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The Hero

SkyGfx: PS2 and Xbox graphics for PC

Recommended Posts

George Costanza

>dislike on gtaf

THIS DOODE

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Inadequate

 

OKEY GUY'S AND GIRLS... IN THIS BATTLE OF "LOADERS" LETS VOTE OR GIVE LIKE AND DISLIKE ABOU HAVING EITHER .DLL LOADERS OR .ASI LOADERS FOR -SKYGFX- GIVE LIKE IF U LIKE .ASI. GIKE A DISLIKE IF U LIKE .DLL..
and the battle begins...

 

Who's this fool? He thought that he's in Facebook.

 

 

M9LLZsT.jpg

Ryder nigga!

 

 

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Escola Calle

Loading the DirectX 8 to 9 wrapper d3d8.dll disables G-Sync. Is this a consequence of using the wrapper or can G-Sync be re-enabled? It is enabled globally in the Nvidia Control Panel.

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ThirteenAG

Loading the DirectX 8 to 9 wrapper d3d8.dll disables G-Sync. Is this a consequence of using the wrapper or can G-Sync be re-enabled? It is enabled globally in the Nvidia Control Panel.

Perhaps create an issue here: https://github.com/crosire/d3d8to9/issues

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Escola Calle

Thanks, couldn't find a home page when searching.

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SHIFAAH9

 

 

OKEY GUY'S AND GIRLS... IN THIS BATTLE OF "LOADERS" LETS VOTE OR GIVE LIKE AND DISLIKE ABOU HAVING EITHER .DLL LOADERS OR .ASI LOADERS FOR -SKYGFX- GIVE LIKE IF U LIKE .ASI. GIKE A DISLIKE IF U LIKE .DLL..
and the battle begins...

 

Who's this fool? He thought that he's in Facebook.

 

 

guys i am just saying... u guys are fighting about them loaders so much... that's why for just humor only i posted that.. come on guys make peace not war.

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George Costanza

modupdater support
maxresdefault.jpg

 

(could you post links for modupdater? :) )

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gts.

Proper releases: https://ci.appveyor.com/project/ThirteenAG/skygfx/build/artifacts

Separate III and VC versions for easy install with modloader/modupdater.

With modloader, do you mean that will can find the neo directory through it? For example, doesn't work in that way in SA using aap's builds (main post).

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ThirteenAG

With modloader, do you mean that will can find the neo directory through it? For example, doesn't work in that way in SA using aap's builds (main post).

Last time I checked it worked, neo folder should be in the same folder where asi is. Recent builds I have not tried.

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Silent

And so thanks to Simple DLL loader an one-line function has to be replaced with this:

 

https://pastebin.com/LegU72XX

 

And even that doesn't cover all cases, as people could rename their mods to have any arbitrary extension :/

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Snowshoe

I don't see why you would give them any other extension besides DLL, projects are set up to use that extension by default anyway. I've only seen two: DLLs, and DLLs renamed to ASI.

 

If you need someone to blame, you can thank whoever made the decision years ago to carry over ASI from III/VC's mss loader to the SA scene, which never had or needed it. A DLL loader was bound to come along eventually, in fact I'm surprised it didn't happen sooner.

 

I personally believe the community should work towards releasing their plugins as DLLs and drop the ASI nonsense completely. There will be an odd transitional period for plugins that look for other ASI mods, but I think as more switch back to DLL we can use simple one-liner code again.

 

Of course, you can go "ASI 4 lyfe" and refuse change any of your mods (or go out of your way to make other people's mods ASI again) like some people around here already have. That's up to people to decide, but it won't stop anyone from making DLL loaders and it won't stop the issues of plugins not checking for both.

Edited by Snowshoe

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ThirteenAG

If you don't understand something, it's your problem, okay? Manual dll injection is dumb and automatic dll loading doesn't make any sense.

Whoever thought of using asi extension did good.

 

 

I personally believe the community should work towards releasing their plugins as DLLs and drop the ASI nonsense completely.

That will never happen, the only one who did it is aap and it took 5 minutes to make proper releases.

 

P.S. Basically what you're saying is like people should stop renaming android packages from zip to apk, because it's basically is a zip archive.

Edited by ThirteenAG

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Silent

This is a classical example of somebody valuing so called "purity" over user friendliness (notable example: Linux). ASI loaders provide one important thing which DLL loader cannot at this point - out of the box experience. People want their mods to work OOTB, which is in turn why modloader is such a success, even though technically it's a "less pure" way to install mods. You can't expect people to start editing some configuration files just to get their mods to work, when in the past all they had to do was to extract them to a directory.

 

What drawbacks does ASI have, exactly? It's a convention - not fortunate enough, I agree, but its positive aspects do outweigh the drawbacks. ASI does not impair any functionalities you'd have when using a DLL, it's just a simple rename (or you can just set a custom extension in your project settings and literally forget about it, duh).

 

And while you're at it, go complain about game developers renaming ZIP to their own extension.

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Khal Drogo
Hello everyone
What files are necessary to only obtain reflections in vehicles?

I'm just looking for reflexes.

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Ash_735

Hello everyone

What files are necessary to only obtain reflections in vehicles?

 

I'm just looking for reflexes.

You're from the ENB topic right so you're looking for the best reflections, in which case, set everything else to PC except:

 

vehiclePipe=Neo

 

 

neoEnvMapSize=1024 (or 2048)

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Concavax

I don't get the Linux reference, it's a massive project with millions lines of code.

 

And, well, this is a mod/plugin for a game.

Anyway, stop the DLL drama, nobody will use it, except if app only refuse to make his mods to work with ANY other asi loader.

Edited by Concavax

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Inadequate

ASIs, DLLs, ZIPs?

LET'S MAKE THE MP3 FORMAT GREAT AGAIN AND MOD GTA WITH IT!

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Khal Drogo

 

Hello everyone

What files are necessary to only obtain reflections in vehicles?

 

I'm just looking for reflexes.

You're from the ENB topic right so you're looking for the best reflections, in which case, set everything else to PC except:

 

vehiclePipe=Neo

 

 

neoEnvMapSize=1024 (or 2048)

 

 

skygfx2.ini

-vehiclePipe=PC -> Neo

-neoEnvMapSize=128 ->1024

Right?

 

What is the correct installation? Currently it does not work for me.

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Ash_735

skygfx2.ini

-vehiclePipe=PC -> Neo

-neoEnvMapSize=128 ->1024

Right?

 

What is the correct installation? Currently it does not work for me.

Make sure you unpack the neo folder too, don't use Modloader for this. And your ini should look like this (use only one):

 

[skyGfx]

; PS2-like configuration

 

;; If you leave the value empty (e.g. buildingPipe= ) or remove the line,

;; the default PC setting will be used, in some cases the game code will not

;; even be touched then. This might be useful should there be incompatibilities

;; with other mods.

;; Disabling buildingPipe is recommended for SA:MP

 

;; Hotkeys for toggling in game

;; The numbers below are VK keycodes, you can look them up on https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx

;; I'm aware this is super sh*tty. Set to zero or remove the lines to disable.

keySwitch=0x79 ; cycle through inis (0x79 = F10)

keyReload=0x7A ; reload all inis (0x7A = F11)

 

;; Texture modulation: ps2Modulate(Building|Grass)

;; Emulates the PS2 way of texture modulation.

;; In practice this means the world and grass will be brighter

;; Dual pass: dualPass(Default|Ped|Building|Vehicle|Grass)

;; Enables dual pass to fix alpha issues (emulates PS2 behaviour). This could affect performance

;; NOTE: set TwoPassRendering=0 in SilentPatch when using dualPassBuilding=1

;; These are used as fallback if the fine tuned settings are not set:

ps2Modulate=0

dualPass=0

 

;; Render Pipelines

buildingPipe=PC ; Select the building pipeline settings to be used, they only differ in reflection and lighting

; values: "PS2", "PC"

; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)

vehiclePipe=Neo ; Select the vehicle pipeline to be used

; values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox)

; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)

neoEnvMapSize=1024 ; Size of the reflection map used for Neo car reflections (rounded up to next power of 2).

neoShininess=0.75 ; Neo reflection intensity

neoSpecularity=2.5 ; Neo specular light intensity

sunGlare=0 ; Sun glare on cars like in VC

 

;; Grass

grassAddAmbient=0 ; Add current ambient light to grass color like on the PS2

ps2grassFiles=0 ; Load two sets of grass models (grass[23]_n.dff) like on the PS2, the PC game loads only one set of models (cannot be toggled at runtime)

grassFixPlacement=0 ; Fix the grass placement bug in the PC version. There is hardly a reason to disable this

grassBackfaceCull=0 ; Enable or disable backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance

 

;; Shadows (if unset game settings will be used)

pedShadows=1 ; Enable dynamic ped shadows

stencilShadows=1 ; Enable stencil shadows (vehicles and poles)

 

;; Color filter

colorFilter=PC ; Select the color filter

; values: "PS2", "PC", "Mobile", (needs colorcycle.dat, does not look right yet), "None"

; usePCTimecyc=1 ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat (cannot be toggled at runtime)

blurLeft= 0 ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)

blurTop= 0 ; to disable blur set these to 0

blurRight= 0

blurBottom= 0

;; Radiosity/VCS trails

doRadiosity=0 ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)

vcsTrails=0 ; Render Vice City Stories PS2 trails instead of San Andreas radiosity

; (scaleOffsets and radiosityFilterPasses apply as well, radiosityFilterUCorrection=0 will disable blur) (default 0)

;; Misc

disableClouds=0 ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)

disableGamma=1 ; Brightness slider doesn't change gamma (cannot be toggled at runtime)

neoWaterDrops=0 ; Use Neo water drops on screen (cannot be toggled at runtime)

neoBloodDrops=0 ; Use Neo water drops on screen (requires neoWaterDrops)

transparentLockon=1 ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)

lightningIlluminatesWorld=1 ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC

fixPcCarLight=1 ; removes fixed PC car diffuse and ambient light (cannot be toggled at runtime)

 

 

;;;;;

;;;;; Advanced fine tuning

;;;;;

 

;; PS2 texture modulation, these override ps2Modulate

; ps2ModulateBuilding=1

; ps2ModulateGrass=1

;; Dual pass, these override dualPass

; dualPassBuilding=1

; dualPassVehicle=1

; dualPassGrass=1

; dualPassPed=1

; dualPassDefault=1 ; everything else

 

;; PostFX

; These three are tied to colorFilter if not explicitly set:

; infraredVision=PC ; Select the infrared vision

; ; values: "PS2", "PC"

; nightVision=PC ; Select the night vision

; ; values: "PS2", "PC"

; grainFilter=PC ; Select the grain filter for infrared, night vision and rain

; ; values: "PS2", "PC"

 

;; Radiosity settings

radiosityFilterPasses=2 ; How often the frame will be downsampled (dimensions are halved each time) (default 2)

; ; for VCS trails this is interpreted as a boolean whether to downscale or not

radiosityRenderPasses=0 ; How often the radiosity effect will be applied to the frame (default 1)

; radiosityIntensity=35 ; Multiplier for radiosity intensity (default 35)

; radiosityFilterUCorrection=2 ; How much the effect will be stretched out to the upper left (default 2)

; radiosityFilterVCorrection=2 ; when u=0, no offset for VCS trails

;; VCS trails settings

; trailsLimit=80 ; default 80

; trailsIntensity=38 ; default 38

 

 

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coderex

Really thanks for your mod, it's a return to past for me :sigh:

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Khal Drogo

 

skygfx2.ini

-vehiclePipe=PC -> Neo

-neoEnvMapSize=128 ->1024

Right?

 

What is the correct installation? Currently it does not work for me.

Make sure you unpack the neo folder too, don't use Modloader for this. And your ini should look like this (use only one):

 

[skyGfx]

; PS2-like configuration

 

;; If you leave the value empty (e.g. buildingPipe= ) or remove the line,

;; the default PC setting will be used, in some cases the game code will not

;; even be touched then. This might be useful should there be incompatibilities

;; with other mods.

;; Disabling buildingPipe is recommended for SA:MP

 

;; Hotkeys for toggling in game

;; The numbers below are VK keycodes, you can look them up on https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx

;; I'm aware this is super sh*tty. Set to zero or remove the lines to disable.

keySwitch=0x79 ; cycle through inis (0x79 = F10)

keyReload=0x7A ; reload all inis (0x7A = F11)

 

;; Texture modulation: ps2Modulate(Building|Grass)

;; Emulates the PS2 way of texture modulation.

;; In practice this means the world and grass will be brighter

;; Dual pass: dualPass(Default|Ped|Building|Vehicle|Grass)

;; Enables dual pass to fix alpha issues (emulates PS2 behaviour). This could affect performance

;; NOTE: set TwoPassRendering=0 in SilentPatch when using dualPassBuilding=1

;; These are used as fallback if the fine tuned settings are not set:

ps2Modulate=0

dualPass=0

 

;; Render Pipelines

buildingPipe=PC ; Select the building pipeline settings to be used, they only differ in reflection and lighting

; values: "PS2", "PC"

; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)

vehiclePipe=Neo ; Select the vehicle pipeline to be used

; values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox)

; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)

neoEnvMapSize=1024 ; Size of the reflection map used for Neo car reflections (rounded up to next power of 2).

neoShininess=0.75 ; Neo reflection intensity

neoSpecularity=2.5 ; Neo specular light intensity

sunGlare=0 ; Sun glare on cars like in VC

 

;; Grass

grassAddAmbient=0 ; Add current ambient light to grass color like on the PS2

ps2grassFiles=0 ; Load two sets of grass models (grass[23]_n.dff) like on the PS2, the PC game loads only one set of models (cannot be toggled at runtime)

grassFixPlacement=0 ; Fix the grass placement bug in the PC version. There is hardly a reason to disable this

grassBackfaceCull=0 ; Enable or disable backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance

 

;; Shadows (if unset game settings will be used)

pedShadows=1 ; Enable dynamic ped shadows

stencilShadows=1 ; Enable stencil shadows (vehicles and poles)

 

;; Color filter

colorFilter=PC ; Select the color filter

; values: "PS2", "PC", "Mobile", (needs colorcycle.dat, does not look right yet), "None"

; usePCTimecyc=1 ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat (cannot be toggled at runtime)

blurLeft= 0 ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)

blurTop= 0 ; to disable blur set these to 0

blurRight= 0

blurBottom= 0

;; Radiosity/VCS trails

doRadiosity=0 ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)

vcsTrails=0 ; Render Vice City Stories PS2 trails instead of San Andreas radiosity

; (scaleOffsets and radiosityFilterPasses apply as well, radiosityFilterUCorrection=0 will disable blur) (default 0)

;; Misc

disableClouds=0 ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)

disableGamma=1 ; Brightness slider doesn't change gamma (cannot be toggled at runtime)

neoWaterDrops=0 ; Use Neo water drops on screen (cannot be toggled at runtime)

neoBloodDrops=0 ; Use Neo water drops on screen (requires neoWaterDrops)

transparentLockon=1 ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)

lightningIlluminatesWorld=1 ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC

fixPcCarLight=1 ; removes fixed PC car diffuse and ambient light (cannot be toggled at runtime)

 

 

;;;;;

;;;;; Advanced fine tuning

;;;;;

 

;; PS2 texture modulation, these override ps2Modulate

; ps2ModulateBuilding=1

; ps2ModulateGrass=1

;; Dual pass, these override dualPass

; dualPassBuilding=1

; dualPassVehicle=1

; dualPassGrass=1

; dualPassPed=1

; dualPassDefault=1 ; everything else

 

;; PostFX

; These three are tied to colorFilter if not explicitly set:

; infraredVision=PC ; Select the infrared vision

; ; values: "PS2", "PC"

; nightVision=PC ; Select the night vision

; ; values: "PS2", "PC"

; grainFilter=PC ; Select the grain filter for infrared, night vision and rain

; ; values: "PS2", "PC"

 

;; Radiosity settings

radiosityFilterPasses=2 ; How often the frame will be downsampled (dimensions are halved each time) (default 2)

; ; for VCS trails this is interpreted as a boolean whether to downscale or not

radiosityRenderPasses=0 ; How often the radiosity effect will be applied to the frame (default 1)

; radiosityIntensity=35 ; Multiplier for radiosity intensity (default 35)

; radiosityFilterUCorrection=2 ; How much the effect will be stretched out to the upper left (default 2)

; radiosityFilterVCorrection=2 ; when u=0, no offset for VCS trails

;; VCS trails settings

; trailsLimit=80 ; default 80

; trailsIntensity=38 ; default 38

 

 

 

Done, but I do not notice difference, I detail what I drag to the root folder of the gta:
Neo folder ((carTweakingTable.dat & neo.txd))
-skygfx.dll
-skygfx.ini ((I edited everything with the spoiler you left me earlier))
Currently I see no differences, should I also mount stream.ini?

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LaDiDa

Rename skygfx.dll to skygfx.asi if you don't have "simple dll loader". (You do need an ASI loader for this!)

Edited by LaDiDa

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Khal Drogo

Rename skygfx.dll to skygfx.asi if you don't have "simple dll loader". (You do need an ASI loader for this!)

thank you very much

Would you recommend replacing stream.ini or not moving it?

 

EDIT:

How should I configure it to only work with the reflection option? The rest I do not care ((unless it improves the performance and DO NOT change the appearance)).

 

[skyGfx]

; PC-like configuration
;; If you leave the value empty (e.g. buildingPipe= ) or remove the line,
;; the default PC setting will be used, in some cases the game code will not
;; even be touched then. This might be useful should there be incompatibilities
;; with other mods.
;; Disabling buildingPipe is recommended for SA:MP
;; Hotkeys for toggling in game
;; The numbers below are VK keycodes, you can look them up on https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx
;; I'm aware this is super sh*tty. Set to zero or remove the lines to disable.
keySwitch=0x79 ; cycle through inis (0x79 = F10)
keyReload=0x7A ; reload all inis (0x7A = F11)
;; Texture modulation: ps2Modulate(Building|Grass)
;; Emulates the PS2 way of texture modulation.
;; In practice this means the world and grass will be brighter
;; Dual pass: dualPass(Default|Ped|Building|Vehicle|Grass)
;; Enables dual pass to fix alpha issues (emulates PS2 behaviour). This could affect performance
;; NOTE: set TwoPassRendering=0 in SilentPatch when using dualPassBuilding=1
;; These are used as fallback if the fine tuned settings are not set:
ps2Modulate=1
dualPass=1
;; Render Pipelines
buildingPipe=PC ; Select the building pipeline settings to be used, they only differ in reflection and lighting
; values: "PS2", "PC"
; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
vehiclePipe=Neo ; Select the vehicle pipeline to be used
; values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox)
; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
neoEnvMapSize=1024 ; Size of the reflection map used for Neo car reflections (rounded up to next power of 2).
neoShininess=0.75 ; Neo reflection intensity
neoSpecularity=2.5 ; Neo specular light intensity
sunGlare=0 ; Sun glare on cars like in VC
;; Grass
grassAddAmbient=0 ; Add current ambient light to grass color like on the PS2
ps2grassFiles=0 ; Load two sets of grass models (grass[23]_n.dff) like on the PS2, the PC game loads only one set of models (cannot be toggled at runtime)
grassFixPlacement=0 ; Fix the grass placement bug in the PC version. There is hardly a reason to disable this
grassBackfaceCull=0 ; Enable or disable backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance
;; Shadows (if unset game settings will be used)
pedShadows=1 ; Enable dynamic ped shadows
stencilShadows=1 ; Enable stencil shadows (vehicles and poles)
;; Color filter
colorFilter=PC ; Select the color filter
; values: "PS2", "PC", "Mobile", (needs colorcycle.dat), "None"
; usePCTimecyc=1 ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat (cannot be toggled at runtime)
blurLeft= 0 ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
blurTop= 0 ; to disable blur set these to 0
blurRight= 0
blurBottom= 0
;; Radiosity
doRadiosity=0 ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
;; Misc
disableClouds=0 ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
disableGamma=1 ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
neoWaterDrops=0 ; Use Neo water drops on screen (cannot be toggled at runtime)
neoBloodDrops=0 ; Use Neo water drops on screen (requires neoWaterDrops)
transparentLockon=1 ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
lightningIlluminatesWorld=1 ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC
fixPcCarLight=1 ; removes fixed PC car diffuse and ambient light (cannot be toggled at runtime)
;;;;;
;;;;; Advanced fine tuning
;;;;;
;; PS2 texture modulation, these override ps2Modulate
; ps2ModulateBuilding=1
; ps2ModulateGrass=1
;; Dual pass, these override dualPass
; dualPassBuilding=1
; dualPassVehicle=1
; dualPassGrass=1
; dualPassPed=1
; dualPassDefault=1 ; everything else
;; PostFX
; These three are tied to colorFilter if not explicitly set:
; infraredVision=PC ; Select the infrared vision
; ; values: "PS2", "PC"
; nightVision=PC ; Select the night vision
; ; values: "PS2", "PC"
; grainFilter=PC ; Select the grain filter for infrared, night vision and rain
; ; values: "PS2", "PC"
;; Radiosity settings
; radiosityFilterPasses=2 ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
; radiosityRenderPasses=0 ; How often the radiosity effect will be applied to the frame (default 1)
; radiosityIntensity=35 ; Multiplier for radiosity intensity (default 35)

 

 

Edited by Khal Drogo

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Thompson98

EDIT:

 

 

How should I configure it to only work with the reflection option? The rest I do not care ((unless it improves the performance and DO NOT change the appearance)).

 

[skyGfx]

; PC-like configuration
;; If you leave the value empty (e.g. buildingPipe= ) or remove the line,
;; the default PC setting will be used, in some cases the game code will not
;; even be touched then. This might be useful should there be incompatibilities
;; with other mods.
;; Disabling buildingPipe is recommended for SA:MP
;; Hotkeys for toggling in game
;; The numbers below are VK keycodes, you can look them up on https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx
;; I'm aware this is super sh*tty. Set to zero or remove the lines to disable.
keySwitch=0x79 ; cycle through inis (0x79 = F10)
keyReload=0x7A ; reload all inis (0x7A = F11)
;; Texture modulation: ps2Modulate(Building|Grass)
;; Emulates the PS2 way of texture modulation.
;; In practice this means the world and grass will be brighter
;; Dual pass: dualPass(Default|Ped|Building|Vehicle|Grass)
;; Enables dual pass to fix alpha issues (emulates PS2 behaviour). This could affect performance
;; NOTE: set TwoPassRendering=0 in SilentPatch when using dualPassBuilding=1
;; These are used as fallback if the fine tuned settings are not set:
ps2Modulate=1
dualPass=1
;; Render Pipelines
buildingPipe=PC ; Select the building pipeline settings to be used, they only differ in reflection and lighting
; values: "PS2", "PC"
; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
vehiclePipe=Neo ; Select the vehicle pipeline to be used
; values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox)
; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
neoEnvMapSize=1024 ; Size of the reflection map used for Neo car reflections (rounded up to next power of 2).
neoShininess=0.75 ; Neo reflection intensity
neoSpecularity=2.5 ; Neo specular light intensity
sunGlare=0 ; Sun glare on cars like in VC
;; Grass
grassAddAmbient=0 ; Add current ambient light to grass color like on the PS2
ps2grassFiles=0 ; Load two sets of grass models (grass[23]_n.dff) like on the PS2, the PC game loads only one set of models (cannot be toggled at runtime)
grassFixPlacement=0 ; Fix the grass placement bug in the PC version. There is hardly a reason to disable this
grassBackfaceCull=0 ; Enable or disable backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance
;; Shadows (if unset game settings will be used)
pedShadows=1 ; Enable dynamic ped shadows
stencilShadows=1 ; Enable stencil shadows (vehicles and poles)
;; Color filter
colorFilter=PC ; Select the color filter
; values: "PS2", "PC", "Mobile", (needs colorcycle.dat), "None"
; usePCTimecyc=1 ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat (cannot be toggled at runtime)
blurLeft= 0 ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
blurTop= 0 ; to disable blur set these to 0
blurRight= 0
blurBottom= 0
;; Radiosity
doRadiosity=0 ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
;; Misc
disableClouds=0 ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
disableGamma=1 ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
neoWaterDrops=0 ; Use Neo water drops on screen (cannot be toggled at runtime)
neoBloodDrops=0 ; Use Neo water drops on screen (requires neoWaterDrops)
transparentLockon=1 ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
lightningIlluminatesWorld=1 ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC
fixPcCarLight=1 ; removes fixed PC car diffuse and ambient light (cannot be toggled at runtime)
;;;;;
;;;;; Advanced fine tuning
;;;;;
;; PS2 texture modulation, these override ps2Modulate
; ps2ModulateBuilding=1
; ps2ModulateGrass=1
;; Dual pass, these override dualPass
; dualPassBuilding=1
; dualPassVehicle=1
; dualPassGrass=1
; dualPassPed=1
; dualPassDefault=1 ; everything else
;; PostFX
; These three are tied to colorFilter if not explicitly set:
; infraredVision=PC ; Select the infrared vision
; ; values: "PS2", "PC"
; nightVision=PC ; Select the night vision
; ; values: "PS2", "PC"
; grainFilter=PC ; Select the grain filter for infrared, night vision and rain
; ; values: "PS2", "PC"
;; Radiosity settings
; radiosityFilterPasses=2 ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
; radiosityRenderPasses=0 ; How often the radiosity effect will be applied to the frame (default 1)
; radiosityIntensity=35 ; Multiplier for radiosity intensity (default 35)

 

 

 

Delete ";" before usePCtimecyc because it's ignored by mod now or delete original timecyc and rename timecycp to timecyc.

EDIT: and set ps2Modulate to 0

Edited by Thompson98

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Khal Drogo

 

EDIT:

 

 

How should I configure it to only work with the reflection option? The rest I do not care ((unless it improves the performance and DO NOT change the appearance)).

 

[skyGfx]

; PC-like configuration
;; If you leave the value empty (e.g. buildingPipe= ) or remove the line,
;; the default PC setting will be used, in some cases the game code will not
;; even be touched then. This might be useful should there be incompatibilities
;; with other mods.
;; Disabling buildingPipe is recommended for SA:MP
;; Hotkeys for toggling in game
;; The numbers below are VK keycodes, you can look them up on https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx
;; I'm aware this is super sh*tty. Set to zero or remove the lines to disable.
keySwitch=0x79 ; cycle through inis (0x79 = F10)
keyReload=0x7A ; reload all inis (0x7A = F11)
;; Texture modulation: ps2Modulate(Building|Grass)
;; Emulates the PS2 way of texture modulation.
;; In practice this means the world and grass will be brighter
;; Dual pass: dualPass(Default|Ped|Building|Vehicle|Grass)
;; Enables dual pass to fix alpha issues (emulates PS2 behaviour). This could affect performance
;; NOTE: set TwoPassRendering=0 in SilentPatch when using dualPassBuilding=1
;; These are used as fallback if the fine tuned settings are not set:
ps2Modulate=1
dualPass=1
;; Render Pipelines
buildingPipe=PC ; Select the building pipeline settings to be used, they only differ in reflection and lighting
; values: "PS2", "PC"
; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
vehiclePipe=Neo ; Select the vehicle pipeline to be used
; values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox)
; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
neoEnvMapSize=1024 ; Size of the reflection map used for Neo car reflections (rounded up to next power of 2).
neoShininess=0.75 ; Neo reflection intensity
neoSpecularity=2.5 ; Neo specular light intensity
sunGlare=0 ; Sun glare on cars like in VC
;; Grass
grassAddAmbient=0 ; Add current ambient light to grass color like on the PS2
ps2grassFiles=0 ; Load two sets of grass models (grass[23]_n.dff) like on the PS2, the PC game loads only one set of models (cannot be toggled at runtime)
grassFixPlacement=0 ; Fix the grass placement bug in the PC version. There is hardly a reason to disable this
grassBackfaceCull=0 ; Enable or disable backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance
;; Shadows (if unset game settings will be used)
pedShadows=1 ; Enable dynamic ped shadows
stencilShadows=1 ; Enable stencil shadows (vehicles and poles)
;; Color filter
colorFilter=PC ; Select the color filter
; values: "PS2", "PC", "Mobile", (needs colorcycle.dat), "None"
; usePCTimecyc=1 ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat (cannot be toggled at runtime)
blurLeft= 0 ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
blurTop= 0 ; to disable blur set these to 0
blurRight= 0
blurBottom= 0
;; Radiosity
doRadiosity=0 ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
;; Misc
disableClouds=0 ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
disableGamma=1 ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
neoWaterDrops=0 ; Use Neo water drops on screen (cannot be toggled at runtime)
neoBloodDrops=0 ; Use Neo water drops on screen (requires neoWaterDrops)
transparentLockon=1 ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
lightningIlluminatesWorld=1 ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC
fixPcCarLight=1 ; removes fixed PC car diffuse and ambient light (cannot be toggled at runtime)
;;;;;
;;;;; Advanced fine tuning
;;;;;
;; PS2 texture modulation, these override ps2Modulate
; ps2ModulateBuilding=1
; ps2ModulateGrass=1
;; Dual pass, these override dualPass
; dualPassBuilding=1
; dualPassVehicle=1
; dualPassGrass=1
; dualPassPed=1
; dualPassDefault=1 ; everything else
;; PostFX
; These three are tied to colorFilter if not explicitly set:
; infraredVision=PC ; Select the infrared vision
; ; values: "PS2", "PC"
; nightVision=PC ; Select the night vision
; ; values: "PS2", "PC"
; grainFilter=PC ; Select the grain filter for infrared, night vision and rain
; ; values: "PS2", "PC"
;; Radiosity settings
; radiosityFilterPasses=2 ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
; radiosityRenderPasses=0 ; How often the radiosity effect will be applied to the frame (default 1)
; radiosityIntensity=35 ; Multiplier for radiosity intensity (default 35)

 

 

 

Delete ";" before usePCtimecyc because it's ignored by mod now or delete original timecyc and rename timecycp to timecyc.

EDIT: and set ps2Modulate to 0

 

I still change the color:

Original https://i.imgur.com/ai5aPdr.png

Mod https://i.imgur.com/1bqX4gT.png

 

There are buildings that do not finish loading:

https://i.imgur.com/yUcZulu.png

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Rachel Amber

Its SAMP fault... SAMP IS BROKEN AND DOESN'T SUPPORT THIS MOD! its only for SINGLE PLAYER

Edited by Rachel Amber

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Snowshoe

Its SAMP fault... SAMP IS BROKEN AND DOESN'T SUPPORT THIS MOD! its only for SINGLE PLAYER

 

Edit: Yes, SAMP is very broken.

Edited by Snowshoe

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