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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero

Recommended Posts

Sonny_Black

I used compact .exe and I got the same results: game stops when I load or start a new save game.

 

I tested compact.exe just 5 secondes ago and it is working. I didn't get any crash during the startup/loading.

Edited by anthony
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The game doesn't crash , the screen turns black then nothing happens..

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No , I can't and I have 32 bit mode

 

Should I resintall the game ?

Edited by Vlady_xD
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Minhkute360

 

 

 

 

You don't have to do anything. SilentPatch removes the ztest for coronas. Oh, you may have forgotten the ps2 seabed.ipl. It has a section that changes timecycle values locally.

Thanks! I finally got this!

 

 

6xUZR6p.jpg

 

 

Use the spoiler tags please!

 

ypWkvV3.gif

 

 

Sadly the current latest SP release (build28) still forgot to fix the sun occlusion issue on vehicles & ped/player. I can't cover my eyes in the top of Mount Chilliad. :p

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Sadly the current latest SP release (build28) still forgot to fix the sun occlusion issue on vehicles & ped/player. I can't cover my eyes in the top of Mount Chilliad. :p

Will not happen according to Silent.

 

EDIT:

Ninja'd by LaDiDa.

Edited by gts.
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Sadly the current latest SP release (build28) still forgot to fix the sun occlusion issue on vehicles & ped/player. I can't cover my eyes in the top of Mount Chilliad. :p

TJGM made a .cs file that fixed this "bug", however the download link is broken. And I don't have the file anymore since it didn't look good in-game.

Edited by Reyks

jYzLR2j.png

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Igor Bogdanoff

I can reupload it only for $4.99

 

 

 

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Minhkute360

It's understandable.

Sunocclu.cs just restores (I think) the detection of ped/player & vehicle collisions for sunglare, which means sometime the effect looks bad 'cause not all objects have collision, or just have bad-done collision models. So I think we have to make a really change: make the game detect the BASE models of objects instead of coll, i.e no longer use coll models to render the sunglare effect.

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Igor Bogdanoff

wouldn't that require like sh*t ton of computing power?

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TWIST_OF_HATE

I think we should just deal with that lensflare bug, just like with alpha issues. It will be too hard to fix AFAIK.

It is like that on PS2, isn't it ?

SkyGfx is generally finished for me. Only PS2 water left, and tiny things like parachute animation.

Edited by TWIST_OF_HATE
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Igor Bogdanoff

I think we should just deal with that lensflare bug, just like with alpha issues. It will be too hard to fix AFAIK.

It is like that on PS2, isn't it ?

SkyGfx is generally finished for me. Only PS2 water left, and tiny things like parachute animation.

parachute anim is fixed by removing the pipeline from model itself. It looks 100% same in game. It's in PS2 to PC features topic in OP

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I think we should just deal with that lensflare bug, just like with alpha issues. It will be too hard to fix AFAIK.

It is like that on PS2, isn't it ?

That isn't even a bug. The lensflare has the same behaviour as PS2 version, Silent restored it/fixed it 1:1 from PS2 to PC.

Edited by Inadequate
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Well to be honest all I care about right now is working PS2 reflections in distant vehicles like it was in older builds, it is a bit distracting when you notice it, the remaining features are just an extra thing that would be cool to have.

 

EDIT: Actually, PS2 waves would be pretty cool just not sure if it's possible for the next build, looks like it could take a pretty long time to implement.

Edited by Reyks

jYzLR2j.png

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I don't think these two things have been reported before.

The lightning.

On PC, the lightning flash the whole screen:

 

DNo8rom.png

 

On PS2, it's only the sky:

 

PXgaOGI.png

 

 

Lock-on.

The Lock-on on PC is small and has no alpha:

 

BabeWPq.png
J1r0ngc.png

 

On PS2, it was bigger and with alpha:

 

oO2E8UB.png
18PRhc3.png

 

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Hm. interesting. The non-transparent lock-on appears to have the same issue as in VC then, the size could be resolution dependent maybe? The lightning flash looks interesting too, will check out.

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Minhkute360

But I see that on pc the lighting effect applies only on some certain objects on the map: procedure veg, rocks, grasses, trees... so necessary to apply the lighting on whole, even the vehicles & player...?

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I never liked the PC lighting flash, what sort of super lighting can light up the entire world lol. PS2 looks much better as usual.

  • Like 6

jYzLR2j.png

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But I see that on pc the lighting effect applies only on some certain objects on the map: procedure veg, rocks, grasses, trees... so necessary to apply the lighting on whole, even the vehicles & player...?

Doesn't skygfx already do this?

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Sonny_Black

yeah the size is because of the resolution:

 

 

 

Untitled.png

 

 

Edited by anthony
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yeah the size is because of the resolution:

Sounds like a SilentPatch area to fix, GTA3 had this issue with the radar blip and onscreen alerts (e.g. Mission Passed, Hidden Package), and that was due to it not scaling properly on resolution. Edited by Ash_735
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Sonny_Black

 

 

Untitled.png

 

 

 

If you edit the textures you can get the transparency, the green is darker tho and there is these weird black pixels around the lock (I'm not that good at photoshop anyway). I don't know how is the PS2 particle.txd look like, perhaps the lockon and lockonfire textures are different ?

Edited by anthony
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Igor Bogdanoff

they are same.

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The black border is indeed explicitly drawn by the game. I suspect the PS2 code does things a little bit differently, but I haven't compared yet. Looks like more and more stuff is piling up for me to do :/

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The black border is indeed explicitly drawn by the game. I suspect the PS2 code does things a little bit differently, but I haven't compared yet. Looks like more and more stuff is piling up for me to do :/

Focus on the easy stuff first, also I don't think you should do everything in a single release.

jYzLR2j.png

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