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The Hero

SkyGfx: PS2, Xbox and Mobile graphics for PC

Recommended Posts

The Eddo
8 minutes ago, The Hero said:

I put the code here now, if anyone wants to make a standalone mod, feel free to do it:

http://gta.rockstarvision.com/misc/Rubbish.cpp

http://gta.rockstarvision.com/misc/Rubbish.h

Awesome:^:, how do you compile it?

 

EDIT:

 

PM me the instructions, we might as well should keep this place clean.

Edited by The Eddo

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The Hero

You can't just compile it, it depends on a bunch of crap. You have to define all these things from the game, but I'm too lazy to do it.

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eagle152
22 hours 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.

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.

There are gameleaf01_64 and waterspark_16 particle effects in effectsPC.txd, although they are probably leftovers from VC.

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Kelav Kiro

Hello guys, can anyone help me? I've got skygfx 4.0a and everything seems well except the car reflections. I use mobile vehiclepipe. The cars are darker than usual, even when I use brightest whitest color [carcolor 1] my car still looks like it has some shadow over it. Some cars also don't have reflections, like the Sabre, Elegant and some others.

Here's how it looks.

ILZo6mw.png

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_CP_

What's your PC specification?

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Kelav Kiro
45 minutes ago, _CP_ said:

What's your PC specification?

Windows 10

NVIDIA GeForceGT 730

Intel(R) Core(TM) i3-4170 CPU @ 3.70GHz (4CPUs), ~3.7GHz

8GB RAM

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Kelav Kiro

Update: When I install a timecyc the thing is fixed but the timecyc is broken so my game still looks bad.

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dxivilea

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Inadequate
7 hours ago, dxivilea said:

 

Spoiler

Screenshot-382.png
Screenshot-381.png
Screenshot-376.png
Screenshot-375.png
Screenshot-386.png
Screenshot-385.png

 

What are you showing? The different settings?

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Wolf_Gamer
On 1/16/2019 at 9:33 AM, Kelav Kiro said:

Hello guys, can anyone help me? I've got skygfx 4.0a and everything seems well except the car reflections. I use mobile vehiclepipe. The cars are darker than usual, even when I use brightest whitest color [carcolor 1] my car still looks like it has some shadow over it. Some cars also don't have reflections, like the Sabre, Elegant and some others.

Here's how it looks.

Use this I searched and sent on google drive.

https://drive.google.com/file/d/1-T-aLCpqOcIpR7pZWAFnn2vmUdFKKL1k/view

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dxivilea
15 hours ago, Inadequate said:

What are you showing? The different settings?

No. What happens when I move the camera

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Wiener Spacehog

Does this require d3d8.dll for VC? Because I think this glitch is related to d3d8, where I cannot load my saves and the game also crashes on The Party when you get on the boat. With a 1.1 exe, the The Party text remains on-screen, while with a 1.0 exe and SkyGFX working, The Party text eventually fades out and all left is a black screen.

 

Has this ever happened to anybody before? I really want to use this mod, but d3d8 seems to completely screw the game over.

Apparently new members cannot edit post, so, yeah.

After removing all traces of what SkyGFX had, the side effects are still there: the game crashes on The Party boat part and I cannot load any saves.

 

Can anybody help me as to how I can fix the game now? Because it's pretty much ruined by this point.

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tonybuny

There is a weird bug that happens in SA.

 

If i like be on skygfx3.ini setting, with default settings and Neo, after few minutes of gameplay the graphics turn very dark. Help please?

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Wiener Spacehog

Now it got even weirder. I put Silent's DDraw component for III/VC and now all of my savegames are gone.

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Ryba15

Why night vertex color shader was removed with version 3.6? Newer versions of SilentPatch don't have this function too, and refer to using the SkyGfx to have it.

Without this I have at least 3 problems with my new map(non transparent glass, darker VC/NVC on objects which using alpha blending, and darker VC/NVC on objects when they are loading(time when LOD versions are still visible))

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Master Roshi

Hello there! I think bubbles animation (other particles as well like fire, smoke, fog etc.) in Jizzy's Pleasure Domes has a bug with displaying, half of them is missing in my gameplay, something is wrong with lamp light animation that displays (I'm using SkyGfx, Silent Patch, Widescreen Fix and PS2 Features To PC). Another thing that I noticed is in Wu Zi Mu mission in ending cutscene, ZR-350 car has weird window reflection glow. (don't know is that a bug or SkyGfx feature). Tried to set priority in modloader but it didn't go out very well, problem was still there, no luck. (I wonder does somebody else have this problem?)

 

Here's an example of my problem.

https://imgur.com/a/m3kefGT

 

EDIT: I tested this bug with older version of SkyGfx (3.6) and the problem is gone!

Edited by Master Roshi

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Noskillx

@Master Roshithe reflections bug on ZR 350 In Wu-ZI-Mu happends when you use mobile reflections, i already reported it to aap but he doesnt want to fix it :( And it looks the same on actual mobile too. (broken reflections on zr)

Edited by Noskillx
no

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The Hero

I guess I'll have to take a look myself sometime. If it's a regression that's bad.

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hcdp

running into an issue where the render will go completely black except for certain things like traffic lights. was having the issue outdoors but I updated the silentpatch version and that fixed it there. But then I went into a well-stacked pizza and was having the issue again. even weirder is that itll only be when looking in specific directions. this is using the ps2 settings as well

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The Hero

Never heard of this before. Maybe you have other mods installed that clash?

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pep legal

@ TheHero / aap

 

Hey man...could you give me a minute of your attention ?

 

I'm doing this :

 

At very beggining of the game :

 

1- Save the pipeNode

 

2 - Save    originalRenderCallBack = RxD3D9AllInOneGetRenderCallBack(pipeNode);

 

Just before a car rendering :

 

1 - For all atomics in car clump I backup the field atomic->renderCallBack

 

2 - Then I change that field value to : (RpAtomicCallBackRender)0x7491C0

 

3 - RxD3D9AllInOneSetRenderCallBack(pipeNode, (RxD3D9AllInOneRenderCallBack)0x5D9900);

 

Then I do my stuffs.

 

Finally just after the car rendering :

 

1 - For all atomics in car clump I bring back the original value of the field atomic->renderCallBack

 

2 - RxD3D9AllInOneSetRenderCallBack(pipeNode, originalRenderCallBack);

 

------------------------------------------

 

It's working very well. The idea here is momentarily switch a specific car render to one that fits me...and bring the previous one back after finishing the job. I want to keep my mod compatible with Skygfx, no matter which pipeline has been selected.

 

Any comments/suggestion ? Am I missing something ?

 

Thanks.

 

 

Edited by pep legal

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The Hero

I don't see any problems.

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BustaCJ

Help guys! With skygfx 4.0a this happened in every sign :

Spoiler

I2HCcwu.jpg

My skygfx 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=Xbox        ; 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=Mobile         ; 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=0     ; 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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ural
1 hour ago, BustaCJ said:

Help guys! With skygfx 4.0a this happened in every sign :

This is a bug due to the zwriteThreshold parameter. Probably the author believes that you need to choose between the Silent's dual pass effect and normal signatures on road signs:sarcasm:

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kkjj

@BustaCJ

Set the zwriteThreshold to 200.

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LaDiDa
48 minutes ago, kkjj said:

@BustaCJ

Set the zwriteThreshold to 200.

It's better to just use 128, it has the least obnoxious issues.

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kkjj

I haven't seen any visual problem when value is set to 200.

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The Hero

128 is what the PS2 uses. A bit surprising the signs break so badly though.

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