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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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SkyGfx (Sky is name of Renderware for the PS2, any semblance to the actual sky is purely accidental) brings accurate PS2 and Xbox graphics to the PC version of San Andreas, Vice City and III  

Xbox-like code is implemented and seems to be working perfectly finally!!

Version 3.1 turned out to be bigger than I had thought. See OP for the link to the release. The first two inis are PS2 and PC like config as before. The third ini has some custom settings like the ne

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Amazing work on those glossy roads!

 

There is a tiny bug in III however - some road parts in boulevard don't look right. To fix that, you need to add "roadpuddle_gloss" texture to neo.txd (use Road_yellowline256 image).

 

 

t7rKQYZ.png

dkt5x64.png

 

 

 

 

EDIT:

 

I noticed some roads don't have full road properties like reflections and gloss. The most notable examples are Callahan bridge and the bridge road in Fort Staunton.

 

 

sgKOghh.png

gQuO9on.png

 

 

 

If I nop the call to RenderRoads function you can clearly see those models aren't classified as roads. Hero, do you think you could fix that?

 

 

ifmU0Mb.png

o2QTgGp.png

vmxEhiN.png

 

 

Edited by Rim
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In III? I thought only VC uses flag 1 as isRoad? In III all treadables should be roads, but I guess i'm mistaken as these roads above should clearly be treadables.

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Xbox particles for III/VC would be nice to have eventually i guess. Otherwise...the water square in VC and SA, PS2 rain grain in SA. I'd actually like mobile postfx for III, looks kinda neat.

No Rim Lighting love planned for SA? :(
u know someone would have to make dat file for configuration like it is in GTA3/VC?

Well a .dat file is basically an .ini/.txt file with a fancy name, so I don't see how that would be a problem.

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You have to come up with values for all times and weathers. Have fun with that. Apart from that the skin pipeline in d3d9 is more difficult due to it using vertex shaders that are generated and compiled on the fly, yuck.

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You have to come up with values for all times and weathers. Have fun with that. Apart from that the skin pipeline in d3d9 is more difficult due to it using vertex shaders that are generated and compiled on the fly, yuck.

Ouch, I thought that would be a simple thing to implement like DK's ped specular script, had no idea it was weather dependant... my bad :sui:

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Use the same values for all?

 

Edit: Are the VCS reflections for SA supposed to disappear at certain camera angles? They seem kinda buggy. Also, for some reason these reflection don't work on some bikes.

Edited by Kristian.
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Pushed a bugfix for the last version. Gloss at foggy weather is fixed now.

 

 

Edit: Are the VCS reflections for SA supposed to disappear at certain camera angles? They seem kinda buggy. Also, for some reason these reflection don't work on some bikes.

VCS-like reflections in SA skygfx are extremely half-assed and broken. I now regret having implemented them in the first place.
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New version for III/VC:

- The default pipeline can be replaced by one closer to the default xbox pipeline. This fixes bugs caused by transparent vertex colors.

- Reimplemented xbox world pipeline, rim light pipeline and car pipeline (all for III and VC)

- Newly implemented road gloss pipeline (for III and VC)

- Inis are now a bit neater

 

I broke support for 1.1 and steam pipelines however! Use 1.0 exes.

 

I probably forgot something...I rewrote so much code...

 

Thank you for your work! I'll test it tomorrow on my PC
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Some weirdness I noticed with latest Xbox map + SkyGfx. May be modloader related issues. Also some peds have "dark heads".

 

 

 

 

 

Simply don't use modloader for TheHero's xbox map ;) When I tried it, I had many missing textures and bugs so I deleted it and installed it using the normal way. It obviously have problems with modloader (or modloader has problems with it) Edited by stef_92
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Will you do something similar but with mobile graphics someday too?

That would be really epic.

SkyGFX for mobile would be awesome... But we can only dream about it for now
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No, I think he means porting the graphical improvements from the mobile version. I don't even know what's better about that. The Xbox version is ultimately still the best version barring resolution.

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No, I think he means porting the graphical improvements from the mobile version. I don't even know what's better about that. The Xbox version is ultimately still the best version barring resolution.

Xbox version has more graphical improvements than the mobile (for GTA 3 and VC) :D I see no point in porting mobile stuff.
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I've installed all the new required mods and now it softlocks in Portland, all other citys work fine though.

 

EDIT: nvm, i found the problem, some files inside the GTA3 broke while replacing.. so

maybe it wasn't a good idea to put all the files into the gta3.img, i'll better stick with Mod Loader :D

it's a shame that most of the IMG Tools for GTA III/VC are way outdated and doesn't have proper replacing tools

Edited by countergame
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There isn't really any point in putting them in there, especially since you have to do it manually. I think the game defaults to the other IMGs when something is missing.

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Hello, when i switches to "PS2 Like Configuration" in the last version of SkyGfx, there appears this pixels squares, how to solve this ? http://imgur.com/a/mqg5i

Hm, looks like some broken render states. Are you using anything SAMP related by chance?

 

No,Only Silent Patch,your mod with ps2 cars and project 2dfx.

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