
Project Eagle Weather Showcase
Project Eagle Core - Advanced Weather System
Introduction
In vanilla GTA: San Andreas, weather uses time-based interpolation, it blends between two weather types
over the course of an in-game hour using InterpolationValue. However, when you cross from Los Santos to San Fierro,
the game instantly switches to that region's weather list with no spatial blending. The colors still interpolate over time,
but you get whichever region you're standing in, immediately.
Project Eagle Core keeps vanilla's time-based interpolation but adds a revolutionary second dimension: spatial interpolation. We also expanded the timecyc format from SA's limited parameters to support GTA III, Vice City, Liberty City Stories, Vice City Stories, and Bully's lighting systems, plus authentic PostFX color filters that replicate each game's exact visual style.
Key Improvements
- 23 → 111 weather types across multiple cities (LC, VC, BW, and more)
- Dual interpolation: Time (vanilla) + Space (new)
- Extended timecyc format: 73 parameters supporting GTA III/VC/LCS/VCS/Bully data
- Authentic PostFX filters: recreation of each game's color grading
- Snow weather with dynamic particles
- Hurricanes with malfunctioning traffic lights
- Volumetric clouds with 37 3D sprites
Dual Interpolation System Explained
Two-Dimensional Weather Blending
Project Eagle Core blends weather in two independent dimensions simultaneously:
1. Time Interpolation (Vanilla SA Behavior - Preserved)
InterpolationValueranges from0.0 → 1.0during each in-game hour- Blends
OldWeatherType → NewWeatherType - Formula:
InterpolationValue = CClock::ms_nGameClockMinutes / 60.0f
2. Spatial Interpolation (NEW)
A 400-unit weather transition zone around region borders:
Distance from boundary:
-200 units → RegionBlendFactor = 0.0 (old region)
0 units → RegionBlendFactor = 0.5 (boundary)
+200 units → RegionBlendFactor = 1.0 (new region)
RC → Rainy weather and so on
Country side → Cloudy weather and sunny weather (upcoming) blend
---> RC + Countryside simultaneous weather region blending: less rain if near adjacent weather region; full rain if inside previous region (RC)
Additional visualization of region blending
How They Work Together
- Time blend determines which hour values to use
- Spatial blend determines contribution from each region
- Final weather = combined dual-blended output
LS_TimeBlended = 0.25 * LS_Hour15 + 0.75 * LS_Hour16
SF_TimeBlended = 0.25 * SF_Hour15 + 0.75 * SF_Hour16
FinalColor = 0.25 * LS_TimeBlended + 0.75 * SF_TimeBlended
Extended TimeCyc Format
Vanilla SA uses 43 parameters per entry. Project Eagle expands this to 73 parameters including:
- Blur colors
- Directional light color
- Material multiplier
- Fog color
- Top cloud color
- Dark factor
- Radiosity intensity
- Wind multiplier
- Handling type
- Color filter
- Weather variant
- Flags
Multi-Game Support
Each weather type can adopt lighting from:
SA • III • VC • LCS • VCS • BLY • PS2
Authentic PostFX Color Filters
| Filter | Description |
|---|---|
| SA | San Andreas default |
| III | GTA III style |
| VC | Vice City warmth |
| VCS | Vice City Stories |
| LCS | Liberty City Stories |
| BLY | Bully |
| PS2 | PS2 SA |
New Weather Features
❄️ Snow System
- Individual snowflakes rendered as sprites
- 0.2 × 0.2 unit textured quads
- 80 × 80 × 30 unit spawn box
- Wind-affected drift
- Indoor detection
🌀 Hurricanes
- Heavy rain
- Strong wind multiplier
- Traffic lights alternate yellow/off every 500ms
☁️ Clouds
- 37 cloud sprites
- Dual-texture sprites
- Sun highlighting
- Fog fading
By The Numbers
| Feature | Vanilla SA | Project Eagle Core |
|---|---|---|
| Weather types | 23 | 111 |
| Regions | 4 | 17+ |
| Timecyc parameters | 43 | 73 |
| Interpolation dimensions | 1 | 2 |
| PostFX filters | 1 | 7 |
| Region transitions | Instant | 400-unit blend |
| Snow | None | 800 particles |
| Clouds | 2D | 37 volumetric sprites |
| Hurricane effects | None | Traffic light malfunction |
Project Eagle Core's weather overhaul transforms GTA SA into a living, breathing world, featuring dual interpolation, expanded lighting, authentic PostFX pipelines, 111 weather types, real snow, hurricanes, volumetric clouds, and seamless region transitions.
- Madhav2609