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

Do we still get to set the size of the reflection for SA? I like to set mine to 2K.

The Audiophile Thread

 

XB271HU | TESORO Gram XS | Xtrfy MZ1 | Xbox Elite v2 | Hifiman Sundara | Fiio K9 Pro

i7 4790K 4.4 GHz | GTX 1080 Ti | 32 GB Crucial DDR3 | ADATA 256GB | Samsung 860 PRO 2TB

Xbox | Xbox 360 | Xbox Series X | PS2 | PS3 | Google Pixel 6 Pro

Link to comment
Share on other sites

The specular lighting on the Neo pipeline is the same as on the PC pipeline? Or is it using your custom "Spec" pipeline?

 

Your custom specular lighting looks much better than the PC version IMO.

jYzLR2j.png

Link to comment
Share on other sites

It's using the III/VC XBox pipeline. The shaders are exactly the same as in skygfx for III and VC, which are an accurate recreation of the original xbox shaders, except that we have 6 extra directional lights in SA instead of 4. What's a bit different is the values we use for those shaders. For III and VC we have the specular surface property (unused by RW) to control the effect somewhat but in SA R* used this for flags. Instead we have the envmap and specmap plugins so I'm using them to decide whether to do reflection and specular light but an ini setting to control the shininess because the plugin values are not meant for this effect.

Edited by The Hero
Link to comment
Share on other sites

Nice, this mod just keeps getting better and better.

jYzLR2j.png

Link to comment
Share on other sites

inadequate

Damn, with III/VC Xbox reflections they look reflective and shiny as f*ck. I like it.

  • Like 2
Link to comment
Share on other sites

 

Some close-ups would be more useful.

 

opRHjcH.jpg

 

CLlpCnT.jpg

 

nghHuVd.jpg

 

Yib9ZDx.jpg

 

OqLaOvT.jpg

 

And an example of the overpowered spec (PS: does anyone know which weather is activated via the "TOODAMNHOT" cheat? I know it's Extra Sunny but which one does it call?)

 

i5SKaeA.jpg

 

 

Amazing. With this... ENB Series is fully DEAD!

Edited by gts.
  • Like 3
Link to comment
Share on other sites

Igor Bogdanoff

Ur great optimist 😝

  • Like 3
Link to comment
Share on other sites

Some people will more then likely still use ENB over a mod that fixes a great deal of the game :blink: .

  • Like 2
Link to comment
Share on other sites

Hello, i really like your mod, especially the real time car reflections. I managed to make the reflections stronger by editing neo.txd but i was wondering if there is a way to reduce this specular effect.BUlbHY4.png

  • Like 1
Link to comment
Share on other sites

inadequate

Some people will more then likely still use ENB over a mod that fixes almost the whole game :blink:.

Fixed.

  • Like 3
Link to comment
Share on other sites

RegistA: edit the car tweaking table. The specular light controls the brightness of the main specular light, the fourth component however is a multiplier for *all* specular lights (the file says it's ignored but this is a lie).

  • Like 2
Link to comment
Share on other sites

Thanks, looks even better now.

9IS48j5h.png

Also, what is the biggest envsizemap that can be used

  • Like 2
Link to comment
Share on other sites

Probably only limited by your hardware. But it makes no sense to go beyond your resolution.

  • Like 3
Link to comment
Share on other sites

gts. @

 

Totally depends on what type of graphics you want..

 

If you want to go with like high end graphics then mmge might be a great example.

Edited by Davve95
  • Like 3
Link to comment
Share on other sites

This level should be good enough for most at night, if people don't like it, they can change it themselves, but for a public release, i think we're fine:

 

4smMnPs.jpg

 

uRSlFW5.jpg

 

4PIMkHW.jpg

Link to comment
Share on other sites

After reading lots of PS2 code (hooray for MIPS assembly) I found out the PS2 vehicle pipeline is not 100% accurate. The type 1 environment mapping is a bit wrong (the one whose texture names don't start with "x"). So at least something good will come out of actually reading all the code instead of guessing a lot. This also makes me consider just ditching the PC-style texture coordinate generation in the PS2 and Spec pipelines altogether. I don't even know why I implemented them in the first place. So unless you protest a lot I think they'll be gone for the next release.

Edited by The Hero
Link to comment
Share on other sites

Rachel Amber

so for next release you remove them and then reimplement proper accurate ps2 one?

Link to comment
Share on other sites

Yeah, my idea would be to do reimplement the PS2 reflections based on the real actual code now that I've read (most of) it. This will hopefully satisfy by OCD.

Link to comment
Share on other sites

Rachel Amber

yeah nice idea :) id like to have some proper things too so do it as you want ;) Nice

Link to comment
Share on other sites

It's your mod so you're free to do with it what you want, accurate seems like the better option to me anyway (not that I'll be using PS2 vehicle pipeline for much longer though, neo hype!).

  • Like 3
Link to comment
Share on other sites

inadequate

After reading lots of PS2 code (hooray for MIPS assembly) I found out the PS2 vehicle pipeline is not 100% accurate. The type 1 environment mapping is a bit wrong (the one whose texture names don't start with "x"). So at least something good will come out of actually reading all the code instead of guessing a lot. This also makes me consider just ditching the PC-style texture coordinate generation in the PS2 and Spec pipelines altogether. I don't even know why I implemented them in the first place. So unless you protest a lot I think they'll be gone for the next release.

ayy lmao and I thought that the PS2 reflections was 1:1 already. Then, they will look even better?

Link to comment
Share on other sites

The only visual difference should hardly be noticable, only type 1 environment maps as I said. Otherwise I just want to the code to be nicer.

  • Like 2
Link to comment
Share on other sites

This level should be good enough for most at night, if people don't like it, they can change it themselves, but for a public release, i think we're fine:

 

 

4smMnPs.jpg

 

uRSlFW5.jpg

 

4PIMkHW.jpg

 

 

Looks pretty decent. Also, doesn't look like the PC version, it seems that the screenshots are from the Xbox version. :p

 

It's your mod so you're free to do with it what you want, accurate seems like the better option to me anyway (not that I'll be using PS2 vehicle pipeline for much longer though, neo hype!).

WLpw0R9.jpg

Link to comment
Share on other sites

Thought if I had a bit more time, I'd do further edits to match the default timecyc (though this of course would mean it'd look bad on anything BUT the original timecyc since I'm using custom values to match), this is just one weather type corrected throughout the day:

 

YQJ9hvd.jpg

Link to comment
Share on other sites

iiCriminnaaL

 

 

 

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.

 

 

Well , someone kind of made it for SA as a cleo script ( and replacing some textures ) but yeah it looks kinda aweful

have a look:

 

 

gallery1079.jpggallery1069.jpggallery1075.jpggallery1087.jpg

 

 

 

That's because he made it for all of the game lights. In VC, it's only in the red light in the back of the vehicles, and maybe in the headlights. In addition, his mod wasn't that close to VC's effects, a bit close, but not exactly.

 

Really hope that SkyGFX's next version includes such an option, VC's headlights and red taillight effects, but not the rest of the game's lights as well. Maybe VC's glare and lens flare's textures should be added in another option, so people can decide if they want VC's lens glares but with SA's glare textures, with VC's, or totally disable them both.

 

Also, in GTA III (maybe VC too, not sure) there's some kind of effect (mostly glare effect) caused by the emergency and police car sirens, it was cut later in San Andreas. Will be great to have it in SkyGFX too.

 

EDIT: Alongside the missing lens flare/glare of the red taillights of GTA SA's vehicles, the red light's reflection is broken too, you can't see its effect on the road or wherever, unlike the headlights, their effect can be seen.

 

Was going to forget something! I don't know if SkyGFX is related to such an effect, but I guess yes; new version should include an option that activates the effect of blood drops on screen, and water drops on screen when raining or riding a boat, just like in GTA VC.

 

Wondering if this can be added (aka will it be added? :p) @The Hero

Link to comment
Share on other sites

No. I only want to compare and revise my PS2 pipelines now and then I'll release it. No more additions unless they're really small and easy.

  • Like 3
Link to comment
Share on other sites

Ash, the screens looks nice. Although one question, shouldn't the spec be disabled during the nights?

Link to comment
Share on other sites

Ash, the screens looks nice. Although one question, shouldn't the spec be disabled during the nights?

It should but I don't want to drift too far from the original and Rockstar Vienna left it on at all times, even same strength.

 

Maybe if I finish that timecyc corrected version I'll knock em down at night til they are nearly off.

 

edit: Actually, input time, are people OK with the DEFAULT carTweak having a much toned down spec highlight at nights? If so I can quickly do that, The Hero seems keen on doing this so we can put this system to use more and be better than Rockstar in this area.

Edited by Ash_735
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

  • 2 Users Currently Viewing
    0 members, 0 Anonymous, 2 Guests

×
×
  • Create New...

Important Information

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