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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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23 hours ago, ThirteenAG said:

Okay, did it for seaways, don't have puddles there but maybe it's same thing? https://transfer.sh/NsRwl/skygfx.asi

 

21 hours ago, ThirteenAG said:

I don't know what the problem is, but I hooked particle calls similar to III/VC, let's see if it works any better:

https://transfer.sh/642Zs/skygfx.asi

I've tested both builds and everything seems to be working fine in all games now. Just a few things...

 

Can you increase the distance for boat droplets to make it work with bigger boats as Marquis, Reefer, etc in VC and SA?... Because camera goes a little bit far in those boats:

Spoiler

JUVxP4Q.jpg

 

Sadly, puddles still not working. These puddles are from PS2 and with its collision file changed to make it to work as water, is using the same splash particle from pools, so if you can increase the distance for these particles to at least medium camera would be nice, they work only with camera too close to vehicle:

Spoiler

178esUS.jpg

 

DFjxzcb.jpg

 

Everything else seems to be fine now in all games, finally! :)

Edited by gts.
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23 minutes ago, ThirteenAG said:

Working fine in SA now. About VC, when driving the Marquis, for example, it appears less droplets on the screen than the a smaller boat as the Squalo, etc. Is that how it works? Puddles still not working, but when the wheels are rotating on it appears something like this:

Spoiler

 

I don't know which is the name of this kind of particle in VC, you can reporduce it in a pool as well. Just grab a vehicle, and drive on a pool with closest camera so the water droplets should appear. Only a little bit more of distance, that's all. We are almost done with droplets stuff in skygfx, damn! :p

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TheBlackVomit
42 minutes ago, gts. said:

Alright, working fine now too. It seems we are done with droplets stuff and seems to be completely bugfree as well in skygfx. Nothing seems left now, hopefully.

Yeah, and we need PS2 Water for SA SkyGFX.

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By the way, I was using default PS2 reflections for my tests, but now I wanted to check out Leeds reflections and the game crashes when I drive from beach to the city almost immediately, 10-15 seconds after.

xxzNqBy.png

e is of course NULL here.

 

Call stack:

        =>0x6BCA30E8 RenderReflectionScene+0xc8 in skygfx.asi (+0x30e8) (0x0028F624) 
          0x6BCA2E16 RenderReflectionMap_leeds+0xa6 in skygfx.asi (+0x2e16) (0x0028F678) 
          0x6BCA648B RenderScene_hook+0x2b in skygfx.asi (+0x648b) (0x0028F67C) 
          0x0053EAC4 in gta_sa_compact.exe (+0x13eac4) (0x0028F694) 

 

Edited by ThirteenAG
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Isn't related to droplets stuff, right? I tested the "Leeds" reflections a long time ago. I should test with latest builds to see what it happens.

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TAG: might be some limit adjuster moving arrays around? Probably should get some of those arrays from pointers in the (patched) code instead of hardcoding their vanilla address.

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51 minutes ago, The Hero said:

TAG: might be some limit adjuster moving arrays around? Probably should get some of those arrays from pointers in the (patched) code instead of hardcoding their vanilla address.

Yes, most likely so, still needs to be fixed I guess.

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7 hours ago, gts. said:

Alright, working fine now too. It seems we are done with droplets stuff and seems to be completely bugfree as well in skygfx. Nothing seems left now, hopefully.

I found a bug, the cars become invisible when I use mobile reflections

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3 hours ago, MB7783 said:

I found a bug, the cars become invisible when I use mobile reflections

And why are you quoting a post from droplets stuff? When it has nothing to do with mobile vehicle reflections? lol.

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1 hour ago, gts. said:

And why are you quoting a post from droplets stuff? When it has nothing to do with mobile vehicle reflections? lol.

I thought that when he said "Nothing seems left now" I thought he was referring to bugs in general that still lie in Skygfx, I did not think he was specifically referring to drops on the screen.

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No invisible cars on my end with mobile reflections but the reflection resolution now seems to ignore neoEnvMapSize resulting in very low resolution reflections (before you could change their resolution using that line within the .ini).

 

EDIT: Neo reflections are affected by the above as well.

Edited by LaDiDa
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zwriteThreshold does not work like in previous beta releases, no texture with alpha testing seems to change after using it

Edited by MB7783
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56 minutes ago, LaDiDa said:

No invisible cars on my end with mobile reflections but the reflection resolution now seems to ignore neoEnvMapSize resulting in very low resolution reflections (before you could change their resolution using that line within the .ini).

 

EDIT: Neo reflections are affected by the above as well.

neoEnvMapSize has been renamed to envMapSize in latest builds. That's why.

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@ThirteenAG before aap gonna to compile latest changes to source with your code, I don't know if you implemented this?. I can't test if it is already there or not at the moment.

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8 hours ago, Inadequate said:

@ThirteenAG before aap gonna to compile latest changes to source with your code, I don't know if you implemented this?. I can't test if it is already there or not at the moment.

No, didn't touch rendering at all.

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8 minutes ago, ThirteenAG said:

No, didn't touch rendering at all.

Any chance of do it? Or is that hard to work on it?

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Unfortunately I won't be home until monday/tuesday so I don't know how much time I'll have to review the changes and integrate them into my repo. I wanted to make a new release for this topic's 4 year anniversary but I don't think I can do it in time. Expect it next week, the changelog from the last release is quite long.

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52 minutes ago, Inadequate said:

Any chance of do it? Or is that hard to work on it?

It's how aap made it, so you better ask him I think. Droplets are disabled in first person on xbox. https://github.com/aap/skygfx_vc/blob/master/src/neoWaterdrops.cpp#L638

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𝓦𝓸𝓵𝓯

s0XfbeW.png

NvcGnj0.png

 

For those who like the graphics of ps2 more saturated ta here to download.

Remember it really is similar to ps2.

 

                                                         Download

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In Vice City I get the message "SkyGFX can not be loaded by the default Mss32 ASI loader, Use another ASI loader." already install the Ultimate Asi Loader but it still does not work

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Working fine here, check UAL's configuration global.ini file maybe? Or renaming it to d3d8.dll for III/VC.

 

EDIT:

Also, activate the d3d8to9 wrapper in UAL's config file!

This is needed for some (or almost every?) skygfx feature in III and VC.

Edited by gts.
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1 minute ago, gts. said:

Working fine here, check UAL's configuration global.ini file maybe? Or renaming it to d3d8.dll for III/VC.

 

I solved it, I just moved the Skygfx to Modloader and it worked

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1 minute ago, Pirushu said:

I solved it, I just moved the Skygfx to Modloader and it worked

Fine. Check my previous post, I've added some useful info for you.

Edited by gts.
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3 hours ago, Wolf_Gamer said:

 

Spoiler


Spoiler

s0XfbeW.png

 

 

Spoiler

NvcGnj0.png

 

 

For those who like the graphics of ps2 more saturated ta here to download.

Remember it really is similar to ps2.

 

                                                         Download

 

 

What has been edited here? Just the YCbCr filter?

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