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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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personally I don't intend to use speculars at all, so the less the better

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I see no point in blindly following R*'s sh*tty vision, so yeah you should improve on it as much as possible.

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jYzLR2j.png

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Since the main specular light is supposed to be the sun, it makes no sense having it on at night. I don't know why Vienna did this in III and VC. Of course other lights (lamps &c.) should still be used for specular lighting so setting the specular light to 0 at night but leaving the fourth number intact should give the desired effect.

 

In other news I went through all building pipelines now as well (and there are 6 of them! luckily they're all very similar). That means I pretty much know everything now to nail the building and car rendering 100%. And the PC style environment map I was threatening to remove had already been removed in a previous version, I just didn't remove the code, derp.

Edited by The Hero
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Does this mean the PS2 parachute will finally have correct colors at night? :monocle:

 

I'm not too familiar with the neo reflections so I must ask, can the specular lighting be "smoothed out" in the .ini file? Similar to how it works in DK's ped spec mod, where you can control the strength to make it look smoother.

jYzLR2j.png

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Does this mean the PS2 parachute will finally have correct colors at night? :monocle:

No. That makes no sense and it doesn't have night colors on PS2 either.

 

 

I'm not too familiar with the neo reflections so I must ask, can the specular lighting be "smoothed out" in the .ini file? Similar to how it works in DK's ped spec mod, where you can control the strength to make it look smoother.

Not familiar with DK's ped spec mod, but I think you can adjust what you mean with the power value from the tweaking table.

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So PS2 buildings are apparently supposed to have a wet road effect. Next version will have that.

Edited by The Hero
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How is that? Can you post a screenshot please? I'm not home at the moment to see in my PS2 copy.

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Haven't seen it myself yet. Just the code. It's done by interpolating between day and night vertex alpha where day alpha = 100% wet. Older silent patch versions had the wet road effect on at all times because it's a bit unintuitive that night alpha is the normal one.

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Haven't seen it myself yet. Just the code. It's done by interpolating between day and night vertex alpha where day alpha = 100% wet. Older silent patch versions had the wet road effect on at all times because it's a bit unintuitive that night alpha is the normal one.

So buildings will actually have a bit of a reflection effect ? that's hot :inlove: take your time Hero :p

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Now that sounds interesting! Good old PS2 does it again.

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That sounds cool and quite realistic. Nice find!

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Actually it doesn't look too impressive. They just made the roads a bit transparent to let the sky color from below shine through...as a sort of reflection i guess. Maybe it depends on the weather a bit, but it's not very noticeable with weather 16.

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hey so neo reflection and bbuildings reflections will be in the next build???
Btw i havent played or been on the forum in a long time so forgive me if i ask if the new skygfx build is out

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Mr. Anderson Neo reflections and rain drops will be in the next build. (Fake) building reflections have been in skygfx for quite some time already, what I have done now is implemented the wet road effect, which is just a little bit of transparency, nothing fancy but some more PS2 accuracy. I'll release the new version as soon as I can, I hope tomorrow but possibly on saturday or sunday.

Edited by The Hero
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inadequate

I was browsing over the internet and I found this comparison image between SkyGfx reflections: PC, PS2 and Xbox.

 

 

rq08Wd4.png

 

 

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I was browsing over the internet and I found this comparison image between SkyGfx reflections: PC, PS2 and Xbox.

 

 

 

rq08Wd4.png

 

Last pic looking best. Is it SkyGFX ?

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Igor Bogdanoff

All except 4 1st are skygfx, 1st is vanilla

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Actually it doesn't look too impressive. They just made the roads a bit transparent to let the sky color from below shine through...as a sort of reflection i guess. Maybe it depends on the weather a bit, but it's not very noticeable with weather 16.

The f*ck? So the 'blue hell' will be visible by doing that cheap ass trick? I'd take the silentpatch his version then :p

.ini pl0x?? :orly:

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Lesson of the day, San Fierro is grey.

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Minhkute360

Sorry if this question is stupid: What does "neo" stands for?

 

And with type of this reflection does it at least also renders the sun glare in car body especially the windshield? (I mean rendering the sun corona - coronastar" in particle.txd)

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Blackbird88

Either it means "new" or it refers to R* Vienna's name before they got acquired by R* (Neo Software Productions)

Edited by Blackbird88
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Any graphical additions or changes to the default RenderWare on the Xbox versions of GTA3/VC were all done via the "neo" folder, of course stemming from the name of the company before Rockstar bought them (and closed them down), that's where the additional textures and dat files are located for the game to use, when doing SkyGFX it just became natural to refer to those kind of things as "Neo ----" so "Neo Reflections", "Neo World Pipe", etc.

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BS_BlackScout

Mr. Anderson Neo reflections and rain drops will be in the next build. (Fake) building reflections have been in skygfx for quite some time already, what I have done now is implemented the wet road effect, which is just a little bit of transparency, nothing fancy but some more PS2 accuracy. I'll release the new version as soon as I can, I hope tomorrow but possibly on saturday or sunday.

This is the meaning... err... :pp

Edited by BlackScout
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As a final teaser, here's the settings we've decided on for the release:

 

Owyz9Tm.jpg

 

jtHqIru.jpg

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Dash Shack

The first one with Greenwood is JUST F*CKING AWESOMENESS!

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This is probably gonna be a reason for me to replay the game again & again :inlove: Great work guys.

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