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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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14 minutes ago, The Hero said:

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?

Uh, yeah, buildingPipe is the one.

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9 hours ago, The Hero said:

MB7783: es porque deshacerse de las distorsiones sería bastante difícil. No conozco ninguna solución. Por favor dime si sabes uno.

I do not have much knowledge about GTA modding in programming.
you can ask someone who has already worked in reflections before, maybe DexX can help you, if I'm not wrong he was the one who made the SA Gfx mod, probably have more knowledge in this, even more than you and everyone who is reading this thread right now.

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I didn't know I spoke spanish! (well, i did take it 4 years in school, but i can hardly say anything)

 

Anyway, Dexx hasn't been modding gta for 10 years or what and nobody has ever rendered sphere maps. I don't think it's possible to fix this. Besides, I'd like accurate mobile reflections, not something completely different

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24 minutes ago, The Hero said:

I didn't know I spoke spanish! (well, i did take it 4 years in school, but i can hardly say anything)

 

Anyway, Dexx hasn't been modding gta for 10 years or what and nobody has ever rendered sphere maps. I don't think it's possible to fix this. Besides, I'd like accurate mobile reflections, not something completely different

I did not know that the mobile reflections used spheres mapping, I suppose that explains everything, although I still do not understand why the sky is reflected when a vehicle passes through a tunnel, maybe it is because even the reflections have not been finished.

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So Micropots has taken over Github. What does this mean for those scripts and tools on your Github page and 13AG his page?

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neoBloodDrops appears when the player is in a fighting or in a shooting in GTA3 and VC? It happens in SA but it seems that doesn't in GTA3 and/or VC. Someone can confirm this please?

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MaxusDestroyer
On 6/3/2018 at 5:23 AM, The Hero said:

Yes, sorry for the typo.

 

i already have it on mi gta

why doesn't work?

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is it possible to set a limit for the ammount of grass based on the place your at

like for example

7 patches of grass at a time on the highway in LV  in the desert theres about 3 patches of grass and some trees here and there to even it out

but in LS its in the middle with 10 scattered around at a time 

and in flint still 10 at a time (with trees lowered abit of course)

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More reports for enhanced droplets by @ThirteenAG. I don't know if the different behaviour between games are intended, but this would be nice to have and to match.

 

III/VC:

  • III only: neoRainDrops doesn't show up on screen when the player is driving a boat (Reefer, Speeder, etc) as VC does.
  • neoBloodDrops doesn't show up on screen when the player is in a shooting or in a fight and gets damaged by other ped or police as SA does.
  • neoBloodDrops doesn't show up on screen when the player is near a fight or some crime scene as SA does.

 

SA:

  • neoRainDrops doesn't show up on screen when the player is driving a boat (Vortex, Reefer, etc) as VC does.
Edited by gts.
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14 hours ago, SilverRST said:

So Micropots has taken over Github.

 

 

Edited by The Eddo
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For now it may happen nothing worse to Github but you simply don't take over Github for 7,5b and leave it like nothing happens to it.

Let's hope for the best and prepare for the worst.

 

And an update:

https://linustechtips.com/main/topic/934339-over-50k-projects-ditch-github-and-move-to-gitlab-following-msft-leaks-news/

 

Edited by SilverRST
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ChengizVlad09

I know trails were available as an option in III, both PS2 and PC, only on PS2 in VC and completely left out in SA, but using good ol' CRT's back then even in SA on PS2 we would still have something similar to that effect. Did anyone ever considered making trails for SA? I can't seem to find it anywhere? After all it could greatly contribute to that PS2 feel.

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spartaque12
1 hour ago, ChengizVlad09 said:

I know trails were available as an option in III, both PS2 and PC, only on PS2 in VC and completely left out in SA, but using good ol' CRT's back then even in SA on PS2 we would still have something similar to that effect. Did anyone ever considered making trails for SA? I can't seem to find it anywhere? After all it could greatly contribute to that PS2 feel.

u can set colorFilter to PS2 which enables trails , and also u can choose colorfilter whenever u like with debugmenu by hero

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ChengizVlad09

Thanks for the suggestion but, colorFilter is already set to "PS2" value and there seems to be no trails, or anything similar in that matter. I'm not familiar with " debugmenu ", what exactly is that? EDIT: I found it, as expected, nothing but perfection from TheHero. There's one thing that seems odd to me though, there's only two options from Silentpatch ini, is that ' normal '?

Edited by ChengizVlad09
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These "trails" are named "radiosity" in SA and enabled by default in PS2-like skygfx config

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BS_BlackScout

So the equivalent of SharpTrails/SharpRadiosity is setting blur offsets to 0? 

(The blur is hideous in my opinion.) 

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ChengizVlad09

@ Marsi4eg Yeah, I get that and I really like that effect, which is always on with me. But it somehow seems to me that radiosity isn't equal to trails. I was just looking the video where some dude plays SA on crt and it immediately reminded me of trails in VC. Btw comparison wise, I have modded VC as well with Silent's trails and by the look of it, that kind of "traily" effect is much more pronounced.

 

Edit: Here's the vid, guy isn't exactly youtube's next big thing, but you can hopefully see what I'm talking about.

 

 

 

Edited by ChengizVlad09
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1 hour ago, ChengizVlad09 said:

@ Marsi4eg Yeah, I get that and I really like that effect, which is always on with me. But it somehow seems to me that radiosity isn't equal to trails. I was just looking the video where some dude plays SA on crt and it immediately reminded me of trails in VC. Btw comparison wise, I have modded VC as well with Silent's trails and by the look of it, that kind of "traily" effect is much more pronounced.

 

Edit: Here's the vid, guy isn't exactly youtube's next big thing, but you can hopefully see what I'm talking about.

 

 

 

Maybe its cause of the fact that all CRT video inputs/outputs are analog not digital?

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There's an option for analogue like colours, but nothing that blurs like CRT.

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Just now, Ash_735 said:

There's an option for analogue like colours, but nothing that blurs like CRT.

You mean ColorCorrection?

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ChengizVlad09
7 hours ago, Ash_735 said:

There's an option for analogue like colours, but nothing that blurs like CRT.

Where do I find that option? 

 

7 hours ago, spartaque12 said:

ChengizVlad09

well Reshade has shader called Motionblur , maybe that shader that u want 

Can you provide me a link?

 

Thanks for helping out guys!

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spartaque12
4 hours ago, ChengizVlad09 said:

Can you provide me a link?

 

Thanks for helping out guys!

https://reshade.me/downloads/ReShade_Setup_3.3.2.exe

Quick start: Run setup tool > Follow instructions > Close setup tool > Start game > ... > Profit

full guide: https://reshade.me/forum/general-discussion/2501-reshade-3-0-guide-for-newcomers

Edited by spartaque12
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What R* called "trails" is in both games an effect that combines the previous frame with the current one, giving that motion blur effect. But the effect is different in III and VC. so you can't just implement trails, you have to come up with a new effect that does something like that. Personally I don't want that, no version of SA has it, so why bother. If you want CRT emulation, that's something else.

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@The HeroIn case if you didn't notice my post somewhere above there, the reason behind the peds deforming in SA is the buildingPipe option.

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ChengizVlad09
56 minutes ago, The Hero said:

What R* called "trails" is in both games an effect that combines the previous frame with the current one, giving that motion blur effect. But the effect is different in III and VC. so you can't just implement trails, you have to come up with a new effect that does something like that. Personally I don't want that, no version of SA has it, so why bother. If you want CRT emulation, that's something else.

Thanks for the clarification, as always. I don't even dare looking for any mod or whatever else that might contain something related to CRT emulation, even way simplier things bothered me for hours not working, lol. I'm a noob what can I say.

 

Yeah, even though there's no specific trails effect, like the one in III and VC in SA, seing that motion blur produced by CRT's brings back certain amount of nostalgia and from my perspective at least, looks authentic despite not being purposefully implemented in the software.

Edited by ChengizVlad09
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iiCriminnaaL
16 hours ago, ChengizVlad09 said:

@ Marsi4eg Yeah, I get that and I really like that effect, which is always on with me. But it somehow seems to me that radiosity isn't equal to trails. I was just looking the video where some dude plays SA on crt and it immediately reminded me of trails in VC. Btw comparison wise, I have modded VC as well with Silent's trails and by the look of it, that kind of "traily" effect is much more pronounced.

 

Edit: Here's the vid, guy isn't exactly youtube's next big thing, but you can hopefully see what I'm talking about.

 

 

 

I'm not sure if I get what you want, but is it that you want to increase the PS2's look/atmosphere in your game?


If yes, then try increasing the game's brightness, and replace the 'YCbCr' part in your INI file with this:

 

;; Modify final colors in YCbCr space


YCbCrCorrection=1    ; 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=1.38        ; like above with Cb and Cr (default 1.22)
CbOffset=0.0        ; (default 0.0)
CrScale=1.38        ; (default 1.22)
CrOffset=0.0        ; (default 0.0)

Edited by iiCriminnaaL 49
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