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The Hero

SkyGfx: PS2, Xbox and Mobile graphics for PC

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gts.

Maybe it is the blur. Looks somewhat increased in that picture compared to final version, PS2.

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Nicky_T
Posted (edited)
On 1/4/2019 at 7:45 AM, xXKenBlockXx said:

Since I've never posted in this thread I'll say thank you for this mod. I'm just getting back into SA after being away for years and this was one of the first mods I downloaded. Now I've been back in the game for a while and I'll say this is definitely top 5 SA mods of all time. So useful.

 

I wasn't going to say anything but yeah I've been getting crashes with the new version even without the mobile vehicle reflections whereas 3.7 worked fine.

 

carPipe=1 for neo carPipe=2 for lcs/vcs

All sorted! Thanks. :)

Edited by Nicky_T

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Maks_Grain4

Hello! Tell me how to solve this problem? with the included parameter disableBackfaceCulling=1, we get such a bug. What to do in this situation?

 cd5dd8f3f5dbt.jpg

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The Hero

Hm. good question. Not sure either. The model probably shouldn't be drawn at all, why it is i don't know.

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Wolf_Gamer
Posted (edited)
11 hours ago, FriedSpats said:

@Wolf_Gamer What Graph Based are you talkin about?

my google translator is very bugs but as I leave this graph with blur or embedded!.

 

18 hours ago, Wolf_Gamer said:
Spoiler

zUUbhWX.png

how do I leave the graph based on someone help me?

Somebody help me, please.

Edited by Wolf_Gamer
xD

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Marsi4eg
22 hours ago, Maks_Grain4 said:

Hello! Tell me how to solve this problem? with the included parameter disableBackfaceCulling=1, we get such a bug. What to do in this situation?

 cd5dd8f3f5dbt.jpg

It was related to project 2dfx with "preload lods" option enabled, Disable backface culling makes lods visible from the other side

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Maks_Grain4
6 hours ago, Marsi4eg said:

It was related to project 2dfx with "preload lods" option enabled, Disable backface culling makes lods visible from the other side

thank! I'd rather play with preload lods = 1 turned on, rather than turn it off

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arturo_baptista

Hey guys, can you help me? I have problems with prelight on vegetation. How to fix it?


Before installing SkyGFX: https://ibb.co/LRSvQ0y
After installing SkyGFX: https://ibb.co/Wcq53hx
 

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Marsi4eg

Looks like you're using models that support only default pc pipeline

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arturo_baptista
19 minutes ago, Marsi4eg said:

Looks like you're using models that support only default pc pipeline

Okay, how to enable PC pipeline in new SkyGFX?

 

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arturo_baptista

I could fix that, i changed explicitBuildingPipe from "1" to "disabled" and now I have vegetation with normal light

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Wolf_Gamer
On 1/6/2019 at 1:02 AM, Wolf_Gamer said:

zUUbhWX.png

On 1/6/2019 at 7:56 AM, gts. said:

Maybe it is the blur. Looks somewhat increased in that picture compared to final version, PS2.

Thank you for helping me, you were the only one who helped me.

I just put 15x in the blur and it worked.

https://www.youtube.com/watch?v=0Q5ckbQ-jsc

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GroveStGTAV

Im asked silent but he didnt answered. Can you fix weird people in the sayonara restaurant in the gta san andreas? They all doing train ticket animation front of the tables instead sitting animation

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Marsi4eg

@GroveStGTAVjust PM Silent if he didn't notice your message in his topic, Skygfx has nothing to do with fixing peds

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The Eddo

@The Hero: Great work on the latest version of SkyGFX! The mobile detail textures look awesome, I wonder if they can be ported to VC and maybe III, too.

 

It may not be safe to make a little request here but, uh- Can you add those fluffy clouds from VC\III into SkyGFX like you did for UG and (will probably do soon for) VCSPC? They look so much better than those default "flat-ass" clouds we have in SA and they actually follow the player around instead of being stuck at a set height, I'm looking forward to it:).

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The Hero

Detail textures could be ported, but I don't feel too motivated to do that actually.

Also I don't really want the fluffy clouds in SA. Unless you find me a beta screenshot where you can see them, then i'd be interested.

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The Eddo
7 minutes ago, The Hero said:

Also I don't really want the fluffy clouds in SA. Unless you find me a beta screenshot where you can see them, then i'd be interested.

Well, I don't want it as a BETA feature but as a bonus feature, like the sunglare effect on vehicles from VC:).

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kkjj

@The Hero

Is it possible to adjust the intensity of reflection in SA when mobile reflection is selected?

Because the vehicles with black color looks so weird and also train and airplanes are too reflective.

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MB7783
3 hours ago, kkjj said:

@The Hero

Is it possible to adjust the intensity of reflection in SA when mobile reflection is selected?

Because the vehicles with black color looks so weird and also train and airplanes are too reflective.

Regarding that, I think you can not adjust the intensity of reflection in Mobile, I think. you can only change the quality of the reflections.
By the way, I have just discovered that the reflections between further away or near a vehicle you can see that sometimes only a "LOD" version of the structures near the vehicle is reflected, maybe they can adjust the distance of the reflections that they have adapt to the game, I guess they can fix that in the next update.

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Nicky_T
On 12/28/2018 at 2:11 PM, Maks_Grain4 said:

BUG

There is a building lighting bug in SkyGFX, but if you remove SkyGFX, there will be no bug. Correct in the following updates. 

 

Who knows how to solve - please help.

 

5a5b5cbfb444.jpg

 

Same problem here.

 

Any solution found yet?

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The Hero
12 hours ago, The Eddo said:

Well, I don't want it as a BETA feature but as a bonus feature, like the sunglare effect on vehicles from VC:).

I realize, but that would be the only thing that could make me implement it.

 

@kkjj: nope, sorry

 

@Mb7783: don't think there's much i can do about that either.

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MB7783
20 minutes ago, The Hero said:

@Mb7783: don't think there's much i can do about that either.

It's a shame :(.

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kkjj

Conclusion

Mobile reflection is good but gives weird reflection(for some vehicles) and in tunnels it also gives weird reflection(for all vehicles).

(I forgot to mention this above)

Coming on Neo

It is good and far better if adjusted, however at night they are bright.

 

So @The Hero what would like to fix?

Edited by kkjj

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MB7783
25 minutes ago, kkjj said:

Conclusión

La reflexión móvil es buena pero proporciona una reflexión extraña (para algunos vehículos) y en los túneles también ofrece una reflexión extraña (para todos los vehículos).

(Olvidé mencionar esto arriba)

Viene en neo

Es bueno y mucho mejor si se ajusta, sin embargo por la noche son brillantes.

 

Así que @El héroe, ¿qué le gustaría arreglar?

I think the same, basically the mapping of spheres is badly done, both in mobile and in skygfx.

although the reflection effect looks great. 

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The Eddo
6 hours ago, The Hero said:

I realize, but that would be the only thing that could make me implement it.

Well, the sunglare effect (probably) wasn't in BETA too:).

Edited by The Eddo

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MB7783

It would be good to also have effect of headlight crowns on the lights of vehicles, such as Vice city and III

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The Eddo
2 hours ago, MB7783 said:

It would be good to also have effect of headlight crowns on the lights of vehicles, such as Vice city and III

It already exists in SA, if you look closely at the lights:).

 

EDIT:

 

@The Hero: I just realized that I'm a sucker for VC and III's environmental features:p, you should add the rubbish on streets feature as well. The fluffy clouds and flying trash all over the streets would look sooooooooo nice in SA!

 

Spoiler

Now I feel I'm making a bad reputation for myself by making requests.

 

EDIT 2:

 

The "ps2GrassFiles" option is not there in the INI for some reason, and the ped vertex-shader bug is still not fixed.

Edited by The Eddo

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The Hero

Sorry, not very interested in putting CRubbish into SA. Unless again you show me it was there in the beta, then I'm interested.

ps2GrassFiles has been removed. It clashed with mod loader and wasn't really correct either.

If the vertex shader bug is still not fixed i don't think i can help you anymore. You'll just have to resort to disabling the vertex shader.

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The Eddo
17 minutes ago, The Hero said:

Sorry, not very interested in putting CRubbish into SA. Unless again you show me it was there in the beta, then I'm interested.

How about putting the clouds and rubbish in a separate mod?

 

18 minutes ago, The Hero said:

ps2GrassFiles has been removed. It clashed with mod loader and wasn't really correct either.

Oh, I understand.

 

19 minutes ago, The Hero said:

If the vertex shader bug is still not fixed i don't think i can help you anymore. You'll just have to resort to disabling the vertex shader.

Okay, thank you for your replies:).

Edited by The Eddo

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George Costanza
24 minutes ago, The Hero said:

Sorry, not very interested in putting CRubbish into SA. Unless again you show me it was there in the beta, then I'm interested.

wasnt it done already for VCS PCE tho? Why not release it as standalone mod :)

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