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

inadequate

Water drops appear in interior if it rains outside (or at least when cheats used to get the weather)

Can confirm, even in Transfender.
  • Like 2
Link to comment
Share on other sites

Rachel Amber

yea for me it rain in safehouse's too


When the neo files can't be loaded but try to use neo reflections. That's intentional.

Sorry for double Post but i didnt saw anwser but I placed NEO in main SA folder LIKE IN 3/VC and asi's too and it still doesnt work...

Link to comment
Share on other sites

Damn it TAG! :p test your stuff!

  • Like 1
Link to comment
Share on other sites

Yeah, to match PS2.

 

Anyway, doesn't really matter. About the timecyc, I guess the original PS2 one have stronger color and atmosphere, check for example this video:

 

(Not so good quality in the video, but anyway, check 1:52, you'll see the Grove's circle color orange as the strong atmosphere, and time was around 8-9:00, didn't even reach 20:00.)

 

 

And many others I've seen, stronger colors. (as well as when I used to play it in PS2, I remember the atmosphere was better)

Set your game to 640*480.

 

Here's my comparison. Colors are completely the same (even though a weather isn't the same)

 

PC:

843e567f9b43.png

 

PCSX2:

f15d1bcf7f5f.png

 

Real PS2: (Captured by OPL IGS feature)

975bb9e7cae6.png

Edited by Marsi4eg
Link to comment
Share on other sites

It doesn't make a difference. Which means this is a problem with the Overdose mod. I have no idea how the effect is generated and what changes were made to it by the particle effects mod.

You can disable the rain noise completely with MixSets (DisaRainNoise and DisaNoiseGoggl), the noise effect doesn't look good in high resolutions anyways.

jYzLR2j.png

Link to comment
Share on other sites

 

 

 

Yeah, to match PS2.

 

Anyway, doesn't really matter. About the timecyc, I guess the original PS2 one have stronger color and atmosphere, check for example this video:

 

(Not so good quality in the video, but anyway, check 1:52, you'll see the Grove's circle color orange as the strong atmosphere, and time was around 8-9:00, didn't even reach 20:00.)

 

 

And many others I've seen, stronger colors. (as well as when I used to play it in PS2, I remember the atmosphere was better)

 

 

Set your game to 640*480.

 

Here's my comparison. Colors are completely the same (even though a weather isn't the same)

 

PC:

 

 

843e567f9b43.png

 

 

 

PS2:

 

 

f15d1bcf7f5f.png

 

 

Interesting comparison. Looks like skygfx needs that PS2 resolution filter. PS2 still looking more blurred against PC, even with blur enabled in skygfx.

  • Like 2
Link to comment
Share on other sites

PC has higher resolution textures as well, that's why it will also appear sharper.

Link to comment
Share on other sites

 

 

This reminded me that the night vision noise was also broken with the Overdose particle effects mod. Not sure how to fix that yet.

Have you tried grainFilter=PC in the ini?

 

It doesn't make a difference. Which means this is a problem with the Overdose mod. I have no idea how the effect is generated and what changes were made to it by the particle effects mod.

 

It's not. I have the same problem without having the Overdose mod as a particle modification.

Link to comment
Share on other sites

PC has higher resolution textures as well, that's why it will also appear sharper.

And PC also got greater draw distance.

Link to comment
Share on other sites

 

PC has higher resolution textures as well, that's why it will also appear sharper.

And PC also got greater draw distance.

 

As for this screenshot - Project 2dfx is in use, so draw distance is increased there.

Another notice is the PC version has a lot more vegetation than PS2 :)

Edited by Marsi4eg
Link to comment
Share on other sites

 

 

PC has higher resolution textures as well, that's why it will also appear sharper.

And PC also got greater draw distance.

 

As for this screenshot - Project 2dfx is in use, so draw distance is increased there.

Another notice is the PC version has a lot more vegetation than PS2 :)

 

I know. But stock SA without Project 2dfx already got greater draw distance than PS2.

Link to comment
Share on other sites

Rachel Amber

its not related to skygfx in any way only to Game texture's/models so i dont know why you ask about that here...

Link to comment
Share on other sites

Another notice is the PC version has a lot more vegetation than PS2. :)

Where?

  • Like 1
Link to comment
Share on other sites

 

Another notice is the PC version has a lot more vegetation than PS2. :)

Where?

 

For example on those screenshots posted a few posts above. Some trees don't exist on PS2 in that place

  • Like 1
Link to comment
Share on other sites

Igor Bogdanoff

no, it's about the cementary, where they bury CJ's mom in Big Smoke cutscene

 

edit: owai, mistaken grass with vegetation :D. But ye there is even more grass around map on PC (with skygfx)

Edited by Tomasak
  • Like 1
Link to comment
Share on other sites

And again, as for that grass:

https://youtu.be/A5DkkUTnA-0

Link to comment
Share on other sites

Try copying the link for it, it's not removed just unlisted.

Link to comment
Share on other sites

 

Here's my comparison. Colors are completely the same (even though a weather isn't the same)

 

 

Three things: PC has farther draw distance, PC has higher resolution textures, and many PC textures don't have mipmaps.

 

Also, the download link seems to be down right now.

Edited by Snowshoe
Link to comment
Share on other sites

For example on those screenshots posted a few posts above. Some trees don't exist on PS2 in that place

Are you sure? I don't have the game in this PC installed so I can't check it at the moment. The difference isn't by the PS2 draw distance?

Link to comment
Share on other sites

Link to comment
Share on other sites

Meh, I thought it was something to code related but map. Anyway, PC objects that were added later than PS2 version, looks so rushed, a tree on a tree.

Link to comment
Share on other sites

I think the PC map is basically a late beta map. The PS2 map was enhanced a bit but also some objects were removed probably because it was too much for the PS2 to handle. Some pre-release screenshots show some of the objects that are in the PC map but not in the PS2 map, so I think they were always meant to be there. Similarly many of the props around the map in III were removed for the PS2 release.

  • Like 3
Link to comment
Share on other sites

Also, the download link seems to be down right now.

sh*t, I'm at uni and noticing the same thing. Wonder what happened. Maybe my router got confused somehow but I can't check that right now.

  • Like 1
Link to comment
Share on other sites

iiCriminnaaL

Was the PS2's atmosphere decreased or I forgot to enable smth in the ini?

 

In my game, the yellow atmosphere isn't so strong as I remember in PS2, check this out: http://imgur.com/a/B4bUS (it's the pic collection of the main page of the topic. Even Grove Street home's circle is kinda orange, in the morning, and even afternoon, not only between 20:00 and 22:00)

 

Try to enable PS2 graphics in some ini of you, check if it looks the same or not. If yes, send your ini's content in a spoiler so I'll try.

 

Btw, the timecyc I'm using is the default PC's timecycp.dat, renamed it to timecyc.dat as well, and PS2 colorfilter is enabled. Tried to enable and disable gamma, but it wasn't so related.

Edited by Kane49
Link to comment
Share on other sites

All the screenshots from that gallery were taken from the PC version with (an older version of) skygfx.

Edited by The Hero
  • Like 2
Link to comment
Share on other sites

iiCriminnaaL

All the screenshots from that gallery were taken from the PC version with (an older version of) skygfx.

Anyway, I'll send my ini's content, check if it's fine to emulate the PS2's colors and atmosphere. (decreased blur as well, looks so ugly and f*cks my eyes when it's high. anyway, tried with it and without it, colors didn't change.)

 

[skyGfx]

; PS2-like configuration
;; If you leave the value empty (e.g. buildingPipe= ) or remove the line,
;; the default PC setting will be used, in some cases the game code will not
;; even be touched then. This might be useful should there be incompatibilities
;; with other mods.
;; Disabling buildingPipe is recommended for SA:MP
;; Hotkeys for toggling in game
;; The numbers below are VK keycodes, you can look them up on https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx
;; I'm aware this is super sh*tty. Set to zero or remove the lines to disable.
keySwitch=0x79 ; cycle through inis (0x79 = F10)
keyReload=0x7A ; reload all inis (0x7A = F11)
;; Texture modulation: ps2Modulate(Building|Grass)
;; Emulates the PS2 way of texture modulation.
;; In practice this means the world and grass will be brighter
;; Dual pass: dualPass(Default|Ped|Building|Vehicle|Grass)
;; Enables dual pass to fix alpha issues (emulates PS2 behaviour). This could affect performance
;; NOTE: set TwoPassRendering=0 in SilentPatch when using dualPassBuilding=1
;; These are used as fallback if the fine tuned settings are not set:
ps2Modulate=1
dualPass=1
;; Render Pipelines
buildingPipe=PS2 ; Select the building pipeline settings to be used, they only differ in reflection and lighting
; values: "PS2", "PC"
; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
vehiclePipe=PS2 ; Select the vehicle pipeline to be used
; values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox)
; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
neoEnvMapSize=128 ; Size of the reflection map used for Neo car reflections (rounded up to next power of 2).
neoShininess=0.75 ; Neo reflection intensity
neoSpecularity=2.0 ; Neo specular light intensity
sunGlare=1 ; Sun glare on cars like in VC
;; Grass
grassAddAmbient=1 ; Add current ambient light to grass color like on the PS2
ps2grassFiles=1 ; Load two sets of grass models (grass[23]_n.dff) like on the PS2, the PC game loads only one set of models (cannot be toggled at runtime)
grassFixPlacement=1 ; Fix the grass placement bug in the PC version. There is hardly a reason to disable this
grassBackfaceCull=0 ; Enable or disable backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance
;; Shadows (if unset game settings will be used)
pedShadows=0 ; Enable dynamic ped shadows
stencilShadows=0 ; Enable stencil shadows (vehicles and poles)
;; Color filter
colorFilter=PS2 ; Select the color filter
; values: "PS2", "PC", "Mobile", (needs colorcycle.dat, does not look right yet), "None"
; usePCTimecyc=0 ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat (cannot be toggled at runtime)
blurLeft= 1 ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
blurTop= 2 ; to disable blur set these to 0
blurRight= 1
blurBottom= 1
;; Radiosity/VCS trails
doRadiosity=1 ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
vcsTrails=0 ; Render Vice City Stories PS2 trails instead of San Andreas radiosity
; (scaleOffsets and radiosityFilterPasses apply as well, radiosityFilterUCorrection=0 will disable blur) (default 0)
;; Misc
disableClouds=0 ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
disableGamma=1 ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
neoWaterDrops=1 ; Use Neo water drops on screen
transparentLockon=1 ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
lightningIlluminatesWorld=0 ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC
;;;;;
;;;;; Advanced fine tuning
;;;;;
;; PS2 texture modulation, these override ps2Modulate
; ps2ModulateBuilding=1
; ps2ModulateGrass=1
;; Dual pass, these override dualPass
; dualPassBuilding=1
; dualPassVehicle=1
; dualPassGrass=1
; dualPassPed=1
; dualPassDefault=1 ; everything else
;; PostFX
; These three are tied to colorFilter if not explicitly set:
; infraredVision=PS2 ; Select the infrared vision
; ; values: "PS2", "PC"
; nightVision=PS2 ; Select the night vision
; ; values: "PS2", "PC"
; grainFilter=PS2 ; Select the grain filter for infrared, night vision and rain
; ; values: "PS2", "PC"
;; Radiosity settings
radiosityFilterPasses=2 ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
; ; for VCS trails this is interpreted as a boolean whether to downscale or not
; radiosityRenderPasses=1 ; How often the radiosity effect will be applied to the frame (default 1)
; radiosityIntensityLimit=220 ; Limit for highlights, hardly ever used (default 220)
; radiosityIntensity=35 ; Multiplier for radiosity intensity (default 35)
; radiosityFilterUCorrection=2 ; How much the effect will be stretched out to the upper left (default 2)
; radiosityFilterVCorrection=2 ; when u=0, no offset for VCS trails
;; VCS trails settings
; trailsLimit=2 ; default 80
; trailsIntensity=1 ; default 38

 

 

Link to comment
Share on other sites

Was the PS2's atmosphere decreased or I forgot to enable smth in the ini?

 

In my game, the yellow atmosphere isn't so strong as I remember in PS2...

 

 

check this out: http://imgur.com/a/B4bUS (it's the pic collection of the main page of the topic. Even Grove Street home's circle is kinda orange, in the morning, and even afternoon, not only between 20:00 and 22:00)

 

Try to enable PS2 graphics in some ini of you, check if it looks the same or not. If yes, send your ini's content in a spoiler so I'll try.

 

Btw, the timecyc I'm using is the default PC's timecycp.dat, renamed it to timecyc.dat as well, and PS2 colorfilter is enabled. Tried to enable and disable gamma, but it wasn't so related.

 

What do you mean with orange atmosphere exactly? *I think* that I can see what do you mean if I'm not wrong though. Edited by Inadequate
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

  • 4 Users Currently Viewing
    0 members, 0 Anonymous, 4 Guests

×
×
  • Create New...

Important Information

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