ThirteenAG / GTAIV.EFLC.FusionFix

This project aims to fix or address some issues in Grand Theft Auto IV: The Complete Edition
GNU General Public License v3.0
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Problem with Trees when using TreesFX: PC+ function in new FF 3.0.0 #549

Closed inzeRT-G0LD closed 2 months ago

inzeRT-G0LD commented 2 months ago

In the new version of FF 3.0.0 there are many different settings and other innovations that have improved the performance of the game in many ways (unlike previous versions of FF), and also really improved the perception of the game - just WOW.......

But now one minus has appeared, namely: when using TreesFX PC+ setting, trees do not change visually, as if only slightly (at the slightest viewing). I don't know of course, maybe this was done because work is underway on this tree shader, so that in the future it will be possible to use Normal and Specular textures, I don't know?!!

Nevertheless, I would like to clarify why this is now happening with trees when using PC+

Checklist

Parallellines0451 commented 2 months ago

Several vanilla tree models have either bad baked AO or none whatsoever, so "PC+" was adjusted to look better with them and to be more faithful to the original look. Its main purpose now is to fix the intense orange glow under the trees in some lighting conditions (e.g. vanilla sunny weather at 09:00).

Normal and specular support won't be added to gta_trees because that would require tree models to be edited, otherwise they'd crash the game. A better idea would be to create a custom tree shader with normal, spec and AO, if someone shows interest in making trees specifically for it.

OfficialDayL commented 2 months ago

Several vanilla tree models have either bad baked AO or none whatsoever, so "PC+" was adjusted to look better with them and to be more faithful to the original look. Its main purpose now is to fix the intense orange glow under the trees in some lighting conditions (e.g. vanilla sunny weather at 09:00).

Normal and specular support won't be added to gta_trees because that would require tree models to be edited, otherwise they'd crash the game. A better idea would be to create a custom tree shader with normal, spec and AO, if someone shows interest in making trees specifically for it.

We already have multiple different custom vegetation packs with different shader options, since a shader with trees, spec, normal isn't a thing unfortunately. I made options that uses the cutout shader, but comes with leaf specular textures and another version with tree shaders to have wind effects, but leaf speculars are gone. I would really appreciate a shader that combines the tree shader with normal and specular options, so I would be more than thankful for something like that.

Feel free to check the vegetation packs with the options I've mentioned: GTAV vegetation: https://mega.nz/file/BMRTQZxI#l9Uka6YXzQ0aCKQPqAqNFyvmPox7nXkZ2vRnScFAfeg RDR2 vegetation: https://mega.nz/file/1MwhWJ5K#njvHu0fw4jL5qfp6uA1954t7bncGTAtLCmhHc_QIxYE RDR2 Autumn vegetation: https://mega.nz/file/JJwyETJa#nZs3uxz-4prq6qDoi9b_Y8yLT8m4wM3k1rmLBw1zlew

I would love to create an option that uses tree, specular and normal all together. There's also an improved stock vegetation pack by BisonSales that could also benifit from that. I would also adjust that pack then.

Parallellines0451 commented 2 months ago

@OfficialDayL

I'll do it later then.

Parallellines0451 commented 2 months ago

gta_trees_extended.zip

There, gta_trees, but with AO, normal and specular support. Let me know if that works.

OpenIV syntax should be: gta_trees_extended.sps texturesampler specularfactor specularcolorfactor specmapintmask bumpiness bumpsampler specsampler

ShaderManager.txt

inzeRT-G0LD commented 2 months ago

gta_trees_extended.zip

There, gta_trees, but with AO, normal and specular support. Let me know if that works.

OpenIV syntax should be: gta_trees_extended.sps texturesampler specularfactor specularcolorfactor specmapintmask bumpiness bumpsampler specsampler

ShaderManager.txt

I tried it and it seems: IT WORKS!!!

It's very cool, at least for me it is! But there are probably more competent experts in terms of the appearance of trees, who may offer to refine the shader, adjust it, etc.

But a lot of what I need is already showing itself as it should!!! The trees began to look colorful, voluminous, and so on!

Parallellines0451 commented 2 months ago

Good to hear. It should have the same behavior as gta_normal_spec in terms of lighting. If you or @OfficialDayL decide to use it for your mods, I'll include it in FusionFix.

inzeRT-G0LD commented 2 months ago

Good to hear. It should have the same behavior as gta_normal_spec in terms of lighting. If you or @OfficialDayL decide to use it for your mods, I'll include it in FusionFix.

Yes! It definitely needs to be turned on, because now, with this shader, even the most vanilla, outdated GTA4 trees can look quite great!

We can say that this shader is the "Crown Topper" of the new version of FF 3.0.0. The very thing that it lacked before, and now it is there, because beautiful and correct (in terms of lighting and volume) trees are an integral part of penetrating the atmosphere of the game!

Parallellines0451 commented 2 months ago

It definitely needs to be turned on

I mean it doesn't do anything by itself, tree models need to be re-exported and made to use it. Just to clarify, you did that when you tested it, correct?

inzeRT-G0LD commented 2 months ago

I mean it doesn't do anything by itself, tree models need to be re-exported and made to use it. Just to clarify, you did that when you tested it, correct?

Well, of course, of course!

I spent a long time and tediously rewriting the vegetation.odr files for gta_trees_extended.sps

Moreover, I am still doing this, but for other vegetation models (I am just experimenting, looking at how different tree models work with this shader)

Briangomez8 commented 2 months ago

Sorry for my lack of knowledge, but how did you manage to make it work like before.

I tried copying the shaders to the common folder and adding the commands you said to ShaderManager but it didn't work :(

Could you tell me how to do it step by step including the OpenIV / OpenFormat syntaxes?

Parallellines0451 commented 2 months ago

@Briangomez8

Just copy the gta_trees_extended section from the ShaderManager.txt file I sent to the actual ShaderManager.xml from OpenIV.

Then, follow this template for the models: gta_trees_extended.sps texturesampler specularfactor specularcolorfactor specmapintmask bumpiness bumpsampler specsampler

Example: gta_trees_extended.sps Diffusepath 0.1 0.1 1.0;0.0;0.0 0.1 Normalpath Specpath