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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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PIX actually crashes SAMP after the loading screen, heh. I'll try to see if I can get a snapshot.

 

EDIT:

 

I captured a frame of it (blue squares on the ground). It should have the render states.

 

http://www.mediafire.com/download/sj3e1pv7yn9qoum/lightshad.PIXRun

 

FYI to anyone wanting to run PIX with SAMP, start a new experiment, click "More Options" and go under the "Target Program" tab. Put the path to samp.exe as the Program path. For command-line arguments, put the IP address and port. Change "Skip 0 processes" to 1 so it skips samp.exe and captures gta_sa.exe. You'll need to check the box at the bottom to stop it from crashing. Once it's started, choose a small resolution like 640x480 so the file isn't huge. Capture whatever with F12 and then quit the game, save the experiment as a PIXRun.

 

d961f03b32.png

 

There are probably people that know this program better than I do. So there.

Edited by Snowshoe
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Hi mates, I've seen a strange thing in GTA III, in the intro cutscene (before to escape from police with 8-ball in the kuruma), the cars are changing their colours all the time until the bridge section of the cutscene, I don't know if this bug is from the PC version, it's for use this MOD or I'm doing something wrong, is there a FIX for this BUG???

Edited by Raskaipika
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TWIST_OF_HATE

Guys, I just started to discovering SkyGfx for GTA III, first I want to get xbox-style car reflections, is this correct ini settings for them ?

 

 

texblendSwitch=0

texgenSwitch=0

IIIEnvFrame=0

VCReflections=1

xboxCarPipe=1

rimLight=0

xboxWorldPipe=-1

dualPass=1

disableBackfaceCulling=0

txdLimit=850

 

 

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Rachel Amber

Guys, I just started to discovering SkyGfx for GTA III, first I want to get xbox-style car reflections, is this correct ini settings for them ?

 

 

texblendSwitch=0

texgenSwitch=0

IIIEnvFrame=0

xboxCarPipe=1

rimLight=0

xboxWorldPipe=-1

 

Guys, I just started to discovering SkyGfx for GTA III, first I want to get xbox-style car reflections, is this correct ini settings for them ?

 

 

texblendSwitch=0

texgenSwitch=0

IIIEnvFrame=0

VCReflections=1

xboxCarPipe=1

rimLight=0

xboxWorldPipe=-1

dualPass=1

disableBackfaceCulling=0

txdLimit=850

 

 

 

dualPass=1

disableBackfaceCulling=0

txdLimit=850

 

 

i think you should disable vcreflections from 1 to 0

Edited by NOskillx
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TWIST_OF_HATE

^

With xboxCarPipe=1 reflections looks very similar to xbox, if not better :^:. Someday I will buy this damn original Xbox, just for III ))

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Rachel Amber

looks exa

 

^

With xboxCarPipe=1 reflections looks very similar to xbox, if not better :^:. Someday I will buy this damn original Xbox, just for III ))

looks exacly this same because is ported from xbox ;) did you turn off this vcreflection? because is to vc not 3 and can cause bugs

 

EDIT: The Hero reflections is batter the crappy enb series did you check xbox mod? to gta 3 use this reflections with xbox mod ;) looks awesome i buy xbox too

Edited by NOskillx
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TWIST_OF_HATE

NOskillx, yes, I turn off VC reflections. And of course waiting for Xbox Mod update, and for Skin and Bones release, and even for rain droplets, as well as for PS2 waves for SA. Hope is the thing with feathers ))

 

Just want to clarify one thing - is it normal for xbox car reflections ?

1. From this angle car looks too dark, and too much radiant:

 

 

6htuxsukgh16jonmc0acu4sxn.png

 

 

2. From other angle seems to be fine:

 

 

7ucrpka8tvhz49vcn9op8psri.png

 

 

3. But if Claude gets a little bit closer to this car from same position, her color become slightly more shining:

 

 

a1ynxipeyzfyxzk6pd4afg9uw.png

 

 

It may hard to recognise with screenshots, but in-game it looks weird sometimes.

Edited by TWIST_OF_HATE
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Download The Hero's XBOX vehicles and try them. It may make a difference. You can also try his xbox map conversion.

But anyways to me xbox reflections look weird. For example - on a sunny day the car reflects the bright sky even if it's under a shadow (i think even if it's in a tunnel). It's still better than not having reflections at all though.

 

BTW, Hero, is there any way to make the reflection resolution customizable?

  • Like 3
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Reflections are always a bit hacky, the xbox game (and skygfx) does it by rendering part of the scene with a camera pointing up then using that as a reflection texture. Of course it isn't perfect.

 

Have you tried setting envMapSize?

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Funny thing, I remember raising the reflection resolution somewhere in the ini. But now I'm looking through it and can't find that parameter.

Edited by Claude Liberty
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Reflections are always a bit hacky, the xbox game (and skygfx) does it by rendering part of the scene with a camera pointing up then using that as a reflection texture. Of course it isn't perfect.

 

Have you tried setting envMapSize?

I talk about the GTA 3/VC version of skyGFX and it doesn't have such option

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Hi mates, I've seen a strange thing in GTA III, in the intro cutscene (before to escape from police with 8-ball in the kuruma), the cars are changing their colours all the time until the bridge section of the cutscene, I don't know if this bug is from the PC version, it's for use this MOD or I'm doing something wrong, is there a FIX for this BUG???

Has anyone taken a look at "this bug"??, I don't know if this is a bug of Skygfx 2.0c (GTA III version) or it is a bug of the PC version.

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I talk about the GTA 3/VC version of skyGFX and it doesn't have such option

Yes it does, envMapSize. Maybe i forgot it in the ini...

 

 

So this xbox reflections from The Hero are not the same as for xbox?

No, they're not the exact same, but probably 95%. Most notably the xbox doesn't render a reflection texture every frame but only every, i dunno, second or so and blends these. There were some other slight differences that could have to do with frustum culling, I'm not so sure.
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Yes, it seems that you forgot to put it. Anyways I tried to use it and now it works. I set it to 512 and it looks amazing.

25tx07c.jpg

1i290x.jpg

  • Like 7
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What if you put 4096?

Try it yourself and hope that your GPU will handle it

 

I don't have GTAIII. For some reason the game starts compressing after I start the game the first time. My GPU is a freaking GTX780.

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What if you put 4096?

Try it yourself and hope that your GPU will handle it

 

I don't have GTAIII. For some reason the game starts compressing after I start the game the first time. My GPU is a freaking GTX780.

 

There is no reason - it's supposed to be like that. When you start GTA3 and there isn't txd.img file in models, the game creates a new one and puts all uncompressed txd files inside it.

And what the hell of a reason is this for not playing GTA 3 :D

Edited by stef_92
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My GPU is a freaking GTX780.

That's the problem. Your GPU doesn't support palettized textures so the game has to convert them. Maybe the game even creates a txd.img anyway, not sure, but with modern GPUs it will always do that.

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.

 

Repeating my long past request :

 

Gamma control for SA would be very welcome (and not hard for you, I believe).

 

That's the main reason to keep using Colormod (which fight with skygfx).

 

Thanks for all you job man.

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liamedwards12

Using the PS2 map mod from Hero and the rotor alphas are totally messed up, when i use stock PC dff/txd for helicopters, it's fine but then reflections mess up, or am i missing something, i have SkyGfx/SilentPatch installed (Both on default settings) TwoPassRendering is off in SilentPatch.

 

eqGcWql.jpg

Edited by liamedwards12
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Here i am, checking in once again on the progress of mobile postfx to pc, how is it going? any progress? still working on it?

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Urgh, this dreaded sh*t again. Converting the ps2 textures with magictxd would be a good solution i think.

 

RE mobile fx: no, nothing.

Edited by The Hero
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When I try it on GTA 3 or Vice City, i get this error at startup :

QLKbPKX.png

 

Is there something wrong with the current version or my mods has a conflict?

Thanks!

Edited by Catarax
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You need to read the instructions take "neo_iii" or "neo_vc" folder depending on the game, move it to the game root folder and rename it to just "neo".

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