I'm afraid EAGL seems to have some sort of 'in-house' functions, of which I have no idea how they work, to render things. Forcing D3DRS_FILLMODE with D3DFILL_WIREFRAME confirms there is no hit/depth testing inside the Render* calls. Increasing the safehouse camera's FOV results in the behaviour above. I'll keep this updated.Ī little site note for the upd-2: Ignore the green tint of the sky, I was messing with the World parameters to check for issues with possible manual optimization. To own a Most Wanted car, you first need to earn the right to race against a Most Wanted racer by earning Speed Points. Winding direction of the vertices might be the problem too. Basically, by forcing CULL_NONE and enabling depth testing (forcing the game to render the closest objects first, the exact opposite of the Painter's algorithm), we might be able to fix this without messing with the memory at all. A possible explanation of why I couldn't reproduce the issue might be that I force some extra settings on the device (like the CULL_NONE). We can sort of fix this with messing with the Direct3Device9. This means that they wrote manual vertex code, without adding checks for a possible bigger viewport (because 2005), creating problems when there are unexcepted variables. Developers presumed a viewport and optimized their implementation of D3D9 for that. Notice how the car was rendered but only partially until it was 'where it should be'. Alfa Romeo 4C Concept Shelby Cobra 427 Mercedes-Benz Sl 65 AMG Lexus LFA McLaren MP4-12C Porsche 918 Spyder Concept Lamborghini Aventador Bugatti Veyron Super. Upd-2: This is now a confirmed issue with the EAGL inside Most Wanted. Various Ikarus 2502006 Ford Focus ST2004 Volkswagen JettaNissan Skyline GT-R Nismo S-Tune2015 Fiat Palio WayFord Crown Victoria Police Interceptor (PPV) (Addon)1997 Volkswagen Golf Cabriolet2007 Audi S3 (addon)1996 Lamborghini Diablo SVDodge Viper SRT-10 (PPV) (Addon)Bugatti Veyron 16. Might be able to find car object rendering from here. Upd: I found out how game renders the glasses/reflections based on the Z-axis of the car. I'll start with trying to find how game loads a 'transparent' body of the current vehicle for its reflection, if any of you have a list of the car body hashes, that'd help tremendously. I'm not sure about any of these to be honest, I've only been messing around with Most Wanted for maybe a week and I also can't reproduce the issue. I think ReShade tries to do this) or if the game fails on load (low-level software limit, basically EAGL limit). I'll try to port my LOD Controller to Most Wanted, see if the game receives NULL on load (d3d9 limit, maybe forcing d3d9ex will help. Attempting to do something like that would take considerable amount of time and effort. A way around it would be to hook the limits and remove them (since we don't run 2005 hardware anymore), GTA:SA has a similar thing called 'Limit Adjuster'. Regardless, if it is because of the reflections, that only means the EAGL inside the game never was made to draw meaningful reflections. Also, I stack the cars to ensure it's not memory related. I already have it at 3, you can check it in the link I posted.
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