices you made available? Some info like here would be extremely helpful, thanks!
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Re: GTA San Andreas 0.248
So here is what I think:
these are projection matrix and inverse projection matrix in glsl.
http://www.glprogramming.com/red/appendixf.html
n = near clip
f = far clip
r = right clip of near plane
l = left clip of near plane
t = top clip of near plane
b = bottom clip of near plane
to get the camera position in world space,
you can simply solve the equation R * (C.x, C.y, C.z, 1) = 0; ( camera pos as the origin in camera space)
thus obtaining the following equations:
there will be a slightly different in hlsl, but the idea goes the same.
these are projection matrix and inverse projection matrix in glsl.
http://www.glprogramming.com/red/appendixf.html
n = near clip
f = far clip
r = right clip of near plane
l = left clip of near plane
t = top clip of near plane
b = bottom clip of near plane
to get the camera position in world space,
you can simply solve the equation R * (C.x, C.y, C.z, 1) = 0; ( camera pos as the origin in camera space)
thus obtaining the following equations:
Code: Select all
C.x = -C.z * (r + l) / (2n) = InvR[3].x / InvR[3].w; (InvR[3] means 4th column in inverse R)
C.y = -C.z * (t + b) / (2n) = InvR[3].y / InvR[3].w;
C.z = -2fn / (f + n) = InvR[3].z / InvR[3].w;
=> C.xyz = InvR[3].xyz / InvR[3].w;
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Re: GTA San Andreas 0.248
For me, MatrixInverseVP[3].xyz/MatrixInverseVP[3].w gives correct worldspace camera position so most likely this part of the matrix is same on HLSL. Hopefully your GLSL find is right, let's see what Boris says. But I experience that in GLSL, the Y axis is the vertical and in HLSL Z is the vertical axis.
Is there any way to extract the near and far plane of these matrices?
Is there any way to extract the near and far plane of these matrices?
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Re: GTA San Andreas 0.248
Well, matrix transforms is not the thing i can explain, it's just a math rules. If i remember, such stuff studied at high school (university). To understand how such things works i recommend to visualize output by using color.xyz=frac(pos.xyz * Scaling), helps a lot.
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Re: GTA San Andreas 0.248
Can anyone help please? I've benn trying to set up this version and got pretty satisfied with it but one thing. When I try to make reflections on car's body it starts to reflect the road! It just looks like car is made of... glass. So it reflects not only road, but any object, based of the angle of view. So the question is: how to make it reflect only everything above?
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Re: GTA San Andreas 0.248
There is no way to avoid this.
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Re: GTA San Andreas 0.248
"It's bot a bug, it's a feature"?