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

Hm, that looks like leaking renderstates again, argh. It used to happen with SAMP(restore) but I think it's been fixed. Are you using the latest WIP version or the release? If the latter, try the former.

Link to comment
Share on other sites

Sorry, was being a noob indeed

 

Installed last version 3.7, and that's fixed the issue completely.

 

Thanks again for all the hard work 👍

Link to comment
Share on other sites

 

@The Hero / aap

 

Hey bro...need your help.

 

I'm doing some stuffs with default car renderer/pipeline...which don't work with SkyGfx (work great in vanilla game though).

 

How to bring back the default rendering stuffs ONLY for a specific instance of a car ???

 

I have my routine intercepting "CVisibilityPlugins::RenderEntity".

 

(that car will be destroyed soon after that)

 

Could you give me a hand on this ?

 

Thanks.

Edited by pep legal
Link to comment
Share on other sites

I don't think I'm touching this function. There's an exported function to get the current skygfx config. You can probably switch to the default pipeline for whatever vehicle you have and switch back after it's rendered.

Link to comment
Share on other sites

hi, i have a problem
i downloaded the latest skygfx to fix a crash issue i was having, but now when I load GTA3 i get an error message saying I can't use mss32.dll and to use another asi loader. ultimate asi loader is already in the directory and i dont want to remove mss32 as it's for eax audio. i tried setting dontnag=1 but skygfx still won't load and pops up the error message. is there something i am missing? 

 

thanks

 

edit: my mistake, moving skygfx to scripts folder fixed this.

Edited by camranbant
Link to comment
Share on other sites

I have a weird issue.

I instal Xbox Version HD and get that world https://i.imgur.com/CBObAdp.png

Then i install update 1 and get that world https://i.imgur.com/AkVvsun.png

 

And after that i decide to update SkyGfx files so i download SkyGfx_III_VC_2.8c copy file and get that https://i.imgur.com/9eTwTv9.png

 

Now i can toggle world by hitting F4 (in XVHD/XVHD U1 i couldn't) between three presets and one of them looks familiar to XVHD but no matter what i change in skygfx.ini default result after loading the game is always the same. It's annoying to hit F4 in every launch of game only to get that XVHD look and get up to date SkyGfx

Link to comment
Share on other sites

1 hour ago, LaDiDa said:

Just use 1 ini and adapt it to whatever settings you like.

From  Xbox Version HD skygfx.ini you mean? But every next skygfx.ini have more option and less bugs i supouse. skygfx.ini from SkyGfx_III_VC_2.8c have many new options and unfortunately dont want to save changes in game. 

Don't work, replace skygfx.ini with old one do same results, but now F4 and F6 do not works so i can't change appearance of word back to Xbox Version HD, https://i.imgur.com/p5LPm5f.png

 

Edited by Qamok
Link to comment
Share on other sites

It looks a little fuzzy, rather like a duplicate image from a distance.

Edit: it is not a bug, I recommend deactivating it by default (so as not to generate more fools like me)

Edited by boludoz
Link to comment
Share on other sites

On 7/11/2018 at 10:05 AM, Marsi4eg said:

Yet again it proves that R* cut off a lot of graphic things from PC version not only because of curved hands, but mostly because of really weak hardware to reproduce all PS2 features in 2005. And even in 2018 we can see that someone experiences slowdowns with those features brought back to us with skygfx.

I have an octave i5 with 8gb ram ddr4 and a 1070, I get sluggish FPS, try to emulate the gta sa of ps2 with 4k rendering and it turns out to be lag. and skyfx🤣

17 minutes ago, George Costanza said:

how about you read f*cking readme instead of reporting """""bugs""""

 

Sorry, not English*t is not a reason to get angry online.

They are all violent, you can not say, have patience. 🍺

Edited by boludoz
Link to comment
Share on other sites

@The Hero,  Is there any chance that the next update of Skygfx will be released at the beginning of 2019?


I know it takes time to develop something like Skygfx (well unless you're a software development graduate, in that case it would only take you a few months), but it would be good if you give us some new news about the development of Skygfx

Link to comment
Share on other sites

If anything, the latest SkyGFX has almost every setting available kek, what’s there to add anyways? (Apart from bugfixes but I’d doubt there’s any more bugs in the current builds)

Edited by FriedSpats
Link to comment
Share on other sites

I will assume that the next update will be between January and Juno of the next year,  Is that correct?

(Answer with Yes or No)

Link to comment
Share on other sites

Well it would be nice to have all the changes that are in the latest build in the release build, but I never got around to doing everything I wanted for the next release. Dunno when I'll pick it up again.

  • Like 1
Link to comment
Share on other sites

It is not necessarily that you add a lot of changes to the following updates, you can do it by parts, in an update you add a small feature and in the next you add another feature, having everything in one takes more time, although the only relevant features that I saw were the mobile reflections and texture overlay, generate a sphere mapping for mobile reflections is not easy, I've seen several tutorials on YouTube about that and really do not know if it's easy or difficult (probably because my English is a sh*t at the time of listening), I suppose that generating textures overlay is easier (but more tedious) than generating sphere mapping

 

Good luck with your project :)

Link to comment
Share on other sites

https://transfer.sh/qgWEA/skygfx.asi

I added missing distance checks and fire truck droplets. Silent kill blood doesn't really make sense since there's no blood particles showing up, so I'm not gonna be doing that.

Z2ZS3a1.png

Uploading for testing, if all good can pull request on github.

Link to comment
Share on other sites

@ThirteenAG Every time I use "buildingPipe" or "vehiclePipe", the peds tend to become deformed. Can you fix that too, please? I can't use these features due to this ugly bug and I really want to have PS2 building pipline with NVC shaders and PS2 vehicle reflections in SA, because the PC ones are just sooooooooo ugly.

 

P.S: Can you also add XP support for all or some of your ASI plugins? Because they are all amazing! Especially the WS Fix, which everyone uses and I can't because of broken XP support.

Edited by The Eddo
Link to comment
Share on other sites

It's hard to fix because it doesn't happen for me. Is it only peds that are broken? And can you post a screenshot (or link to one you already took in case I forgot)?

Link to comment
Share on other sites

7 minutes ago, The Hero said:

It's hard to fix because it doesn't happen for me. Is it only peds that are broken? And can you post a screenshot (or link to one you already took in case I forgot)?

It happens something like this:

 

A ped is walking\driving around and his\her head suddenly flickers, becoming tall and deformed. It happens for a short while (sometimes for a few seconds) so I can't take a screenshot:(. So far, I've faced this bug with BMYDJ and OFYST.

I'd really appreciate to have it fixed:).

 

P.S: I suspect it has something to do with "streaming memory", maybe I'll try increasing it through a limit adjuster, Mix Sets or something.

Link to comment
Share on other sites

1 hour ago, The Eddo said:

Can you also add XP support for all or some of your ASI plugins? Because they are all amazing! Especially the WS Fix, which everyone uses and I can't because of broken XP support.

Windows XP is really dead and C++ redistributable packages ain't even compatible with it anymore. Maybe that's why you have some troubles when modding. It's obvious with a lot of missing libraries and stuff. You should consider to upgrade your OS to at least Windows 7.

  • Like 1
Link to comment
Share on other sites

The Eddo: the almost certainly has nothing to do with streaming memory. Try to record a video if you can't take a screenshot.

 

Link to comment
Share on other sites

On 10/25/2018 at 6:29 AM, ThirteenAG said:

https://transfer.sh/qgWEA/skygfx.asi

I added missing distance checks and fire truck droplets. Silent kill blood doesn't really make sense since there's no blood particles showing up, so I'm not gonna be doing that.

K

Edited by MB7783
Link to comment
Share on other sites

in the next version can you please add a new vehicle pipeline that makes use of vehicleenvmap128 from vehicle.txd so that cars will look like the renders inside of the driving school

 

san andreas driving school vehicle render photo

 

I have experimented already by replacing the specdot and ps2 envmap but both effects do not look correct.

in the render photos the effect is obviously applied in a separate rendering software window but should be easily achieved with tweaks to the ps2 pipeline

 

if the specdot effect was applied directly relative to the player camera and not offset, and then swapped out for this separate texture it would pretty much be the same. though when I replaced the 2nd ps2 envmap (the one that is brown and blue) I achieved a nice effect where the vehicleenv showed under the specdot and they worked together, unfortunately the 2nd envmap in the ps2 pipeline appears very dark and slideshows on the car so the vehicleenv looks odd

Link to comment
Share on other sites

Interesting idea but I don't feel like it's worth it. Have you tried giving vehicles the vehicleenvmap128 texture instead of xvehicleenv128? Do note that you can't just change the texture. The 'x' as the first letter in the file name makes it use another style of reflections.

Link to comment
Share on other sites

This texture is the same used for some chrome wheels, ships and moto components. 

One thing I think is necessary, in gta3 and vc neo reflections works great, in sa specmaps is too strong (white the most of the time) and don't fits correctly the real sun light and ps2 light (I not mean direction, only colored light), maybe it need a little adjustment via shader. For example ps2 reflections respects light values.

Link to comment
Share on other sites

On 10/27/2018 at 2:19 PM, AcomaB said:

in the next version can you please add a new vehicle pipeline that makes use of vehicleenvmap128 from vehicle.txd so that cars will look like the renders inside of the driving school

 

san andreas driving school vehicle render photo

 

I have experimented already by replacing the specdot and ps2 envmap but both effects do not look correct.

in the render photos the effect is obviously applied in a separate rendering software window but should be easily achieved with tweaks to the ps2 pipeline

 

if the specdot effect was applied directly relative to the player camera and not offset, and then swapped out for this separate texture it would pretty much be the same. though when I replaced the 2nd ps2 envmap (the one that is brown and blue) I achieved a nice effect where the vehicleenv showed under the specdot and they worked together, unfortunately the 2nd envmap in the ps2 pipeline appears very dark and slideshows on the car so the vehicleenv looks odd

It is an interesting idea, but probably unnecessary, I think that this type of reflections work just like the neo reflections, the only difference is that in the neo reflections you can see how the map is reflected around the vehicle, while in these reflections it is not reflected nothing, it's just a texture that spins around the car.

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

  • 3 Users Currently Viewing
    0 members, 0 Anonymous, 3 Guests

×
×
  • Create New...

Important Information

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