GTA San Andreas 0.248

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Re: GTA San Andreas 0.248

Hello Boris! :D It's very nice to see you're still developing for San Andreas, I for a long time have known about enbseries and it's great to see where it is today.

The only bug I notice is sometimes the textures of headlights/tail lights is black (?) or very dark.

The ingame GUI is very nice.

I have been messing with it for awhile, real-time editing is fantastic.

The performance is superb! Thank you for continuing development.

http://imgur.com/c0QRHQ5

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Re: GTA San Andreas 0.248

Sorry, i haven't seen this bug myself, so can't fix.
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Re: GTA San Andreas 0.248

Any chance to get sun position, world camera position or view projection matrix accessable in shaders? With some of these variables we may be able to create most of the new shaders on ourselves without giving you extra work on the binary. Normal sampler would be also a cool thing.
I may be completely mistaken but don't you already need some of the named stuff for the built-in shaders? If yes, would it be such a big deal to make them accessable in shaders?
Also many thanks for the existing features, you do great work!

@mynamesuxlol: that's no ENB bug, ENB darkens the shadows of the car; if the shadow model covers the light textures, they get darkened, too. In stock SA, the shadows are so weak that you don't notice the darkening but with ENB shadows, it's visible.

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Re: GTA San Andreas 0.248

My apologies you guys are correct the texture is there it just can look very dark at times.
Some screenshots if anyone's interested.

http://imgur.com/a/pUdNG :D

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Re: GTA San Andreas 0.248

I can't access to sun position via 3d objects and game have many versions, so i'm unable to get it different way. Matrices exist, normals too, but why do you need them? Explain in details (motion blur can't be created).
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Re: GTA San Andreas 0.248

Motion Blur wasn't planned, what I plan is some depth fog which only appears at a certain altitude; SonicEther's screen-space radiosity
shader uses some of these matrices (and the normal shader if I'm not mistaken, would have to take a closer look),
maybe I'm also able to recreate the SEUS volumetric clouds shader and some screen-space bumpmapping/normal mapping/glossiness whatever.
I could imagine several other applications as well, like HBAO or such. What I'm not completely sure about whether it's
possible or not is SonicEther's GI shader, though the only things the shadermod provides to the shaders ENB doesn't are those
matrices and the normal sampler so must be possible somehow (same goes for volumetric clouds shader). I don't have this GI shader yet so I can't say more about this. If I talk to some other shader gurus, they'll imagine some other applications I didn't think of for sure.

If it's not too much work it would also be nice if we could access different weathers, an integer that has 0-32 as output
for each weather cycle (SA has 33) would be enough. Or daytime. Or both. I just fear that it also has the "many different versions "-problem, though one of the old generic enb's had bumpmap for rain weathers only so this must be possible, too.

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Re: GTA San Andreas 0.248

Arrr, what a sillyness.
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Re: GTA San Andreas 0.248

?

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Re: GTA San Andreas 0.248

For me your words are not differ from "i'll buy PC and start to making games". There are a lot of technical barriers which you can't bypass to achieve what you desire.
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Re: GTA San Andreas 0.248

Ok fair enough, but I'm not the only shader guru for SA, I think we'll be able to make use of this stuff. At least HBAO should be possible, I already managed SSAO before you implemented it in binary, though it was extremely slow because of the way it had to detect surfaces, if could have made use of the normal sampler or would have been much faster..
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