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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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How do I install the mod? I don't know what hoodlum exe is - do I just copy all files to the game's directory?

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You need to:

 

Install silent's .ASI loader / cleo install (comes with same .ASI loader).

Put skygfx.asi and at least 1 skygfx.ini in the directory of your .exe or the scripts folder if you preffer that (might not work for all ASI's), if you want to use mobile colorcycle put the colorcycle.dat file in your data folder (does not replace any files).

 

1.0 hoodlum.exe is a 1.0 No CD US executable. It ensures the mod will behave as it should by having the correct memory addresses (they are different for other .exe's). You can either find one on the internet to replace your .exe with or use the downgrader that you can find in the "Other" section of these forums.

Edited by LaDiDa
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Hey, When I put this mod in GTA SA folder it gives me an error:

---------------------------
Microsoft Visual C++ Runtime Library
---------------------------
Runtime Error!
Program: ...steamapps\common\Grand Theft Auto San Andreas\gta_sa.exe
This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
But when I take this mod off gta folder, then it's okay.
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♪ gimme gimme gimme a mod after midnight ♪

HHnErXC.png


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:panic::panic::panic:

 

Want, want, want :O

 

On a serious note: Looking amazing as expected.

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Finally some nice neo reflections:

-snip-

Now that's what I'm talking about :^:

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Irrational

Are those the Mobile, VCS/LCS or the Xbox reflections?

Edited by Irrational
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Igor Bogdanoff

neo = xbox original

Edited by Tomasak
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inadequate

With III/VC Xbox reflections implemented on SA means that LCS/VCS reflections are removed from skygfx?

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Yes.

I hope ASH (or someone else?) will make a good tweaking table for SA. In the screenshot I was using the VC file, which is of course utterly wrong because the weathers are different (also in number).

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Yes.

I hope ASH (or someone else?) will make a good tweaking table for SA. In the screenshot I was using the VC file, which is of course utterly wrong because the weathers are different (also in number).

You'll have to give me til Monday to start work on it properly.
  • Like 2
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Minhkute360

@The Hero may you add sun glare reflection effect on vehicle body & windshield - which typically looks like this but in more professional way, I mean the effect is also visible when I'm near the vehicle?

Not understood? Try to play NR2003 (a racing game), I love it's reflection effect on cars especially the sunglare.☺

 

This effect can be toggled in ini too.

With this the game will look more realistic and cool!

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@The Hero may you add sun glare reflection effect on vehicle body & windshield - which typically looks like this but in more professional way, I mean the effect is also visible when I'm near the vehicle?

It is the same thing as Vice City, even same behaviour.

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And wasn't that pointed out recently too as leftover code in San Andreas in the SP thread?

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And wasn't that pointed out recently too as leftover code in San Andreas in the SP thread?

Yes. IIRC was by fastman.

 

It does need a check though for tunnels.

But the same thing happens in VC. So, it seems that's correct. Anyway doesn't work with all vehicles in SA, for instance with the ambulance. I don't know if there is more vehicles that doesn't work with the effect though.

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TWIST_OF_HATE

A strange feeling when SkyGfx did not update for more than half a year, and you at least once a day, but came to check his status ))

Life is rapidly flying forward, and in the end the update is on the line, although it has seemed like an eternity.

And so with everything in this life - you wait for something, and then you are even frightened that it came so soon ...

Edited by TWIST_OF_HATE
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From SoylentBotch thread:

 

There's an unused function in GTA SA.

.text:006DD6F0     ; CVehicle::DoSunGlare(void).text:006DD6F0     _ZN8CVehicle10DoSunGlareEv proc near
Maybe you can change it.

 

You can add it in CVehicle::PreRender I guess.

 

Done (sorry if it's so small, i'm not good at taking screenshots)

saglare.png

 

 

BTW, this is my current changelog for this version. Anything else I should do or forgot?

 

neo waterdrops (buggy?)neo reflectionsfixed multipass distance on carsfixed water square (not accurate ps2 pipeline though)sun glareIII/VC trails (mainly for UG)export function to get config (mainly for UG)
Edited by The Hero
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Seems fine to me. Though further drawdistance for the clouds was mentioned somewhere as well in this thread even though I got no clue how much work that would be.

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I took a look but it looked complicated to change it and I didn't think it was that important.

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Why the night vision looks strange, like it's not antialiased or something (enlarge the picture)? 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.

 

 

 

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 center of the airport marker visible at a certain camera angle when PS2 markers with SkyGfx are used

 

q0d6nJM.png

 

 

 

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BTW, this is my current changelog for this version. Anything else I should do or forgot?

Maybe some other effects from III/Vice City? Like vehicle headlight/taillight/siren flare effect?

Or thats too complicated/not worth it?

 

 

hqdefault.jpg

 

 

 

0.jpg

 

 

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From SoylentBotch thread:

 

 

There's an unused function in GTA SA.

.text:006DD6F0     ; CVehicle::DoSunGlare(void).text:006DD6F0     _ZN8CVehicle10DoSunGlareEv proc near
Maybe you can change it.

 

You can add it in CVehicle::PreRender I guess.

 

Done (sorry if it's so small, i'm not good at taking screenshots)

saglare.png

 

 

 

BTW, this is my current changelog for this version. Anything else I should do or forgot?

 

neo waterdrops (buggy?)neo reflectionsfixed multipass distance on carsfixed water square (not accurate ps2 pipeline though)sun glareIII/VC trails (mainly for UG)export function to get config (mainly for UG)

The Xbox raindrops are working correct on SA? And about the water square isn't the same behaviour as PS2 yet, right?

 

Maybe some other effects from III/Vice City? Like vehicle headlight/taillight/siren flare effect?

Or thats too complicated/not worth it?

 

 

hqdefault.jpg

 

 

 

0.jpg

 

 

Please no, very sure that they will look awful on SA.

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