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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero

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Why the night vision looks strange, like it's not antialiased or something? It becomes ok if I toggle the Antialiasing option, on or off, or change the resolution.

 

ii7dBvj.png

 

The radiosity effect not antialiased at the objects' edges doesn't look good either, with Antialiasing on.

Edited by Tomasino
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That's the noise effect, it's supposed to be like that, even in real life Night Vision displays that.

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No, just take a look into the distance, it looks weird until you toggle those settings.

Edited by Tomasino
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Huh, pretty sure I fixed that again, reyks. More properly that time. But I'll check it out again before the next version.

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Hey The Hero.

 

I'm using Silents ASI Loader. When I install your SkyGFX mod the game doesn't start. The disc icon shows up but nothing from there. I would love to use this mod but it doesn't work for me. Any ideas?

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Sounds to me like you have a bad exe. Try the compact exe, that's the one I support.

This worked, thank you so much. This mod it great :D

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Yeah, that sounds like you have an original exe with all the copy protection and whatnot. Maybe it just doesn't work too well with it. Get the compact exe, it's much better.

EDIT: ok, you figured it out.

Edited by The Hero
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I set the RwD3D8SetRenderState(D3DRS_ALPHAREF, 255);

I like this effect even if there may be some lil artifacts sometimes.

 

@The_Hero

You could create an ini option for that :)

 

 

 

I3KjASi.jpg

 

 

Edited by HM128
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Igor Bogdanoff

Isn't that the method which War Drum Studios used in GTA VC and SA on mobiles? Making the alpha part of texture plain black?

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I moved the alpha treshold for dual pass. I wish to disable blending part completely when overlapping and set it back to the normal value.

Edited by HM128
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Huh, pretty sure I fixed that again, reyks. More properly that time. But I'll check it out again before the next version.

If you did, it wasn't in a released version :p (Btw I'm talking about the lack of ps2 reflections in distant vehicles, just to be clear)

 

Looking foward for the new stuff, sharptrails and droplets in SA are a nice addition.

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jYzLR2j.png

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There needs to be an update which will fix the sped up wheels spinning problem.

Edited by Claude_Lib
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Igor Bogdanoff

There needs to be an update which will fix the sped up wheels spinning problem.

You mean like this? http://www.gtagarage.com/mods/show.php?id=22293

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Just to lower expectations a bit, The Hero has been working on other things for a while, not all of this time has been devoted to SkyGFX. :p

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This configuration of drawDualPass function gives nice results I think, but it truncates alpha channel at some point:

 

 

ElFsi8R.jpg

sq63Zft.jpg

 

 

 

 

voiddrawDualPass(RxD3D8InstanceData *inst){	if(!dualpass){		if(inst->indexBuffer){			RwD3D8SetIndices(inst->indexBuffer, inst->baseIndex);			RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);		}else			RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);		return;	}	RwD3D8SetIndices(inst->indexBuffer, inst->baseIndex);	int hasAlpha, alphafunc, alpharef, zwrite;	RwD3D8GetRenderState(D3DRS_ALPHABLENDENABLE, &hasAlpha);	RwD3D8GetRenderState(D3DRS_ZWRITEENABLE, &zwrite);	if(hasAlpha && zwrite)	{		RwD3D8GetRenderState(D3DRS_ALPHAFUNC, &alphafunc);		RwD3D8GetRenderState(D3DRS_ALPHAREF, &alpharef);		RwD3D8SetRenderState(D3DRS_ALPHAREF, 176); //alpha channel dual pass		RwD3D8SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);		if (inst->indexBuffer)		{			RwD3D8SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); // ALPHA BLENDING			RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);		}		else		{			RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);		}		RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);                RwD3D8SetRenderState(D3DRS_ALPHAREF, 200); //alpha channel dual pass		RwD3D8SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_LESS);		if (inst->indexBuffer)		{			RwD3D8SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); // ALPHA BLENDING			RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);		}		else		{			RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);		}		RwD3D8SetRenderState(D3DRS_ALPHAFUNC, alphafunc);		RwD3D8SetRenderState(D3DRS_ALPHAREF, alpharef);		RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);	}	else	{		if (inst->indexBuffer)		{			RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);		}		else		{			RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);		}	}}

 

 

 

Thanks to The Hero for skygfx.

 

Link removed. I won't upload someones mod.

Edited by HM128
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Just to lower expectations a bit, The Hero has been working on other things for a while, not all of this time has been devoted to SkyGFX. :p

I'm actually not expecting anything, I'll just take a look at it when it's there and let my mind get blown... again... :p

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This configuration of drawDualPass function gives nice results I think, but it truncates alpha channel at some point:

 

 

voiddrawDualPass(RxD3D8InstanceData *inst){	if(!dualpass){		if(inst->indexBuffer){			RwD3D8SetIndices(inst->indexBuffer, inst->baseIndex);			RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);		}else			RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);		return;	}	RwD3D8SetIndices(inst->indexBuffer, inst->baseIndex);	int hasAlpha, alphafunc, alpharef, zwrite;	RwD3D8GetRenderState(D3DRS_ALPHABLENDENABLE, &hasAlpha);	RwD3D8GetRenderState(D3DRS_ZWRITEENABLE, &zwrite);	if(hasAlpha && zwrite)	{		RwD3D8GetRenderState(D3DRS_ALPHAFUNC, &alphafunc);		RwD3D8GetRenderState(D3DRS_ALPHAREF, &alpharef);		RwD3D8SetRenderState(D3DRS_ALPHAREF, 176); //alpha channel dual pass		RwD3D8SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);		if (inst->indexBuffer)		{			RwD3D8SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); // ALPHA BLENDING			RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);		}		else		{			RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);		}		RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);		RwD3D8SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_LESS);		if (inst->indexBuffer)		{			RwD3D8SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); // ALPHA BLENDING			RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);		}		else		{			RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);		}		RwD3D8SetRenderState(D3DRS_ALPHAFUNC, alphafunc);		RwD3D8SetRenderState(D3DRS_ALPHAREF, alpharef);		RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);	}	else	{		if (inst->indexBuffer)		{			RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);		}		else		{			RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);		}	}}

 

 

 

Thanks to The Hero for skygfx.

Download modified skygfx

For which game?

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You'll add a lot of stuff in the next version for sure so looking foward it.

I actually haven't done much at all yet. Porting neo raindrops was TAG's work for the most part and putting III and VC trails into SA was pretty easy too. We'll see what the next release will have.

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Blackbird88

D3D8 is mentioned in the code and he showed this in Stories thread so I bet it's for VC :D

Edited by Blackbird88
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There needs to be an update which will fix the sped up wheels spinning problem.

You mean like this? http://www.gtagarage.com/mods/show.php?id=22293No, spinning as in rotating forwards or backwards, not turning left or right. Try to drive slowly (I'm afraid you'll need a gamepad for this) while looking to the side, and you'll see what I mean. This does happen in GTA III, can't remember if it does in VC.
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If you mean wheels look like rotating backwards or completely idle at some speeds - it's something related to frame rate and rotation frequency. It happens in real life when filming cars, often seen in racing videos etc. so I think it shouldn't be fixed, and actually it's unfixable. It's very realistic and not a bug.

This effect also exists in 3 or vc and in every game where you have to drive a car

Edited by Marsi4eg
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Puh-lease, I am not that dumb. SkyGFX causes the wheels to rotate twice faster than they should and The Hero knows it, IIRC.

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