Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Forum Support

    3. Suggestions

SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
 Share

Recommended Posts

 

@SergeantSavadge, that exactly has happened to me a while ago. Remember the ImveFt 2.1.0 not working for me?

I made a new folder with a different name and copied everything from the old folder to that new folder and then it finally works!

Freaking weird, man. It also happens to you now it seems. If something begins crashing and or not working and it stays that way, make a new folder

with a different and copy everything from the non-working folder.

You mean through ModLoader? But ps2refl.asi has to be placed in the root directory or the "scripts" folder, right?

 

Ah you mean with that? Most of the .asi scripts I put them in the root of the game folder.

Link to comment
Share on other sites

I realised that when you change all the 16 values to 8, the blur level is decreased, the game is less blurred. Also for these weird bars - I've adjusted the screen position on monitor and managed to hide the bars in-game. Unlikely they're still visible on screenshots, but it doesn't matter that much. And about the crash with reflections - sometime ago I've found sagfx_ps2.asi (I don't think it's Deji's one or maybe it's an older version - Deji's reflection, the one with "SA GFX" text written by red font in top-left corner was lagging my pc) and it works fine.

Edited by Camil1999
Link to comment
Share on other sites

Ah you mean with that? Most of the .asi scripts I put them in the root of the game folder.

Hmm, I'll try placing it in the root folder to see if anything changes then.

EDIT: same sheen happens. For some reason I think it's a CLEO mod conflict, I'll re-add in my CLEO scripts one by one.

EDIT #2: I've removed all of my CLEO scripts and everything in my "scripts" folder (the ps2refl.asi file is now in my root directory too) and I still don't get proper PS2 reflections.

Edited by SergeantSavidge
Link to comment
Share on other sites

Maybe you have modified "vehiclespecdot64" texture? It's in the generic/vehicle.txd. ps2reflection applies that texture as reflection to the vehicle.

  • Like 2
Link to comment
Share on other sites

New version of postfx.

- I implemented the blur offset correctly now, values of 8 in stream.ini (default in my supplied file) should give you the behaviour of the PS2. The effect is disabled by default, doBlur=1 enables it.

- I tried to recreate the radiosity effect (enabled by pe_bRadiosity in stream.ini, off by default) but I don't know how it should look exactly, play with radiosityOffset and radiosityIntensity until you see something you like.

EDIT: forgot: removed the linear filter.

Edited by The Hero
Link to comment
Share on other sites

Maybe you have modified "vehiclespecdot64" texture? It's in the generic/vehicle.txd. ps2reflection applies that texture as reflection to the vehicle.

Thank you so much, nyolc! That's made the reflections appear like they should:

0effiGe.png

Link to comment
Share on other sites

Well, I using the last postfx and the stream.ini from it (only I modified the Radiosity to 8) and I think see a little bit of blur, nice.

memory		13500devkit_memory	13500vehicles	12pe_lightchangerate	0.0008pe_lightingbasecap	0.35pe_lightingbasemult	0.4pe_leftx	8pe_topy		8pe_rightx	8pe_bottomy	8pe_bRadiosity   8dontbuildpaths

Screens:

 

 

Bp1z3GS.png

DkxKTEU.png

 

 

Link to comment
Share on other sites

pe_bRadiosity is a boolean, setting it to 1 or 8 doesn't make a difference. I think a radiosityIntensity of 200 is correct but it looks stronger than on my ps2 that way. Also a radiosityOffset of 2 instead of 1 could be the correct value (this obviously depends on your resolution anyway) but then it looks too strong again. Not sure how this is supposed to work :/

Edited by The Hero
Link to comment
Share on other sites

What is radiosity anyway? Wikipedia says it's some sort of colored light reflected by some surfaces, but I can hardly imagine it used in such an old game. Could someone post screenshots with and without it, please? Unfortunately, I'm not at my PC now. Thanks.

Link to comment
Share on other sites

Let's have another comparison, this time of radiosity values (it's well visible on the trees on the left and the palm tree in the middle):

they are in order (intensity/offset): none, 200/2 200/1 100/2 100/1

 

radiosity-none.pngradiosity-200-2.pngradiosity-200-1.pngradiosity-100-2.pngradiosity-100-1.png

 

 

EDIT: Claude Liberty: it doesn't have to do anything with radiosity. It's just what R* called this effect. But good point, forgot to add a screen without radiosity, will do that now.

Edited by The Hero
Link to comment
Share on other sites

Only change I see is CJ's tanktop and some kind of brightness stuff going on.

Edited by Blackbird88
Link to comment
Share on other sites

notice the motion blur like effect :O

Edited by LINK/2012
Link to comment
Share on other sites

But much much much faster than the slowest speed FX

Link to comment
Share on other sites

Well, what do you guys expect? it's not like the effect will completely change the way SA looks. It brightens the highlights (i.e. sky mostly) a bit and gives these weird shadow-y borders around objects near the sky.

Link to comment
Share on other sites

Okay, so it's doubling the current frame while also enlarging (and blurring?) it, which also increases overall brightness/saturation, right? Something like Blade's Advanced Blur, or your recently introduced Offset with top and left values set to negative. AFAIR, PS2 SA indeed does look like that.

Edited by Claude Liberty
Link to comment
Share on other sites

The radiosity frame is a downsampled version (width and height divided by 4) of the current framebuffer. The offset values are something different, though (although you can use them to scale the image as well), they control how the second color-corrected frame lies above the first (the timecyc.dat colors).

As is always my goal I tried to match the PS2 behaviour as closely as possible and right now I think I like a setting of 200/1 the best (at 640x480).

Edited by The Hero
Link to comment
Share on other sites

Sorry, I am a bit confused. What OFFSET values should be to look like PS2 ver on screen ? I personally don't see any difference between 8 and 16. Only 32 becomes noticable.

Edited by uncaged
Link to comment
Share on other sites

h4QAB9el.jpg

 

 

Link to comment
Share on other sites

Emmm, if ^ is the answer - than thanks. If joke - than it is very funny and if I understand that right - than no, my 32 is not THAT blindly blurred as Silent's :)

Link to comment
Share on other sites

Actually, it had nothing to do with your post... funny enough, it could be an answer, yeah :pp

Edited by Silent
Link to comment
Share on other sites

Hero, can you add .ini support for ps2refl like for postfx with "enableHotkeys" and "defaultReflection" options? :lol:

  • Like 2
Link to comment
Share on other sites

I apologize, Silent :)

I figured that out by myself. these new new settings semm to be kinda resolution dependent. If to use (1280x1024) settings for (640x480) the last wil be TOOOOO blurry. But I think purists or people with weak rigs can use 640x480 and make it very pretty with new Hero's tweaks :)

Link to comment
Share on other sites

Yeah, I also think these values could be scaled by resolution to end up being uniform on all resolutions.

  • Like 3
Link to comment
Share on other sites

I thought about scaling the values according to resolution, but the current way gives you more control and how often do you change your resolution anyway? I tested this all at 640x480 to be as close to the PS2 as possible and at that resolution the difference between 8 and 16 is noticeable (if you look closely). With a higher resolution you have to increase the values to make it visible, same goes for radiosity. Based on the values for 640x480, you can set the values for blur to width/80 (corresponds to 8) and the offset for radiosity to width/640 (corresponds to 1) (now it's already bugging me you can only specify whole pixels of the downsampled texture for radiosity, should be able to fine tune better :/) which should give you an effect close to how it looks at 640x480 with the default values.

 

SerejaN: yes, I will work on the other env mapping soon and then I will add these features.

Edited by The Hero
Link to comment
Share on other sites

Heat haze at 640x480 will make the screen very blurry as well. I have to disable heat haze so I can see

 

Also, the PS2 object popping and low low low draw distance would be nice on PC to complete these feels. (I'm crazy I know)

 

seabed.ipl is ok, but it's nothing like PS2 when you look in Grove and see hardly any buildings in the distance until you get quite close :D

Edited by snoops26
Link to comment
Share on other sites

The draw distance should be no problem. I don't know what setting exactly corresponds to PS2 but setting it to minimum in the settings should give you something at least very close I think.

Link to comment
Share on other sites

Heat haze at 640x480 will make the screen very blurry as well. I have to disable heat haze so I can see

 

Also, the PS2 object popping and low low low draw distance would be nice on PC to complete these feels. (I'm crazy I know)

 

seabed.ipl is ok, but it's nothing like PS2 when you look in Grove and see hardly any buildings in the distance until you get quite close :D

Next Step: LoadingSlower mod for SA, increase your loading speed by 500% for true PS2 feel!

Link to comment
Share on other sites

Implemented the other ("metal") reflection map. I don't know if I got it completely right but expect a new ps2refl later today.

Edited by The Hero
  • Like 3
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 7 Users Currently Viewing
    0 members, 0 Anonymous, 7 Guests

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.