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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero

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Then is a SkyGfx bug? I thought it was something related to the broken PC port as always.

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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.

I haven't notice that in my game. Misunderstanding. As for me - wheels rotate correctly

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Here's what I'm talking about (at 0:25):

 

 

As soon as I pull skygfx.asi out of modloader subfolder, it starts working normally. Sorry, I can't tell which parameter exactly causes this.

Edited by Claude_Lib
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spaceeinstein

Have you tried having only SkyGfx without any other mods? I suspect that other mods are conflicting with SkyGfx.

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Yeah, just tried fully clean game, with only CLEO (because otherwise the game keeps asking for a disk even with a No-CD) and SkyGFX installed. Still happens, even with all settings set to zero.

Edited by Claude_Lib
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Have you tried having only SkyGfx without any other mods? I suspect that other mods are conflicting with SkyGfx.

@SpaceEinstein

You said before that you had some problems with signed values of angles in your script, was it related to skygfx?

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In SkyGfx SA, ps2MarkerAmbient toggle should be disabled by default even in skygfx1.ini IMO, since the player may not be having PS2 markers previously installed, for which, moreover, there's no download link at least in the OP.

 

Does this option even matter when using PS2 marker DFFs? I got the same colors no matter it's enabled or not, unless PC markers are used.

 

Also there's some line in the middle of the airport marker when PS2 markers with SkyGfx are used

 

q0d6nJM.png

 

Edited by Tomasino
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spaceeinstein

 

Have you tried having only SkyGfx without any other mods? I suspect that other mods are conflicting with SkyGfx.

@SpaceEinstein

You said before that you had some problems with signed values of angles in your script, was it related to skygfx?

 

It was affecting a function that draws a sprite in the game independent of my script. The fourth and fifth parameters of 0x576FE0 processes both negative and positive values but using SkyGfx's d3d8.dll somehow modified that behavior to process only positive values. Other functions in the game use this same function so there could be visual bugs related to them if they also passed negative values. Edited by spaceeinstein
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@The_Hero

 

Do you have any pics of the sharptrails effect on SA? I'm just curious as to how it looks along with the PS2 Colorfilter :p

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jYzLR2j.png

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Have you tried having only SkyGfx without any other mods? I suspect that other mods are conflicting with SkyGfx.

@SpaceEinstein

You said before that you had some problems with signed values of angles in your script, was it related to skygfx?

 

It was affecting a function that draws a sprite in the game independent of my script. The fourth and fifth parameters of 0x576FE0 processes both negative and positive values but using SkyGfx's d3d8.dll somehow modified that behavior to process only positive values. Other functions in the game use this same function so there could be visual bugs related to them if they also passed negative values.

 

Woah, what? First of all we're talking about VC, right? At 0x576FE0 there's CSprite::RenderOneXLUSprite (btw, if you know what XLU mean, please tell me), I think you mean that. I don't think I touch this function in SkyGFX at all. You say it's d3d8to9 that causes strange behaviour? I find that hard to believe, but who knows, the d3d8 emulation may not be perfect. Would be interesting to get to the bottom of it. Also what bugs are caused by this? Is the wheel spinning too much bug related to this?

Edited by The Hero
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The Rockstar Gamer 108

@The_Hero

 

Do you have any pics of the sharptrails effect on SA? I'm just curious as to how it looks along with the PS2 Colorfilter :p

Nope. Sharptrails are only for gta III & vc, I think.
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@The_Hero

 

Do you have any pics of the sharptrails effect on SA? I'm just curious as to how it looks along with the PS2 Colorfilter :p

Nope. Sharptrails are only for gta III & vc, I think.

 

Next version will have it implemented in SA according to The Hero :p

That's why he asks.

 

@ The Hero: If you do have some screenshots that you could show, please do.

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Yep I saw it, looks really nice. I'm assuming it works with the PS2 Colorfilter/Atmosphere as well?

 

Also I know this discussion has been closed off months ago, but I was wondering since there's not much done for the next SkyGfx release, is there still any glimmer of hope for the VCS:PC shadows getting ported over to SA? :catspider:

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jYzLR2j.png

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Yep I saw it, looks really nice. I'm assuming it works with the PS2 Colorfilter/Atmosphere as well?

They're alternative color filters and need appropriate timecycle values of course. In UG the timecycle files are switched when you change worlds so the different color filters can have working values. Using any filter with color values for any other filter will not work. By exporting a function that returns the current skygfx config, other mods can change the color fliter (or other settings) as needed.

Edited by The Hero
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spaceeinstein

EDIT: More tests have been done. It was dependent on where my code was called from so I rewrote my post.

 

Sorry, I tried isolating my problem and the issue seems like it only appears when my code was called from 0x004A6547 (in RenderEffects) while using SkyGfx. :blink: This is the example code that I've been talking about:

 

#include void DrawSprite(){    RwRenderStateSet(8, 0);    RwRenderStateSet(12, 1);    RwRenderStateSet(10, 2);    RwRenderStateSet(11, 2);    RwRenderStateSet(1, (int)**(void ***)0x00695550);  // texture    CVector pos_player;    FindPlayerCoors(&pos_player);    RwV3d pos_world = { pos_player.x, pos_player.y, pos_player.z };    RwV3d pos_screen = {};    float width;    float height;    float time = static_cast(CTimer::m_snTimeInMilliseconds) * 6.1359233e-3f;    CSprite::CalcScreenCoors(pos_world, &pos_screen, &width, &height, true);    CSprite::RenderOneXLUSprite(pos_screen.x, pos_screen.y, pos_screen.z,        width * 0.8f * sin(time),  // this argument        height * 0.8f, 100, 50, 5, 255, 1.0f / pos_screen.z, 255);}// redirect call at 0x004A6547 to call this function
When redirecting 0x004A65C8 (in RenderScene) for example, the issue never appeared. Without SkyGfx's d3d8.dll file, the issue never appeared for either cases. I'll edit this post on anymore findings if they come up. Edited by spaceeinstein
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So I thought I'd finally take a look at the water.

nosquare.png

 

Turns out I was wrong about the water. It's not that the PS2 does two passes and the PC only one, both have two passes but the water color for the high detail water is brighter for some reason. Reversing the PS2 code accurately would take a lot of time (custom pipeline with custom VU code, yay) but getting rid of some silly looking calculation seems to get rid of the flat/high detail water edge.

Edited by The Hero
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This is some really cool work you're doing here, thankfully you are around to fix this lazy port. Wouldn't surprise me if R* would contact you to get it integrated in the steamversion tbh.

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Turns out I was wrong about the water. It's not that the PS2 does two passes and the PC only one, both have two passes but the water color for the high detail water is brighter for some reason

There's also a unique effect on the PS2 waves, they are way more visible.

 

Sh*t quality video from a random dude, but you can see the wave effect (sort of):

 

I'm sure you know about this already though...

jYzLR2j.png

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I never compared that closely. I'm very lazy you see. Would be interesting to see how that works. They do calculate a color per vertex of the high detailed water, but I wouldn't be surprised if the PS2 pipeline does things a bit differently. I guess reading some VU code isn't too much to ask :/ (and on sidenote, I actually fixed a bug in the VU disassembler recently \o/)

Edited by The Hero
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Hahaha, no. R* doesn't give a sh*t about this game.

Exactly. They are busy adding random sh*t to the sh*tty GTA Online, but I need to recognize that the Classic Infernus and the Classic Turismo are f*cking awesome. About the PS2 water, nice work aap... Or do I need to say progress?
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aap: Do you have some todo list or do you work randomly on adding PS2 stuff to skygfx whenever you want?

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Tbh it may be worth a look, the list of stuff that could be added to this mod is shrinking really fast, other than the waves, droplets, stuff from the III/VC xbox versions, and *cough*VCS:PC shadows :p (a man can always dream right :sui: )*cough*, I honestly don't know what else is left to implement, the mod seems nearly complete.

jYzLR2j.png

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The latter, I'm very badly organized and have trouble planning more than one day into the future.

 

qfRhmCT.jpg

 

Nonetheless, good to see some progress

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I honestly don't know what else is left to implement, the mod seems nearly complete.

PS2 rain effect and PS2 1:1 moonphases, I don't know what else is left too.

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