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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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are you planning to get involved with the renderHook team? I think thats the future for 3th era gta graphics mods, maybe it would be easier to develop ps2 fx features, they've already made outstanding work and even better fps than vanilla gta

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MaxusDestroyer: Try the SAMP restore thingy.

Arctic77: I'm not that interested in renderhook. It looks interesting but I don't really see the point in making a game from 2004 look like that.

Edited by The Hero
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It's looks amazing (with 256x256 texures looks almost like on mobile devices), very BIG thank you, TheHero!

qHngpN.jpg


Perhaps, it is this opportunity-will generate a lot of useful things in modding.
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MaxusDestroyer
8 hours ago, The Hero said:

MaxusDestroyer: Try SAMP the samp restore thingy.

Arctic77: I'm not that interested in renderhook. It looks interesting but I don't really see the point in making a game from 2004 look like that.

you mean samp graphics restore?

 

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5 hours ago, SaH4PoK said:

It's looks amazing (with 256x256 texures looks almost like on mobile devices), very BIG thank you, TheHero!

  Reveal hidden contents

qHngpN.jpg

 


Perhaps, it is this opportunity-will generate a lot of useful things in modding.

How did you turned on this? I tried myself but i got nothing 

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On 6/1/2018 at 12:49 PM, The Hero said:

He modificado algunos valores de ida y vuelta. Por el momento, creo que estoy satisfecho con el efecto, el único problema es obtener un mapa del entorno adecuado. El juego móvil realmente construye una lista de reproducción especial solo para los reflejos y tendré que hacer lo mismo, de lo contrario, los objetos detrás de la cámara se eliminarán y, por lo tanto, no se reflejarán. Entonces sí, eso será divertido.

@The Hero

I've been testing the new mobile reflections in skygfx for a while and found some errors.

1) The trees are not reflected with the new mobile reflections (as with the old Neo reflections).

2) some objects disappear from the reflections when turning the camera slightly, although it is only noticeable when you get too close to the cars, maybe it is due to the low resolution of the reflections, I suppose you will add an option to modify the quality of the reflections in the skygfx.ini file

3) Some parts of the map are not reflected.

4) and last but not least, the reflections are distorted in a strange way when a structure on the map is above the vehicle, I think this also happens in the mobile version, although the distortion is less noticeable.

Edited by MB7783
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Hey, The Hero! I just wanted to thank you for adding XP support, good work! I'm having lots of fun playing with this mod.

 

HOWEVER, I found three bugs. Two in the VC version and one in the SA version:

 

In VC, the rain and water droplets are WAY too less. I remember that while playing with an older version installed, I made Tommy jump into the water and there were droplets all over the screen. And the PS2 water option is missing from INI, I had to add the line manually from a previous version.

 

In SA, the peds' geometry frequently becomes deformed while using PS2 car reflections and that just nearly breaks my spleen. This bug was already posted here by some Turkish guy while I was dealing with the neoGlossPipe crash. I also faced this problem while using your old PS2 car reflections plugin, but it happened after a long time of gameplay.

 

Still, the mod is good, I have it installed on both SA and VC, looking forward to more new stuff and bug fixes...

Edited by The Eddo
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4 minutes ago, The Eddo said:

Hey, The Hero! I just wanted to thank you for adding XP support, good work! I'm having lots of fun playing with this mod.

 

HOWEVER, I found three bugs. Two in the VC version and one in the SA version:

 

In VC, the rain and water droplets are WAY too less. I remember that while playing with an older version installed, I made Tommy jump into the water and there were droplets all over the screen. And the PS2 water option is missing from INI, I had to add the line manually from a previous version.

 

In SA, the peds' geometry frequently becomes deformed while using PS2 car reflections and that just nearly breaks my spleen. This bug was already posted here by some Turkish guy while I was dealing with the neoGlossPipe crash. I also faced this problem while using your old PS2 car reflections plugin, but it happened after a long time of gameplay.

 

Still, the mod is good, I have it installed on both SA and VC, looking forward to more new stuff and bug fixes...

 

I think that the Ped deformed, is due to the low capacity of your PC or Graphic Card ... I had that problem on my old PC .... in fact with an older one I could not even use Skygfx because EVERYTHING was deformed ..

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17 hours ago, MaxusDestroyer said:

you mean samp graphics restore?

 

Yes, sorry for the typo.

 

MrFlamer: with "Mobile" building pipe and the two files from the models directory.

 

MB7783: bugs 1-3 are actually one and the same. I'm just not rendering the env map in the best way, and doing that will take me quite some time. As you said bug 4 also happens in the mobile version.

 

The Eddo: I have considered making an option for the water drops to get the original behaviour that I ported from the xbox games and TAG's changes to them. I just don't like touching ths water drops code anymore.

ps2Water indeed disappeared somehow. It's back now.

 

Hm. Dunno about the peds. Can you post a screenshot? It might be a clipping bug but since I didn't touch the ped code I would assume the RW code takes care of setting it up correctly.

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ThirteenAG
55 minutes ago, The Hero said:

I just don't like touching ths water drops code anymore. 

Maybe export the necessary functions and delete whatever is that you're so not happy with (injector I assume), and I will make a separate plugin with additional droplets.

Btw, now that I think about it, what a mean thing to say, honestly.

Edited by ThirteenAG
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Hm....that might work. Maybe it would be more effort than to just fix it in skygfx though...

And yes, injector is what I'm not happy with. I'm reverting the injectorized changes you made to my code right now, then I'll check out how to handle your extended raindrops. But anyway, III and VC are not the big problem here since we can at least fall back to the original Neo behaviour. SA with the bugs that people are reporting all the time is.

 

One thing i'm also not too happy about right now is the blood drops, there are way too many of them i feel. thoughts?

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The most annoying thing is the water drops randomly appearing on the whole screen without any water nearby and no rain (in SA only, III and VC are 100% OK). This happens VERY often and actually is the only thing that needs fixing.

As for blood drops - someone says that this effect is very low, you say that there are too many of blood drops. Better to leave them as is, they appear so rarely anyway.

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This is the problem with the Blood Drops too, sometimes they appear on the screen without any reason. In a small amounts.

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Haven't seen nothing like that. They could appear only if someone fights (getting shot by cops, etc.) near player, but maybe there's really a need to lower the distance because blood drops can appear when player is pretty far from that crime scene

Edited by Marsi4eg
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1 hour ago, Marsi4eg said:

Lo más molesto es que las gotas de agua aparecen aleatoriamente en toda la pantalla sin agua cerca y sin lluvia ( en SA solamente, III y VC son 100% correctos ). Esto sucede MUY a menudo y, en realidad, es lo único que debe corregirse.

En cuanto a las gotas de sangre, alguien dice que este efecto es muy bajo, usted dice que hay demasiadas gotas de sangre. Es mejor dejarlos tal como están, de todos modos aparecen muy raramente.

 

56 minutes ago, Razor_BladePL said:

Este es el problema con las Gotas de Sangre también, a veces aparecen en la pantalla sin ningún motivo. En pequeñas cantidades

 

45 minutes ago, Marsi4eg said:

No he visto nada como eso. Pueden aparecer solo si alguien pelea (recibiendo disparos de policías, etc.) cerca del jugador, pero tal vez sea realmente necesario reducir la distancia porque pueden aparecer gotas de sangre cuando el jugador está bastante lejos de la escena del crimen.

 

i think I'm the only one who does not have problems with water drops on the screen.

Edited by MB7783
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why is it that the game look's so dark at night?(GTA SA) its kind of hard to see stuff. (my SkyGFX config below)

Spoiler
[SkyGfx]
; SHIFAAH9's 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.

;; 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
;; These are used as fall-back 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=Spec        ; Select the vehicle pipeline to be used
                        ;  values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox), "Leeds" (similar to LCS/VCS)
                        ;  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).
leedsShininessMult=1.0  ; Leeds reflection intensity multiplier
neoShininessMult=1.0    ; Neo reflection intensity multiplier
neoSpecularityMult=1.0  ; Neo specular light intensity multiplier
sunGlare=0              ; 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=1     ; 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=1            ; Enable dynamic ped shadows
stencilShadows=1        ; Enable stencil shadows (vehicles and poles)

;; Color filter
colorFilter=Mobile      ; Select the color filter
                        ;  values: "PS2", "PC", "Mobile", (needs colorcycle.dat), "None"
; usePCTimecyc=1        ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat
blurLeft=   9           ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
blurTop=    9           ;  to disable blur set these to 0
blurRight=  9
blurBottom= 9
;; Radiosity
doRadiosity=1           ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
;; Misc
disableClouds=1         ; 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=0         ; Use Neo water drops on screen (cannot be toggled at runtime)
neoBloodDrops=0         ; Use Neo water drops on screen (requires neoWaterDrops)
transparentLockon=0     ; 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
fixPcCarLight=0			; removes fixed PC car diffuse and ambient light (cannot be toggled at runtime)

;; Modify final colors in YCbCr space
; YCbCrCorrection=0	; turns this on or off (default 0)
; lumaScale=0.8588	; multiplier for Y (default 0.8588)
; lumaOffset=0.0627	; this is added to Y (default 0.0627)
; CbScale=1.22		; like above with Cb and Cr (default 1.22)
; CbOffset=0.0		; (default 0.0)
; CrScale=1.22		; (default 1.22)
; CrOffset=0.0		; (default 0.0)

;;;;;
;;;;; 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
;; This value controls the threshold of the dual pass below which Z is not written
; zwriteThreshold=128		; Set to 255 to get Silent's dual pass effect (default 128)

;; 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)
; radiosityRenderPasses=1      ; How often the radiosity effect will be applied to the frame (default 1)
; radiosityIntensity=35        ; Multiplier for radiosity intensity (default 35)

 

 

 

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ThirteenAG
34 minutes ago, gts. said:

Yes I know, primarely the root of the problem is a lack of distance check, that's why droplets may show up "randomly", when certain particles are not created by the player. aap wants to keep everything in one place, so we will sort out these issues at a later date.

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Something has made me curious. Does this also fix the chrome/reflection which R* screwed?

Alexander made GFXHack back in 2007 but for some reason SA crashes occasionally and maybe SkyGfx fixed the reflections?

And also possible to have the reflections/chrome fixed when using PC presets?

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No idea what that even is. Is this the car/building env map type 1 (without the "x" in the texture) or what?

Edited by The Hero
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I made my own screens to explain what it does.

 

Without GFXHack:

https://i.imgur.com/4eR0lVn.jpg

 

With GFXHack:

https://i.imgur.com/Wu4qQR0.jpg

 

As you can see, the reflections are fixed and looks much smoother. The first screen shows a very distorted one.

Despite it's not a SA car, this problem applies to SA vehicles aswell. It's more visible on vehicles with chromed exhausts and windows and other parts.

Edited by SilverRST
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Well, take a look at how it looks with skygfx. I think the env map 1 is rendered differently on PS2 and I have implemented that accurately.

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1 hour ago, The Hero said:

Well, take a look at how it looks with skygfx. I think the env map 1 is rendered differently on PS2 and I have implemented that accurately.

Thanks a lot! Appreciate it. GFXHack is not a very convenient way to keep using it as it's unstable which makes it not load occasionally and or crashes the game.

It's odd how really distorted the reflections are. It's not only env map 1, any type of reflections are affected too.

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18 hours ago, The Hero said:

MB7783: bugs 1-3 are actually one and the same. I'm just not rendering the env map in the best way, and doing that will take me quite some time. As you said bug 4 also happens in the mobile version.

It is really necessary to maintain the same flaws as the mobile version of reflections in skygfx
I'm just saying that I do not see a logical reason why the distortion in mobile reflections should be maintained when a structure is reflected on the vehicle
Personally I believe that these defects must be resolved after being tested in the game.
I think doing it would take a long time.
:)

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19 hours ago, The Hero said:

Hm. Dunno about the peds. Can you post a screenshot? It might be a clipping bug but since I didn't touch the ped code I would assume the RW code takes care of setting it up correctly.

Uh, I can't, but some Turkish guy posted a screenshot of it on page 233, he was having the same problem. I hope you remember seeing it.

But unfortunately, the screenshot's gone now. And because of this damn ped deforming bug, I'm forced to use your old postfx, ps2shads and ps2grass plugins, it really disgusts me.

 

Strangely enough, when I removed buildingPipe and vehiclePipe from SA skygfx.ini, the bug disappeared.

Oh, and the grassAddAmbient and ps2grassFiles options don't work whatsoever, you should check them...

Edited by The Eddo
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inadequate

@ThirteenAG: I have a suggestion, what about a randomizer for the neoBloodDrops for the three games? Sometimes more blood droplets on screen, sometimes less. What do you think?

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MB7783: it's because getting rid of the distortions would be quite hard. I know of no solution. Please tell me if you know one.

 

The Eddo: ps2grassFiles is indeed disabled for the moment. grassAddAmbient should work.

Still no idea why the peds shouldn't work. It definitely sounds like a clipping issue to me but I'm handling things correctly in my render callbacks. And I don't even touch the skin pipeline that renders peds....

Do you have to disable both building and vehicle pipes for it to work or is it only one of them that gives you trouble?

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