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The Hero

SkyGfx: PS2, Xbox and Mobile graphics for PC

Recommended Posts

BustaCJ
Just now, The Hero said:

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

Indeed. Other than that many issues I had with the previous version were fixed. And I think it performs better now.

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Sindaco

When the PS2 mod is on, the color of the car looks different, is there no way to fix it?

 

PS2 Mod open

sa-mp-013.png

PS2 Mod offline

sa-mp-014.png

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The Hero

That looks wrong. A broken model?

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kkjj

What will happen if I use this mod together with SAGrading?

 

Edit: the game will crash.

Edited by kkjj

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Sindaco

 

I downloaded the latest version of skygfx, but I don't know why the colors look different in every car.  I don't use colorcycle.

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BustaCJ

That looks like the ps2 reflections to me. Nothing strange.

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Pirushu
15 minutes ago, BustaCJ said:

That looks like the ps2 reflections to me. Nothing strange.

 

No, actually it should not look like this

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BustaCJ
31 minutes ago, Pirushu said:

 

No, actually it should not look like this

Now that I see it again, you're right. Only the PC version uses that long brown and light blue texture (I don't remember the name, but it's in vehicles.txd).

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The Hero

No, all versions except mobile use it. But it still looks wrong. Could be a model issue or maybe some other mod changing env map values.

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Sindaco

 

I've install the game again, I just installed samp, cleo and modloader, but I still get the same error.

 

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LaDiDa
4 hours ago, kkjj said:

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

Going over 128 causes the mountain overlay textures to render on top of distant trees on my end :/

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BustaCJ
10 minutes ago, LaDiDa said:

Going over 128 causes the mountain overlay textures to render on top of distant trees on my end :/

128 then! Unfortunately I haven't been able to test it. Windows 8.1 is installing 151 updates. Lol.

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Reeced

Have Xbox reflections on cars been removed for VC?

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Matt1010

(Someone told me to report this bug here as well.)

Shooting some doors will... let's say... "activate" blood drops.

eRoZAHF.png

YPrnA3B.png

Edited by Matt1010

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Matt1010
6 minutes ago, 𝙲olby said:

Check if the bleeding trees fix fixes it.

Yes, it does fix it, apparently.

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MB7783
On 2/3/2019 at 8:27 AM, BustaCJ said:

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

  Hide contents

I2HCcwu.jpg

 

Probably the textures on signs and trees are too blurry and of poor quality to withstand the increase in fuzziness that Skygfx offers, the edges of the edges with transparency blur too much and make the more opaque parts look more pixilated, use textures with a quality between 256x256 and 64x64 is not ideal when you try to add blur.

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Wolf_Gamer
3 hours ago, Matt1010 said:

(Someone told me to report this bug here as well.)

Shooting some doors will... let's say... "activate" blood drops.

eRoZAHF.png

YPrnA3B.png

https://www.youtube.com/watch?v=HmYC_UhBFuE

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Inadequate
3 hours ago, 𝙲olby said:

Check if the bleeding trees fix fixes it.

LOL. I didn't know about this fix. Interesting.

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Krystofer
On 2/3/2019 at 9:37 PM, The Hero said:

No, all versions except mobile use it. But it still looks wrong. Could be a model issue or maybe some other mod changing env map values.

I've made the model and Hero is right, there's an issue with env settings. 

Edited by Krystofer

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gts.
8 hours ago, Matt1010 said:

(Someone told me to report this bug here as well.)

Shooting some doors will... let's say... "activate" blood drops.
 

Spoiler

eRoZAHF.png

YPrnA3B.png

 

What the hell? Nice find. I didn't test this case when I was doing all of my tests for all the new stuff about droplets that TAG implemented in skygfx.

 

8 hours ago, 𝙲olby said:

Check if the bleeding trees fix fixes it.

Interesting. But that's a workaround, and not really a fix because removes all 'WOOD' particles from surinfo.dat file and turns them into 'SPARKS', the same particle that weapons use when player is shooting to some object. I'm thinking the 'bleeding trees' thing seems to be a SA bug literally and not from skygfx itself because that texture pack, Overdose Effects as far as I know doesn't include anything script/plugin related that deals with game's code like skygfx does. Also TAG don't hooked anything related to 'WOOD' particle for the droplets. Anyway, I'm not sure about my theory... so, what it could be? I hope The Hero or even ThirteenAG can look into this, but in my opinion seems to be a game bug and not from skygfx.

Edited by gts.

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Reameb

The "bloody doors" is indeed a vanilla bug present on all versions... lol.

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Inadequate
14 hours ago, Matt1010 said:

(Someone told me to report this bug here as well.)

Shooting some doors will... let's say... "activate" blood drops.
 

Spoiler

eRoZAHF.png

YPrnA3B.png

 

 

6 hours ago, gts. said:

What the hell? Nice find. I didn't test this case when I was doing all of my tests for all the new stuff about droplets that TAG implemented in skygfx.

 

Interesting. But that's a workaround, and not really a fix because removes all 'WOOD' particles from surinfo.dat file and turns them into 'SPARKS', the same particle that weapons use when player is shooting to some object. I'm thinking the 'bleeding trees' thing seems to be a SA bug literally and not from skygfx itself because that texture pack, Overdose Effects as far as I know doesn't include anything script/plugin related that deals with game's code like skygfx does. Also TAG don't hooked anything related to 'WOOD' particle for the droplets. Anyway, I'm not sure about my theory... so, what it could be? I hope The Hero or even ThirteenAG can look into this, but in my opinion seems to be a game bug and not from skygfx.

I was reading some old posts from Overdose Effects thread and the wood particle uses the same effect for blood particle BUT different colored, so that's why skygfx hooks it into the droplets. Ignore it looks weird. So the "bleeding trees fix" into the Overdose Effects downloads, is a workaround rather than a real fix. Actually removes ALL wood particles from the game but does the work "fixing it", so is up to the user use that kind of fix or live with the bloody wooden particles. After all, is not a skygfx bug as everybody and I was thinking.

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BustaCJ

In the 4.0a version of the mod I experience some kind of stutter that sometimes makes the game crash. No matter what I do. From playing pool to driving a Hydra. Just for half a second the game freezes (sometimes it returns to normal and some other crashes). Anyone else having this problem or is it just me?

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The Hero

Just a little update, SA WIP has two fixes:

- vehicle upgrade parts have the vehicle pipeline forced now

- shadows have no z-offset anymore, instead they're rendered just like on PS2 (thanks to Tomas. for finding where this offset is added)

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BustaCJ
17 minutes ago, The Hero said:

Just a little update, SA WIP has two fixes:

- vehicle upgrade parts have the vehicle pipeline forced now

- shadows have no z-offset anymore, instead they're rendered just like on PS2 (thanks to Tomas. for finding where this offset is added)

What is SA WIP?

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The Hero

Work in progress version. I keep them on my server, also have them linked in the topic post now.

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BustaCJ
2 hours ago, The Hero said:

Work in progress version. I keep them on my server, also have them linked in the topic post now.

Great job Hero! Also, can you recreate the deadly stutter I mentioned before?

Edited by BustaCJ

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The Hero

nope

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_keegan_

I have a crash  with latest version and SAMP Addon,  crash log https://pastebin.com/83zgj782  

Can you fix this, i must use old version SAMP Addon to dont have bugs in interiors.

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