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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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The Lucky Mole

Bugs I found in the new version :

1) Pole lights using 2dfx are colourful now (rainbow clolours), no matter what settings I choose :

Spoiler

YYx2Qgl.png

2) There appears to be some kind of rendering issue :

Spoiler

aq8bhk7.png

3) Vehicles disappear when vehiclePipe=Mobile :

Spoiler

DdaIDhR.png

4) Both in the new and the old version, this is what happens when infraredVision=PS2 :

Spoiler

Fq4P3so.png

My settings :

Spoiler

[SkyGfx]
; Mobile-like/custom configuration

;; If you leave the value empty (e.g. buildingPipe= ) or remove the line,
;; the default PC setting will be used, in some cases the game code will not
;; even be touched then. This might be useful should there be incompatibilities
;; with other mods.

;; Hotkeys for toggling in game
;;  The numbers below are VK keycodes, you can look them up on https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx
;;  I'm aware this is super sh*tty. Set to zero or remove the lines to disable.
;keySwitch=0x79          ; cycle through inis (0x79 = F10)
keyReload=0x7A          ; reload all inis (0x7A = F11)

;; Texture modulation:     ps2Modulate(Building|Grass)
;;   Emulates the PS2 way of texture modulation.
;;   In practice this means the world and grass will be brighter
;; Dual pass:              dualPass(Default|Ped|Building|Vehicle|Grass)
;;   Enables dual pass to fix alpha issues (emulates PS2 behaviour). This could affect performance
;;   NOTE: set TwoPassRendering=0 in SilentPatch when using dualPassBuilding=1
;; These are used as fallback if the fine tuned settings are not set:
ps2Modulate=1
dualPass=1

;; Render Pipelines
buildingPipe=Mobile        ; Select the building pipeline settings to be used, they only differ in reflection and lighting
                        ;  values: "PS2", "Xbox"
                        ;  otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
detailMaps=1            ; Enable mobile detail maps (needs texdb files)
vehiclePipe=Neo      ; Select the vehicle pipeline to be used
                        ;  values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox), "LCS", "VCS", "Mobile"
                        ;  otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
envMapSize=512          ; Size of the reflection map used for Neo and Mobile car reflections (rounded up to next power of 2).
leedsShininessMult=1.0  ; Leeds reflection intensity multiplier
neoShininessMult=1.0    ; Neo reflection intensity multiplier
neoSpecularityMult=1.0  ; Neo specular light intensity multiplier
sunGlare=0              ; Sun glare on cars like in VC

;; Grass
grassAddAmbient=1       ; Add current ambient light to grass color like on the PS2
grassFixPlacement=1     ; Fix the grass placement bug in the PC version. There is hardly a reason to disable this
grassBackfaceCull=1     ; Enable or disable backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance

;; Shadows (if unset game settings will be used)
pedShadows=1            ; Enable dynamic ped shadows
stencilShadows=1        ; Enable stencil shadows (vehicles and poles)

;; Color filter
colorFilter=Mobile      ; Select the color filter
                        ;  values: "PS2", "PC", "Mobile", (needs colorcycle.dat), "None"
;usePCTimecyc=1        ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat
blurLeft=   8           ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
blurTop=    8           ;  to disable blur set these to 0
blurRight=  8
blurBottom= 8
;; Radiosity
doRadiosity=0           ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
;; Misc
disableClouds=0         ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
disableGamma=1          ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
neoWaterDrops=0         ; Use Neo water drops on screen (cannot be toggled at runtime)
neoBloodDrops=0         ; Use Neo water drops on screen (requires neoWaterDrops)
transparentLockon=1     ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
lightningIlluminatesWorld=1    ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC
fixPcCarLight=0        ; removes fixed PC car diffuse and ambient light (cannot be toggled at runtime)

;; Modify final colors in YCbCr space
; YCbCrCorrection=0    ; turns this on or off (default 0)
; lumaScale=0.8588    ; multiplier for Y (default 0.8588)
; lumaOffset=0.0627    ; this is added to Y (default 0.0627)
; CbScale=1.22        ; like above with Cb and Cr (default 1.22)
; CbOffset=0.0        ; (default 0.0)
; CrScale=1.22        ; (default 1.22)
; CrOffset=0.0        ; (default 0.0)

;;;;;
;;;;; Advanced fine tuning
;;;;;

; When disabled, don't hook. Attach building pipe on all models with two sets of vertex colours (this breaks the parachute animation)
; When 0, like above but don't override explicitly set pipelines
; When 1, only attach building pipe when explicitly set by dff (like Xbox and PS2)
explicitBuildingPipe=0
;; PS2 texture modulation, these override ps2Modulate
; ps2ModulateBuilding=1
; ps2ModulateGrass=1
;; Dual pass, these override dualPass
; dualPassBuilding=1
; dualPassVehicle=1
; dualPassGrass=1
; dualPassPed=1
; dualPassDefault=1       ; everything else
;; This value controls the threshold of the dual pass below which Z is not written
zwriteThreshold=255        ; Set to 255 to get Silent's dual pass effect (default 128)

;; PostFX
; These three are tied to colorFilter if not explicitly set:
; infraredVision=PS2      ; Select the infrared vision
;                         ;  values: "PS2", "PC"
; nightVision=PS2         ; Select the night vision
;                         ;  values: "PS2", "PC"
; grainFilter=PS2         ; Select the grain filter for infrared, night vision and rain
;                         ;  values: "PS2", "PC"

;; Radiosity settings
; radiosityFilterPasses=2      ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
; radiosityRenderPasses=1      ; How often the radiosity effect will be applied to the frame (default 1)
; radiosityIntensity=35        ; Multiplier for radiosity intensity (default 35)

 

 

Edited by BustaCJ
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2 hours ago, BustaCJ said:

 

  Hide contents

buildingPipe=Mobile        ; Select the building pipeline settings to be used, they only differ in reflection and lighting
                        ;  values: "PS2", "Xbox"

 

there is the problem of invisible cars, buildingpipe only has the PS2 and Xbox, therefore the value "Mobile" does not exist in Skygfx, logically adding values that do not exist, will make Skygfx is very "bugged".

 

EDIT: I see you're using an old version of skygfx.ini, maybe that's the problem

Edited by MB7783
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The Lucky Mole
1 hour ago, MB7783 said:

there is the problem of invisible cars, buildingpipe only has the PS2 and Xbox, therefore the value "Mobile" does not exist in Skygfx, logically adding values that do not exist, will make Skygfx is very "bugged".

 

EDIT: I see you're using an old version of skygfx.ini, maybe that's the problem

Yes, I thought that too. But that's the latest version of skygfx.ini. I overwrote it when I updated skygfx. Anyways, that was not the main problem... Do you experience the others bugs I mentioned?

 

 

P.S. The detailed textures look amazing!

Edited by BustaCJ
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All of your issues seems to be other mods colliding as Project2DFX. Also some other users are using the mobile reflections and aren't reporting the invisible vehicles bug. Something is wrong there indeed, try a clean installation or just skygfx without any mod.

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17 minutes ago, BustaCJ said:

Yes, I thought that too. But that's the latest version of skygfx.ini. I overwrote it when I updated skygfx. Anyways, that was not the main problem... Do you experience the others bugs I mentioned?

 

 

P.S. The detailed textures look amazing!

Not really, I do not recommend much overwriting skygfx.ini when there is a new update, skygfx 4.0 brings new options which you can activate or deactivate using skygfx.ini, even if the game does not crash, skygfx will act as if it were incomplete.

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The Lucky Mole
18 minutes ago, gts. said:

All of your issues seems to be other mods colliding as Project2DFX. Also some other users are using the mobile reflections and aren't reporting the invisible vehicles bug. Something is wrong there indeed, try a clean installation or just skygfx without any mod.

I'll recheck it.

7 minutes ago, MB7783 said:

Not really, I do not recommend much overwriting skygfx.ini when there is a new update, skygfx 4.0 brings new options which you can activate or deactivate using skygfx.ini, even if the game does not crash, skygfx will act as if it were incomplete.

I mean, I replaced the old skygfx.ini with the new one. I use the new ini now.

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18 minutes ago, BustaCJ said:

I'll recheck it.

I mean, I replaced the old skygfx.ini with the new one. I use the new ini now.

Then to solve your problem with invisible vehicles you must change the option Buildingpipe to PS2 or Xbox, not the value "Mobile" because this value does not exist in Skygfx

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Mobile vehicles being invisible is intentional. If the building pipe isn't hooked I can't render a sphere map and hence can't render mobile vehicles correctly.

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The Lucky Mole
2 hours ago, Marsi4eg said:

@BustaCJ

Rainbow colored LOD lights in P2DFX was a Christmas/new year feature. I didn't use that version, maybe you should check this.

Thanks! I couldn't have imagined that...

1 hour ago, The Hero said:

Mobile vehicles being invisible is intentional. If the building pipe isn't hooked I can't render a sphere map and hence can't render mobile vehicles correctly.

Understood. But what about the ugly PS2 thermal goggles vision effect and the lines on the roads? There don't seem to be any collisions with other mods after all. The same thing happens on a clean installation, with no other mods.

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Since you added so much mobile stuff maybe you should add Mobile to title like you did Xbox 😛

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I probably mentioned it earlier, but could you please take a look at some of the special effects from GTA Vice City, like headlights/tailights effects, water sparks or rubbish in future and consider adding them to San Andreas?

Edited by eagle152
meh
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What about them? Anything wrong?

 

Blackbird: yeah, i should consider it. EDIT: that was fast

Edited by The Hero
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The Lucky Mole
9 hours ago, The Hero said:

For me it looks alright. Peds are red and everything looks like it's supposed to.

Peds are not red. You might not be able to tell so by the screenshot, but actually they are not red. Everything is pink/black/blue and the image is very distorted.

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TWIST_OF_HATE
On 12/12/2018 at 8:28 PM, The Hero said:

 

  • fixed building pipe assignment (this fixes among others the PC parachute bug)

So, fixed parachute dff is no longer needed ?

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The DFF is not needed yes, but the parachute still looks weirdly lit up during night for me. Dunno if it looks like that on PS2 too?

Edited by Blackbird88
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On 12/13/2018 at 9:36 PM, Davve95 said:

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

And what's leed vehicles? 

 

Awesome job Hero btw!

Anyone? ^

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4 hours ago, Davve95 said:

Anyone? ^

The difference between PS2 BuildingPipe and Xbox Buildingpipe is .... mmmhhhh ..... well, I really have no idea, While "Leed" are the reflections of VCS and LCS which are really the same, only that VCS are slightly darker, it is assumed that for this update should be fixed, although I do not know exactly what is fixed as they still do not look like the original reflections

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The difference between PS2 and Xbox is not big. The ambient light is applied differently and the PS2 pipe supports PS2 texture modulation. I used to have a PC building option but the PC building pipe is just not sensible to recreate, there's little logic to it so I just replaced it by what it should have been, Xbox.

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15 hours ago, Blackbird88 said:

The DFF is not needed yes, but the parachute still looks weirdly lit up during night for me. Dunno if it looks like that on PS2 too?

If I remember correctly the parachute is lit up as well at night. Maybe the model can be edited? Would be nice.

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is there a way to make the mobile post processing (or even skygfx by default) fix the vegetation transparency? 

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1 hour ago, ernestin1 said:

is there a way to make the mobile post processing (or even skygfx by default) fix the vegetation transparency? 

You refer to the alpha error, because according to what you investigated, that error is caused by a transparency bug in textures with fuzzy edges. if you look at PS2 and PC, when you see a tree you can see how its leaves have very blurred edges and blurred with transparency, while Mobile edges are not blurred and are not blurred, much less have transparency, basically textures are almost completely opaque, I think Mobile does not use alpha tests, Maybe that's the secret

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It does do alpha tests. What it doesn't always do is alpha blending. Personally i'm not a fan of that decision and hence I haven't implemented in skygfx.

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Most bugs in a videogame are caused by some value that does not correctly match the rest or some incompatibility in some feature, in the case of the alpha error, the transparency of some objects does not match correctly with other objects with transparency, but if it matches with objects without transparency.

 

PS: Could you add headlight coronas in vehicle lights such as VC and III ?, already there is a mod that adds coronas to vehicles, but it does not look like those of VC and III

Edited by MB7783
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Ah, I miss this bug...

Spoiler

64y09kH.jpg

 

 

The sensation of speed this picture does it, was so amazing when I saw it for first time.

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16 hours ago, gts. said:

Ah, I miss this bug...

  Hide contents

64y09kH.jpg

 

 

The sensation of speed this picture does it, was so amazing when I saw it for first time.

 

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53 minutes ago, Blackbird88 said:

 

It looks like CJ got trapped in the glass prison like in Superman movies/Smallville series. But this one is ADHD on max lol

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Not sure if someone reported this already, but the mobile reflections aren't working on SA:MP, it crashes when there's a vehicle near you. On singleplayer they're working fine for me, they look amazing btw.

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