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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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Blackbird88

13AG's d3d8.dll already contains Hero's changes so keep it and

  1. Go to scripts folder
  2. Open global.ini
  3. Set UseD3D8to9=1
  4. Now it will be both ASI loader and D3D8to9 wrapper at once
Edited by Blackbird88
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13AG's d3d8.dll already contains Hero's changes so keep it and

  1. Go to scripts folder
  2. Open global.ini
  3. Set UseD3D8to9=1
  4. Now it will be both ASI loader and D3D8to9 wrapper at once

 

Thanks for your answer mate, Can I manke you one more question??

 

The files from SkyGfx and sharptrails MODs (except the rwd3d9.dll) must go on the script folder (UAL) or them can be in other folder like main or MSS folder???

 

Thanks again and sorry for these noob's questions.

Edited by Raskaipika
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Igor Bogdanoff

i think dlls should be in vc root folder (aka where the gta-vc.exe is)

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i think dlls should be in vc root folder (aka where the gta-vc.exe is)

 

Yes, I understand that, the .dlls must go on to the main directory ever , and other thing, I've forgotten to say that I'm applying these mods to GTA III.

 

link to vice city sky gfx is dead :(

 

Yep, the links for The Hero's mods aren't working today, yesterday they're fine, I don't know what is happening, maybe a temporal failure.

Edited by Raskaipika
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Oh, thanks for reminding me. My server got f*cked up yesterday and I had to reinstall it. Looks like I forgot the cronjob to update my external IP on the DNS.

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Rachel Amber

Oh, thanks for reminding me. My server got f*cked up yesterday and I had to reinstall it. Looks like I forgot the cronjob to update my external IP on the DNS.

well ok ;)

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@The Hero, as I said befor (above posts), now I understand that the d3d8.dll form 13AG'S widescreen MOD contains your changes to that .dll, but what happens with rwd3d9.dll???, I want to say that If I use your MODs skygfx and sharptrails, which rwd3d9.dlll do I have to use???, the one that comes with skygfx MOD or the one that comes with sharptrail MOD. (for GTA III)

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I made no changes to d3d8.dll. The file in the archive is just the plain d3d8to9 dll which 13AG integrated into his ASI loader as well, so you can use either.

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They should be same.

 

 

I made no changes to d3d8.dll. The file in the archive is just the plain d3d8to9 dll which 13AG integrated into his ASI loader as well, so you can use either.

 

Thank you so much mates for answer to a noob like me, now, I'm going to enjoy your incredible MODs.

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One more question mates:

 

For to use the real PS2 render features that this MOD bring us, is enough with the default config values or do I've to change some setting??? in the skygfx.ini file of course.

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For to use the real PS2 render features that this MOD bring us, is enough with the default config values or do I've to change some setting??? in the skygfx.ini file of course.

you would use the configuration found in skygfx1.INI.
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For to use the real PS2 render features that this MOD bring us, is enough with the default config values or do I've to change some setting??? in the skygfx.ini file of course.

you would use the configuration found in skygfx1.INI.

 

Thanks mate, but I did forget to say that I was talking about the Skygfx version for use with gta III, and in that version there isn't more than one ini.file, then, with the default values in the .ini file that comes with the skygfx for use with GTAIII is enough for the real PS2 render features???

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Yup.

Thanks mate, for the answer and your cool MODs, with these (skygfx and sharptrails) and prfoject2dfx, the game looks incredible.

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Young_DoggPT

hey guys, how to fix this?

 

 

Vfueetp.png

 

Edited by Young_DoggPT
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Hi guys, I've a few more questions about the SkyGfx version for GTA III:

 

The XBOX vehicles MOD for GTA III, can I use them with the PS2 render mode or they were ported to this MOD only for be used with XBOX render mode???

 

Talking about the XBOX render mode, which would be the settings in skygfx.ini for to use this mode (XBOX render)???

 

 

These are my last questions about this fantastic MOD, thanks mates.

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I don't remember if the xbox dffs work with ps2/pc-style rendering. I think they do in III but not in VC iirc. To enable xbox vehicle rendering just change the ini setting or hit a hotkey at runtime (I think F6).

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I don't remember if the xbox dffs work with ps2/pc-style rendering. I think they do in III but not in VC iirc. To enable xbox vehicle rendering just change the ini setting or hit a hotkey at runtime (I think F6).

 

It's more easy if I copy&paste how I've edited the skygfx.ini file for the XBOX render option:

 

texblendSwitch=0

IIIEnvFrame=0

VCReflections=0

xboxCarPipe=1

rimLight=1

xboxWorldPipe=1

dualPass=1

txdLimit=1024

 

I've edited the skygfx ini file for use the XBOX render features with the XBOX vehicles installed, this configuration is correct for that purpose???

Edited by Raskaipika
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Seems fine, although I wouldn't enable the xboxWorldPipe. That's only useful with the xbox map and that can't be used with the PC game yet (limits need hacking).

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Seems fine, although I wouldn't enable the xboxWorldPipe. That's only useful with the xbox map and that can't be used with the PC game yet (limits need hacking).

 

Thank you so much friend, you're very helpful.

 

That's all.

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1461049394-sa-mp-043.pngCan you make a fix for this with SampGraphicRestore please ? Because without SAMPRestoreGraphic, i got another bug, like building, car with strange texture, like white or blue.

 

With an older version there is no problem:

1461053904-sa-mp-047.pngPlease Hero do something :(

Edited by Alex555
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It's up to whoever made SAMPGraphicRestore to fix it, or SAMP to stop messing with the graphics in the first place. Hero won't.

 

Anyway, the skygfx source code is public, you can compare the old version to the new and see what's causing the problem, edit it out, and recompile.

 

You will probably need Visual Studio, DirectX SDK, Renderware SDK, etc. I'm too lazy to investigate this myself. Stick to the old version on multiplayer, use new version for singleplayer. ;)

Edited by Snowshoe
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If you can pinpoint when it broke I might be able to do something, but I won't bother finding this out myself.

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If you can pinpoint when it broke I might be able to do something, but I won't bother finding this out myself.

 

I'm almost certain it's somewhere after this commit:

https://tohjo.eu/aap/skygfx/commit/19fd7e8dcdb2b07b9f78a3ae5f8abfc6f2884ae8

More specifically, probably when you rewrote these pipelines:

https://tohjo.eu/aap/skygfx/commit/2dd29eb216bb560b252f5b2b25d5a3b6f3734bce

 

I have a skygfx build dated 11-29-2015 (back when you added the xbox pipeline) that is bug-free on SAMP, except for the usual worldpipe=-1 & SAMPGraphicRestore that is required. I forget what version number it was but I have the date at least.

 

After that is when these "squares of death" have been showing up on the newer builds. First with lens flares, now fog and lamp posts, apparently.

Edited by Snowshoe
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