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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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Colorcycle.dat goes into the data directory. Not sure if it should crash though....I thought i'm handling that more graceful.

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dudeaskingquestions

I did put the colorcycle.dat in the data directory. It keeps crashing everytime I cycle through F-10

Edited by dudeaskingquestions
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Hm, I think it could only be the Neo vehicle pipe causing the crash. Does it work when you change the vehicle pipe in skygfx3.ini?

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Lifeisstrange74

How do you get dynamic cutscene shadows without neoRimlight? It seems that they only work when Xbox rim lighting is enabled, and I want the shadows intact while keeping the PS2 (and PC) model lighting intact.

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Using the newest SkyGFX version I'm having some sort of AA bug it seems.

dqVs9sK.png

 

Using both a default PS2 config and one slightly edited produces the same results as seen on the right picture. The left picture is taken with the PC config active.

I know that SkyGFX is supposed to ghost part of the screen as an effect but this is definitely not what it used to do before. In fact, if I use an older version of SkyGFX (2 versions back I think), the above effect doesn't happen at all.

 

Does anyone have any idea what causes this and how to fix it?

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Lifeisstrange74: it is fixed in the next release.

 

the_mario: good question, this does look strange. you're just using the game's AA setting, yes?

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Yeah using In-Game AA set to 3x. I noticed I did have Nvidia's AA enabled but disabling that doesn't change anything either.

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It's because you're using blur=8 values in the ini on what I assume is 1080p resolution... Blur looks jagged and crap, so change the values (try 7 or 4), or change your resolution.

 

Blur was rewritten in one of the newer versions so it doesn't handle different resolutions like it used to.

Edited by Snowshoe
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Actually you may want to just disable the blur completely. It's just there for super duper accuracy.

Set the blur values to 0 (and if you want, the radiosity filter passes to 0 as well).

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Can Someone tell me how to implement GIA into some DFFs that I made for gta 3.

Like the shadows of this building in the xbox version.

iii_xbox_1_lm.png

Edited by Delatom
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Just take a look at the files. It's a second set of tex coordinates and some setting of the matfx plugin.

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I'm too stupid to properly set up everything to get the debugmenu working in Vice City. Can somebody help me? I want skygfx and vc_anims to show their stuff in debugmenu. What i get now is a "Debug Menu" text in top left corner, and nothing more. I have skygfx.asi, debugmenu.asi, vc_anims.asi, vc_debug.asi under ./scripts directory (UAC, dinput8.dll) Do i need something else? Please help me and be my @The Hero

Edited by Androll
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the debugmenu HAS to be named debugmenu.dll and HAS to be put into the gta root. Anything else will NOT work.

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20 minutes ago, The Hero said:

the debugmenu HAS to be named debugmenu.dll and HAS to be put into the gta root. Anything else will NOT work.

Thank you very much, i feel soo stupid now, even more than before.

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Krusenstern

Got a problem trying to use this in Vice CIty.

" SkyGFX cannot be loaded by the default Mss32 ASI loader, Use another ASI loader. "

 

I'm already using Ultimate Asi Loader, which I named to dinput.dll

This is what my folder looks like. I've got other mods such as the widescreen fix and silent patch installed as you see. The scripts folder only contains a global.ini.

vcfoldr5rjft.png

 

I don't know what I'm doing wrong.

Edited by Krusenstern
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Either move all of your scripts to the scripts folder or put LoadFromScriptsOnly=0 in global.ini

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Krusenstern
8 hours ago, zanesix said:

Either move all of your scripts to the scripts folder or put LoadFromScriptsOnly=0 in global.ini

Changing LoadFromScriptsOnly to 0 worked, thank you!

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On 6/15/2018 at 2:50 PM, RWWPL said:

gta-vc-20_qerprwh.jpg

 

In neo.txd is missing Road_yellowline256HV128_gloss texture

I second that. I've noticed gloss textures missing in some places too but didn't know exactly which texture is missing.

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That is not recommended. Better set it to 1 again and put skygfx into 'scripts'.

This confusion is exactly the reason I forked UAL :)

 

EDIT: re textures: i just took the xbox gloss maps and shipped them with skygfx. If somebody wants to fix the txd, please do that and send it to me. I believe there was something missing in III as well.

Edited by The Hero
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Why is that exactly? What difference does it make whether it's in root or scripts? It seems to work fine either way here.

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Some mods may not like to be loaded by UAL, and in the root directory being loaded from mss32 is the expected behaviour.

This is the reason I think using the ASI extension for mods that aren't loaded by mss32 is sh*t.

Edited by The Hero
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13 hours ago, The Hero said:

 

EDIT: re textures: i just took the xbox gloss maps and shipped them with skygfx. If somebody wants to fix the txd, please do that and send it to me. I believe there was something missing in III as well.

Yes, I also think that there's something missing in GTA 3 too. It needsto be checked

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That doesn't seem like the gloss maps that's even included, the highlights look way too strong, that's an edited TXD right?

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Lifeisstrange74

https://imgur.com/ZrlzTvI Trails gives me this weird shimmering thing where after a while of standing still a part of the screen starts glitching and warping

Edited by Lifeisstrange74
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Sounds like the heat haze effect? Don't see anything wrong in the screenshot.

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Lifeisstrange74
2 minutes ago, LaDiDa said:

Sounds like the heat haze effect? Don't see anything wrong in the screenshot.

Look near the lamppost along with the trees near it.

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2 hours ago, Lifeisstrange74 said:

https://imgur.com/ZrlzTvI Trails gives me this weird shimmering thing where after a while of standing still a part of the screen starts glitching and warping

Sharptrails disables that, but of course original effect still has this broken mess of a "feature".

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@The Hero I found a bug with the new mobile filter in the latest WIP build of skygfx III/VC.When you aim with the sniper,the filter seems to disable and instead show the default trails effect.

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