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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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Did you really had to quote a huge post just to ask some questions? GTA F added mentions for a REASON...

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2 minutes ago, Razor_BladePL said:

Did you really had to quote a huge post just to ask some questions? GTA F added mentions for a REASON...

Why are you rude?

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1 hour ago, Razor_BladePL said:

Did you really had to quote a huge post just to ask some questions? GTA F added mentions for a REASON...

Of course, I am in all my rights, besides my questions are related to one of the new features present in Skygfx. Why would you think it unnecessary to ask about it?

Edited by MB7783
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@MB7783 I havent prohibit you from asking, but to use mentions instead, no one have to see the same post again and again and your quote was just useless just saying, oh and @WarButlerlearn the definition of "Rude"

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2 minutes ago, Razor_BladePL said:

@MB7783 I havent prohibit you from asking, but to use mentions instead, no one have to see the same post again and again and your quote was just useless just saying, oh and @WarButlerlearn the definition of "Rude"

adjective, rud·er, rud·est.
  1. discourteous or impolite, especially in a deliberate way: a rude reply.
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Oh, I'm sorry, maybe you misunderstand the mentions, I did not think you referred to other mentions that maybe if I do not give a sh*t, I'm sorry for that, I'll edit it later

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Stop this f*cking spam.

 

MB7783: "Why are mobile reflections reversed when I activate explicitBuildingPipe?

Is that supposed to happen ?"

What happens? Please show a screenshot.

 

Edited by The Hero
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1 minute ago, The Hero said:

Stop this f*cking spam.

 

MB7783: "Why are mobile reflections reversed when I activate explicitBuildingPipe?

Is that supposed to happen ?"

What happens? Please show a screenshot.

 

K

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Indeed, back on topic: With this update the trees from BSOR American Dream (and Five Stars) appear illuminated at night, I know somebody mentioned this previously but was a solution ever found @The Hero? I'm already in love with those Mobile reflections

 

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Yes, you have to disable my building pipe assignment fix.

set explicitBuildingPipe=-1 or comment it out.

 

EDIT: Mobile reflections aren't 100% perfect, but they're better than a few months ago and I don't even know if war drum fixed the issue I'm still having.

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

fixed YPbPr colour filter

Sorry but this wasn't YCbCr filter? Ini option has been renamed as well?

 

EDIT:

Nevermind, I see both are the same thing or at least, almost the same. And ini option still the same as well.

Edited by gts.
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So were mobile reflections finished? Or are they still same? Since I recall something "renderlist something" which sounded complex.

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That was mostly fixed. For a sphere map you can't frustum cull objects because you don't have a frustum when rendering these. What you need is a simple distance check. I did implement that distance culling for the env maps but some objects are still being culled that shouldn't be. I suspect that it's whole world sectors that are being frustum culled, but changing that is not gonna be easy and I do wonder if war drum actually does this.

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Also did you cut a sentence accidentally?

ps2light=1            ; Use PS2 lighting for MatFX, the difference
dualPass=1                      ; Draw almost all transparent geometry in two passes to reduce alpha bugs.

ps2light's desciption looks weird :D

 

And here's comparision!

Old implementation

nSCpFzu.png

New implementation

qFYsG6S.png

Windows Store

5KOEmwY.png

Edited by Blackbird88
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Oh, i suppose that was meant to be something like "Use PS2 lighting for MatFX, the difference is subtle but visible"

Fixed now..

Edited by The Hero
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40 minutes ago, Blackbird88 said:

And here's comparision!

Old implementation

 

Spoiler

nSCpFzu.png

 

New implementation

 

Spoiler

qFYsG6S.png

 

Windows Store

 

Spoiler

5KOEmwY.png

 

I didn't expect that skygfx implementation looked that good already. Is almost identical! :O

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What's the difference with the buildingspipe's and what one will look the best?

And what's leed vehicles? 

 

Awesome job Hero btw!

Edited by Davve95
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The Lucky Mole

@The HeroIn the previous version the reflections didn't

work for some vehicles (e.g. Beagle, Nevada). Do they work now?

Edited by BustaCJ
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1 hour ago, BustaCJ said:

@The HeroIn the previous version the reflections didn't

work for some vehicles (e.g. Beagle, Nevada). Do they work now?

What kind of reflections? There is like five different settings implemented. Be more specific.

Edited by gts.
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1 hour ago, Inadequate said:

Doesn't reflect pedestrians. :(

In the first beta version of mobile reflections pedestrians if they were reflected, pickups were also reflected as oysters and horseshoes, and of course they also reflected lamppost and traffic lights, maybe they were removed because in the Mobile version they were not reflected,  Neo reflections do not reflect pedestrians either

Edited by MB7783
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The Lucky Mole
4 hours ago, gts. said:

What kind of reflections? There is like five different settings implemented. Be more specific.

None of them works!

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3 minutes ago, BustaCJ said:

None of them works!

Then seems to be a model issue (if is a issue of course) rather than skygfx. Those models has reflections in consoles? If I recall correctly on PS2 those models doesn't have reflections as well, so seems to be correct.

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The Lucky Mole
5 hours ago, gts. said:

Then seems to be a model issue (if is a issue of course) rather than skygfx. Those models has reflections in consoles? If I recall correctly on PS2 those models doesn't have reflections as well, so seems to be correct.

It doesn't work neither for PS2 nor for the PC models. I've tried them both. But it's supposed to be working, right? So is it a bug? Can it be fixed from your side? I am not able to correct and fix every single texture. 

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The Lucky Mole
8 hours ago, The Hero said:

Just checked the beagle and it has spec but not env. this is probably intended.

What is env? Intended by whom?

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Environment map. Vehicles have 3 types of effects in SA: env map 1 (texture can't start with 'x', vehicleenvmap128), env map 2 (texture has to start with 'x', xvehicleenv128), and specular (texture vehiclespecdot64 on PS2). env map 1 can also be used on buildings. env map 1 and 2 are mutually exclusive. specularity is rendered with a texture on PS2 but as specular lighting everywhere else.

 

Intended by R*.

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The Lucky Mole
4 minutes ago, The Hero said:

Environment map. Vehicles have 3 types of effects in SA: env map 1 (texture can't start with 'x', vehicleenvmap128), env map 2 (texture has to start with 'x', xvehicleenv128), and specular (texture vehiclespecdot64 on PS2). env map 1 can also be used on buildings. env map 1 and 2 are mutually exclusive. specularity is rendered with a texture on PS2 but as specular lighting everywhere else.

 

Intended by R*.

Ok thanks.

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