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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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41 minutes ago, The Hero said:

Not really. That's all spawning behaviour, has nothing todo with rendering.

Yeah, rendering is fine, I mean it would be good in case there's multiple calls to spawn droplets, it would behave more like rain intensity or something.

Because right now there's same problem even in GTA VC, when you stand near a fountain during rain, rain droplets are replaced with repeating "fountain" droplets.

Edited by ThirteenAG
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Actually, let's try this with increased droplet limit (SA): https://transfer.sh/dj2NE/skygfx.asi

 

I briefly checked, it seems fine to me, swimming, chainsaw...

 

P.S.

Spoiler

yZpkGuX.jpg

 

Edited by ThirteenAG
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@ThirteenAGnothing changed ALL bugs i reported previously still remain with no changes/ improvements.And no im pretty sure Chainsaw and Swimming are not fine.

PS: any chance for Carbon droplets release? they look nice, just the fact that the raindrops are "on top" of the HUD is a bit.. ugly and stupid

Edited by Razor_BladePL
no
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5 hours ago, ThirteenAG said:

Yeah, rendering is fine, I mean it would be good in case there's multiple calls to spawn droplets, it would behave more like rain intensity or something.

Because right now there's same problem even in GTA VC, when you stand near a fountain during rain, rain droplets are replaced with repeating "fountain" droplets.

What if you disable every particle as fountains, hydrants, etc ONLY when raining in the three games? Will look retarded? Or how the previous behaviour was behaving comparing to the new one? It is possible to replicate it again maybe? That's my suggestions.

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I'm beginning to consider including *ONLY* original neo waterdrops and exporting functions for other mods to implement more complex things.

  • Like 3
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15 minutes ago, The Hero said:

I'm beginning to consider including *ONLY* original neo waterdrops and exporting functions for other mods to implement more complex things.

Hmm it doesn't worth it in my opinion, droplets stuff already implemented is pretty good. Is just too precipitous remove everything already done by @ThirteenAG just by a few issues present in SA version. That's why I suggested to TAG the stuff I wrote above. But after all is your mod, so do the thing you think is the best for it.

Edited by gts.
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https://transfer.sh/inmYs/skygfx.asi

Is this better? I don't see the problem with chainsaw after the initial splash disappears, but I guess it's either that or removing blood droplets for everything else.

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10 hours ago, The Hero said:

I'm beginning to consider including *ONLY* original neo waterdrops and exporting functions for other mods to implement more complex things.

That's good idea, also wanted to save original xbox-like behavior of them in skygfx, and to have another plugin with more complex waterdrops

Edited by Marsi4eg
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15 minutes ago, ThirteenAG said:

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

Is this better? I don't see the problem with chainsaw after the initial splash disappears, but I guess it's either that or removing blood droplets for everything else.

Sorry but what are you doing exactly? Are those stuff really bugs? I have the fear that something else can get broken.

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27 minutes ago, gts. said:

Sorry but what are you doing exactly? Are those stuff really bugs? I have the fear that something else can get broken.

Removing hooks so droplets spawn is not called multiple times? I feel like I said it multiple times before, but I didn't ever touch how droplets appear on screen, only when and where. So those aren't really bugs, it's just how droplets appearance works currently.

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8 minutes ago, ThirteenAG said:

Removing hooks so droplets spawn is not called multiple times? I feel like I said it multiple times before, but I didn't ever touch how droplets appear on screen, only when and where. So those aren't really bugs, it's just how droplets appearance works currently.

Oh, nice. Are these multiple calls stuff present in III and VC as well? Seriously, I tested every plugin so deep along the three games and I can't remember if that stuff was annoying or not, but it is nice to see it somewhat fixed. What about my suggestion when raining? Do you think would be a good alternative? I wonder if Noskillx is testing this stuff deeply, because is the only one that complained about it.

Edited by gts.
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5 hours ago, gts. said:

Oh, nice. Are these multiple calls stuff present in III and VC as well? Seriously, I tested every plugin so deep along the three games and I can't remember if that stuff was annoying or not, but it is nice to see it somewhat fixed. What about my suggestion when raining? Do you think would be a good alternative? I wonder if Noskillx is testing this stuff deeply, because is the only one that complained about it.

Yes, but it's how it always was anyway, because you could still hit hydrants during rain, I believe the end result would be the same. With more hooks added you'd just end up noticing it more.

 

58 minutes ago, spartaque12 said:

wow, could u release it for mafia? :D

I was just goofing around, dunno what I end up doing with it. Found camera data in mafia, but droplets don't move well with it. Will see.

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The Lucky Mole

I'm glad to see ThirteenAG is active. So my problem is that, when I use the neo reflections, those won't work for every vehicle. For example they don't work for Beagle or Nevada, but work perfectly for Shamal. I tried replacing the models with the original ones (I use PS2 fixed DFFs) but that didn't work. Any suggestions?

Edited by BustaCJ
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@ThirteenAGstill waiting for some fixes regarding my reports.

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Suggestion for next release:

In the mod ZIP, include a skygfx4.ini and skygfx5.ini, with Mobile-like and Xbox-like configuration. I don't know exactly how to configure it to be like Mobile/Xbox. I only find PS2 and PC configurations, but Xbox and Mobile are missing.

 

EDIT: Could anyone share a Mobile skygfx.ini?

Edited by TheJanox824
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4 hours ago, BustaCJ said:

I'm glad to see ThirteenAG is active. So my problem is that, when I use the neo reflections, those won't work for every vehicle. For example they don't work for Beagle or Nevada, but work perfectly for Shamal. I tried replacing the models with the original ones (I use PS2 fixed DFFs) but that didn't work. Any suggestions?

In case someone wants to have reflections in airplanes, you can open Zmodeler and add xvehicleenv128 on the body of the plane, open "Textures Layer Properties Editor", and in the option "Apply Texture as" check the option that says "Low -Level additve, not alpha ", then save the modified model and add it to Modloader or gta3.img
If there is something that you did not understand, you can ask me

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The Lucky Mole
1 hour ago, MB7783 said:

In case someone wants to have reflections in airplanes, you can open Zmodeler and add xvehicleenv128 on the body of the plane, open "Textures Layer Properties Editor", and in the option "Apply Texture as" check the option that says "Low -Level additve, not alpha ", then save the modified model and add it to Modloader or gta3.img
If there is something that you did not understand, you can ask me

Whoa! Thanks, but... why? Shouldn't the reflections work for airplanes by default? Is there any easier way?

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The Lucky Mole
1 hour ago, MB7783 said:

In case someone wants to have reflections in airplanes, you can open Zmodeler and add xvehicleenv128 on the body of the plane, open "Textures Layer Properties Editor", and in the option "Apply Texture as" check the option that says "Low -Level additve, not alpha ", then save the modified model and add it to Modloader or gta3.img
If there is something that you did not understand, you can ask me

It doesn't seem to support DFF files. But v2 does. And I have to pay to import them. Next suggestion!

 

Edited by BustaCJ
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23 minutes ago, BustaCJ said:

Whoa! Thanks, but... why? Shouldn't the reflections work for airplanes by default? Is there any easier way?

the only easy way is for someone to make a pack of planes that come with xvehicleenv128 added, since the planes do not count on it, this also applies to bikes, motorbikes and some helicopters. although most motorbikes seem to be made of chromium by adding xvehicleenv128 to the body

 

EDIT: Pay to import them!!!...     What are you talking about?...   What version of Zmodeler do you use?

Edited by MB7783
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The Lucky Mole
25 minutes ago, MB7783 said:

the only easy way is for someone to make a pack of planes that come with xvehicleenv128 added, since the planes do not count on it, this also applies to bikes, motorbikes and some helicopters. although most motorbikes seem to be made of chromium by adding xvehicleenv128 to the body

 

EDIT: Pay to import them!!!...     What are you talking about?...   What version of Zmodeler do you use?

Firstly, I have never used a model editor before. Secondly, I am talking about the 2nd version. I think v3 doesn't support DFF files. I wasn't able to import them. On v2, when I try to import the model, the message "Registration Required" appears.

Edited by BustaCJ
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8 minutes ago, BustaCJ said:

Firstly, I have never used a model editor before. Secondly, I am talking about the 2nd version. I think v3 doesn't support DFF files. I wasn't able to import them.

To open a DFF in Zmodeler you must select the icon that has a white box with a blue arrow, in case it does not work then maybe the DFF is blocked

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15 hours ago, TheJanox824 said:

Suggestion for next release:

In the mod ZIP, include a skygfx4.ini and skygfx5.ini, with Mobile-like and Xbox-like configuration. I don't know exactly how to configure it to be like Mobile/Xbox. I only find PS2 and PC configurations, but Xbox and Mobile are missing.

 

EDIT: Could anyone share a Mobile skygfx.ini?

These are already anticipated in the next major release (PC and Custom presets replaced with Xbox and Mobile).

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The Lucky Mole
Quote

 

On 12/9/2018 at 10:04 PM, MB7783 said:

To open a DFF in Zmodeler you must select the icon that has a white box with a blue arrow, in case it does not work then maybe the DFF is blocked

Sorry, but I neither have the experience nor the courage to modify all those textures. Maybe The Hero or ThirteenAG can find an easy fix for this problem...

Edited by BustaCJ
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I have a problem, I use environments for the RolePlay but some that I have installed or all are seen with the semi-invisible object. I tried to see how it looks without SkyGfx and they look normal.

 

h3yYUNa.png

 

OkAUDIV.png

 

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Alright, new releases 3.0 for III/VC and 4.0 for SA.

Approximate changelog:

 

III/VC:

  • fixed YPbPr colour filter
  • fixed raindrops
  • fixed leeds car pipeline in various aspects
  • fixed various pipelines for realtime shadows (realtime shadows itself not included)
  • fixed stories world pipeline
  • new functions for rendering real-time reflections (neo and leeds)
  • implemented mobile postfx
  • implemented mobile matfx
  • re-implemented matfx with shaders
  • removed hotkeys
  • removed footsplash (use ParticleEx for this now)
  • fixed extended neo water/blood drops (thanks ThirteenAG)

SA:

  • mobile detail maps
  • mobile vehicle pipeline
  • fixed leeds vehicles
  • changed neo vehicles a bit (carTweakingTable.dat changed)
  • new functions for rendering real-time reflections (neo, leeds, mobile) (this may cause problems!)
  • no specularity on car wheels
  • removed "PC" building pipe and replaced with Xbox-style pipe
  • fixed building pipe assignment (this fixes among others the PC parachute bug)
  • fixed tags
  • fixed neo water/blood drops (thanks ThirteenAG)

 

Some ini options changed. Make sure to update them. And also check out this thing I wrote, it's WIP but already useful: http://skygfx.rockstarvision.com/skygfx.html

Edited by The Hero
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@The Hero,  I have some doubts,

Why are mobile reflections reversed when I activate explicitBuildingPipe?

Is that supposed to happen ?

What is its use?

Edited by MB7783
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