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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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luizfilipeRN

i dont think proper dynamic car shadows were coded for gta vc. sh*t maybe the dynamic ped shadows in cutscenes from the ps2 were going to be used only in one cutscene or another but they forgot to disable it or something

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ThirteenAG

i dont think proper dynamic car shadows were coded for gta vc. sh*t maybe the dynamic ped shadows in cutscenes from the ps2 were going to be used only in one cutscene or another but they forgot to disable it or something

Cars can use same cutscene shadows, the problem is they don't rotate accordingly. That's why MVL only has shadow options for peds and planes. Couldn't find how it looks exactly, but found this instead lol

 

Edited by ThirteenAG
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I'm not that interested in doing that actually. I'll let other people do it. The important thing is that all skygfx pipelines should now work correctly for shadow rendering.

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Why do not gta sa bikes use Neo reflections?

Yeah,there's no shadows of vehicles. :sly:

 

no problem, i fixed

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Over_Pro123

 

 

Why do not gta sa bikes use Neo reflections?

Yeah,there's no shadows of vehicles. :sly:

 

no problem, i fixed

 

Can you tell me how to do that? :colgate:

Edited by Over_Pro123
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Hmm, dynamic shadows doesn't fit in GTA III Era games, looks so weird and awkward. I prefer to leave the shadows in their original state.

Original shadows got their own nice atmosphere in III, VC and SA. But that's only my opinion.

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The problem is that a lot of mods just do them extremely sharp when they should be incorporating blend and blur to help them fit in.

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And with 'lots of mods', you mean like those super UHD carmods with 8K Ultra ENB with 32K dynamic shadows? :p

Those kind of mods surely helps a bit probably but then you got the geological world.

 

PS2 shadows for peds fits right in III Era. Or it could be me being stubborn and telling my grandkids "back in my day all we had to do was to follow the damn train" in superfast NFS Carbon converted cars :lol:

Edited by SilverRST
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inadequate

And with 'lots of mods', you mean like those super UHD carmods with 8K Ultra ENB with 32K dynamic shadows? :p

Those kind of mods surely helps a bit probably but then you got the geological world.

 

PS2 shadows for peds fits right in III Era. Or it could be me being stubborn and telling my grandkids "back in my day all we had to do was to follow the damn train" in superfast NFS Carbon converted cars :lol:

Terrible post. :p

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Why do not gta sa bikes use Neo reflections?

Yeah,there's no shadows of vehicles. :sly:

 

no problem, i fixed

 

Can you tell me how to do that? :colgate:

 

Of course!

just add the "xvehicleenv" texture to the model of the bike you want to modify using Zmodeler.

there is only one small error, and that is that the texture is not added correctly to the model, so that almost all the bikes are brown

 

Do you know anyone who can fix this error?

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am I doing something wrong? like half of vice city cars dont get any relfections with xbox car pipeline ): stock or xbox cars same happens

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Over_Pro123

 

 

 

 

Why do not gta sa bikes use Neo reflections?

Yeah,there's no shadows of vehicles. :sly:

 

no problem, i fixed

 

Can you tell me how to do that? :colgate:

 

Of course!

just add the "xvehicleenv" texture to the model of the bike you want to modify using Zmodeler.

there is only one small error, and that is that the texture is not added correctly to the model, so that almost all the bikes are brown

 

Do you know anyone who can fix this error?

 

No but i will try to find.

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And with 'lots of mods', you mean like those super UHD carmods with 8K Ultra ENB with 32K dynamic shadows? :p

Those kind of mods surely helps a bit probably but then you got the geological world.

 

PS2 shadows for peds fits right in III Era. Or it could be me being stubborn and telling my grandkids "back in my day all we had to do was to follow the damn train" in superfast NFS Carbon converted cars :lol:

Terrible post. :p

 

Explain :p I have no idea what I wrote but can't arsed to edit it lol.

Edited by SilverRST
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am I doing something wrong? like half of vice city cars dont get any relfections with xbox car pipeline ): stock or xbox cars same happens

Correct. You either have to fix them yourself or use the xbox models. I actually thought about doing fixed PS2 vehicles for this, but haven't gotten around to it yet. Edited by The Hero
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Can anybody help me please,I have installed the new SkyGfx 3.7 over my San Andreas with Reborn pack and now the shadows are showing up as blobs not the dynamic ones it normally has on very high settings.I've looked in the skygfx ini file tried disabling the stencil shadows and enabling and it's not working.Thank you(nevermind,managed to fix it).

Now the problem is that the fps tanks with them on ,don't know why ,it worked fine before.

Edited by SirDoge27
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U do know that Skyfx SA v3.7 is still in development and isn't publicaly released..

no wonder it has bugs..

But it has been released publicly,check the OP.

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Dynamic shadows tank fps in certain places regardless. Also dual pass rendering might add that extra strain on your system too much with the additional strain of dynamic shadows.

 

You can try disabling dual pass rendering of some objects in skygfx.ini to see if it helps maintain framerate, if so you'd need higher specs to keep performance steady.

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am I doing something wrong? like half of vice city cars dont get any relfections with xbox car pipeline ): stock or xbox cars same happens

Correct. You either have to fix them yourself or use the xbox models. I actually thought about doing fixed PS2 vehicles for this, but haven't gotten around to it yet.

 

well, xbox cars have the same issue so no real fix there

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~Snip~

But it has been released publicly,check the OP.

 

 

oh.. i clearly did not know that my bad

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In PS2 (Or at least in the port of Ps4) the firelight is reflected in the ground, this is not in PC Is there any solution?

PS2/PS4 (Capture of:

)

N53gmUo.jpg

PC:

yME1P9m.png

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The floating lights above the fire have shadows underneath them similar to lamp posts. Check 47:10 in the video after the molotov is thrown.

 

YKqnLK3.png

Here's one clipping through the bottom of a wall. It's not a corona.

Edited by Snowshoe
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I refer to the light that emits fire and illuminates the ground, in the PC you can only see the fire and lens flare above the flames, but the ground is not illuminated

I already try in many situations, day, night, afternoon, cloudy, rainy, clear and simply do not see that lighting on the floor

Edited by Pirushu
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Igor Bogdanoff

Shouldnt SilentPatch fix that? But you prolly already have it

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I don't think this was ever patched in SilentPatch. Sounds like something to do with the effects system and shadows. I don't know much about either of them.

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Yes, I already have the latest Silentpatch installed, although maybe Silent knows something about this

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I honestly don't see reflections there.

I think he means the light shadows. You know the light shadows from the lampposts? On PS2 those 'light shadows' are casted by fire.

In PC version they are abscent. And he got a good point to be honest. Never knew that and am curious to it, can you add it?

 

Damn it, R*, do you really have brains in your rectum or what?? Or extremely lazy you need a machine to do the breathing for you? SMDH.

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Anyone knows why the new peds models I exported from 3Ds Max using Kamscript have no rim lighting from skygfx? The feature is so good and the new models look extremely lacking when near default ones...

 

Like here, left - default models, right - a new model

3jAsXA_6JFE.jpg

Edited by ilufir
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