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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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pep legal
13 hours ago, The Hero said:

 

Great job man ! The crash is gone...even when a push the number of rendered entities to above 1500.

 

The only bad news is: Grass is UGLY again !

 

(it seems the Ambient Light is not being added as before).

 

Thanks.

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pep legal
4 hours ago, The Hero said:

O_O i didn't change anything about the grass.

 

Forget about that problem...My mistake ! (4 in the morning, I was sleepy).

 

After a good bed time, I've redone the tests. Everthing is OK.

 

Thanks.

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Oh, just great @The Hero. Xbox water droplets are fixed and appearing properly (again...) with the Marquis in Vice City. I think you can close my GitHub issue that I did two months ago in the skygfx_vc project, since is already fixed in latest version.

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New bugfix releases are up.

3.0a for III and VC has clipping fixed, the water drop thingy gts. mentioned and the neoWaterDrops ini-switch fixed.

4.0b for SA has env maps playing more nicely and mirrors slightly fixed (thanks inadequate for finding this)

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Nice job :)

The Hero please add a switch for bold ps2 tags. It's looks bad with HD tags.

Comparison:

Spoiler

LX0KeNP.jpgkiCotcE.jpg

 

Edited by Hrod Wolf
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Try the Xbox building pipeline, it looks a bit different. I don't really want to introduce yet another switch. I swear every time I implement a new feature, there's somebody who doesn't want it. Maybe I should just rename the whole project to iniswitchgfx...

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At least the latest version makes it look like actual graffiti... Never seen transparent graffiti anywhere '-'

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On 5/10/2019 at 11:43 PM, LaDiDa said:

At least the latest version makes it look like actual graffiti... Never seen transparent graffiti anywhere '-'

I agree the tags look nice with the original texture size. But if you use HD textures then tags have sharp pixels along the edges.

Spoiler

That's what I'm talking about:
KPsnO4c.png
 

The alpha channel is more responsible for transparency:p  Just the Hero's plugin makes the alpha channel two-color (black and white) and apparently renders differently. As an example:

LIE3H3k.jpg

 

On 5/10/2019 at 10:45 PM, The Hero said:

Try the Xbox building pipeline, it looks a bit different. I don't really want to introduce yet another switch. I swear every time I implement a new feature, there's somebody who doesn't want it. Maybe I should just rename the whole project to iniswitchgfx...

Ok. In this case, could you update the source code for version 4.0b? (Oh sorry. I did not notice that this is present on the main page of the repository. I am an infrequent user of github.) I will try to add a switch for myself:)

P.S sorry for my english.

Edited by Hrod Wolf
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MISSINGSTRING

Sharp edges must be a problem on your end V: they're not present here and I have a high quality texture for it.

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4 hours ago, Reameb said:

Sharp edges must be a problem on your end V: they're not present here and I have a high quality texture for it.

I have already said what is the matter above. I think that The Hero understands what I'm talking about.

 

Ok. Then show it.

P.S I don't want to argue with anyone just check for yourself.

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@The Hero

I've noticed that the ps2grassFiles option is missing in the latest SA build's ini file. Is this enabled by default now?

Edited by Marsi4eg
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1 hour ago, Marsi4eg said:

@The Hero

I've noticed that the ps2grassFiles option is missing in the latest SA build's ini file. Is this enabled by default now?

Doesn't exist anymore according to the code.

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Yeah, there was some issue when you'd use it with modloader for some reason and also after reading some more PS2 code I concluded that the way the PS2 reads the grass dffs is similarly broken even though the code is different.

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ihcorochris
On 5/11/2019 at 3:09 PM, Hrod Wolf said:

I agree the tags look nice with the original texture size. But if you use HD textures then tags have sharp pixels along the edges.

Just use Anti-Aliasing for that dude. The game itself has an option for it

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TheXtreemo

Hello; is there anyway I can fix this building lightning? This one and other buildings turn almost white when the camera turns towards them.

 



u07mTCm.png

NYda8Vw.png

MGHTbBH.png

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zerosaber75

Has anyone had issues with SkyGfx SA where it freezes when changing the brightness via the Options menu when loading a game or starting a new one (it happened in a previous version, too)? I am using ThirteenAG's Ultimate ASI Loader from Widescreen Fix if that might have anything to do with it.

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Boy, remembering how I used to annoy people by overly requesting stuff back in my early days (and getting wrecked by everyone after doing so), I feel unsettled as I post here with a request...

 

On 5/10/2019 at 8:45 PM, The Hero said:

Try the Xbox building pipeline, it looks a bit different. I don't really want to introduce yet another switch. I swear every time I implement a new feature, there's somebody who doesn't want it. Maybe I should just rename the whole project to iniswitchgfx...

@The Hero: How about fluffycloudsandrubbishonstreetsgfx? That's a much better thing, heh-heh:p.

 

Anyways, I think I've come across a BETA screenshot with the fluffy clouds:

 

screen_03.jpg

 

You've got your motivation now. Try your best to "accidentally" add the rubbish feature too. If you don't want to include it in SkyGFX, you can make them standalone, your choice:).

 

P.S: dkluin made some "frame-delta stuff"-related changes in your rubbish code, how about picking up that updated code from him?

Edited by The Eddo
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Hm, I dunno. fluffy clouds don't work too well in SA when you're in a plane or something. Probably the reason they got rid of it. I'd be WAY more interested in beta timecycle and postfx.

Rubbish...meh...I already reversed it for VCSPC was that ever a beta thing? I doubt it.

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1 hour ago, The Hero said:

Hm, I dunno. fluffy clouds don't work too well in SA when you're in a plane or something. Probably the reason they got rid of it. I'd be WAY more interested in beta timecycle and postfx.

Rubbish...meh...I already reversed it for VCSPC was that ever a beta thing? I doubt it.

Well, uh- okay, no problem then:).

Edited by The Eddo
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1 hour ago, The Hero said:

Hm, I dunno. fluffy clouds don't work too well in SA when you're in a plane or something. Probably the reason they got rid of it. I'd be WAY more interested in beta timecycle and postfx.

Rubbish...meh...I already reversed it for VCSPC was that ever a beta thing? I doubt it. 

Rubbish for SA would be neat, there is already a mod for it but has a lot of popping and there's newspapers in forests which is unfitting.

A bit of tweaking and some new assets, it could look really nice.

Edited by Vindsole
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@The Hero: I found the code for fluffy clouds at one of your github repos, do I need to make some changes in it or just compile it and plug it straight into SA?

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On 5/12/2019 at 2:34 PM, FriedSpats said:

Just use Anti-Aliasing for that dude. The game itself has an option for it

Bad advice there, MSAA does not affect those edges since they're not geometry.

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I've been made aware of an issue with skygfx and car colors.

skygfxcolors.jpg

self-explanatory...

This happens when texblendSwitch is enabled.

Couldn't find anything about this in this topic. Is it a bug or a feature?

(I know I can easily fix this by removing the colors in zModeler; but I'm interested in this)

 

2. using ps2Loadscreen=1 and Save Loader makes the game crash without even starting with this error:

 

Game version: GTA VC 1.0 UNK_REGION
Unhandled exception at 0x6BA76875 in iii.vc.sa.saveloader.asi (+0x16875): 0xC0000005: Access violation reading location 0x00000000.
    Register dump:
        EAX: 0x00000000  EBX: 0x77180C10  ECX: 0x6AF1A014  EDX: 0x0000000A  
        EDI: 0x00495809  ESI: 0x0019F554  EBP: 0x0019F788  EIP: 0x6BA76875  
        ESP: 0x0019F55C  EFL: 0x00010246  CS: 0x00000023   SS: 0x0000002B   
        GS: 0x0000002B   FS: 0x00000053   ES: 0x0000002B   DS: 0x0000002B   
        
    Stack dump:
        0x0019F55C:  6AE8579C 00000018 00000000 00000000 77CF86D0 005FFFAB
        0x0019F574:  00000001 00000040 001FFF01 00000000 FFFFFFFF 00408260
        0x0019F58C:  00000000 00000001 00000000 00010000 76C6477A 76C49CB2
        0x0019F5A4:  52FCAFE3 00000001 00000001 00000005 00000000 00000000
        0x0019F5BC:  00000000 00000000 00000000 00000000 00000000 00000000
        0x0019F5D4:  68EC8353 00000068 0000E800 00000000 0000000A 0000000F
        0x0019F5EC:  78787878 3F3F3F78 0000783F 00000000 0000000A 0000000F
        0x0019F604:  EDE09C29 38F0D897 0000000A 00000000 00000000 00000000
        0x0019F61C:  006F7601 00400000 1E6A0000 000000E8 00595900 00001DBC
        0x0019F634:  00000000 0000000F 78787800 3F3F3F78 0078783F 00000000
        base: 0x000A0000   top: 0x0019F55C   bottom: 0x001A0000
        
    Backtrace (may be wrong):
        =>0x6BA76875 in iii.vc.sa.saveloader.asi (+0x16875) (0x0019F788) 
          0x6BA7A6D6 in iii.vc.sa.saveloader.asi (+0x1a6d6) (0x00400000)

 

Thx for skygx. :)

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15 minutes ago, -Anti- said:

2. using ps2Loadscreen=1 and Save Loader makes the game crash without even starting with this error:

Spoiler



Game version: GTA VC 1.0 UNK_REGION
Unhandled exception at 0x6BA76875 in iii.vc.sa.saveloader.asi (+0x16875): 0xC0000005: Access violation reading location 0x00000000.
    Register dump:
        EAX: 0x00000000  EBX: 0x77180C10  ECX: 0x6AF1A014  EDX: 0x0000000A  
        EDI: 0x00495809  ESI: 0x0019F554  EBP: 0x0019F788  EIP: 0x6BA76875  
        ESP: 0x0019F55C  EFL: 0x00010246  CS: 0x00000023   SS: 0x0000002B   
        GS: 0x0000002B   FS: 0x00000053   ES: 0x0000002B   DS: 0x0000002B   
        
    Stack dump:
        0x0019F55C:  6AE8579C 00000018 00000000 00000000 77CF86D0 005FFFAB
        0x0019F574:  00000001 00000040 001FFF01 00000000 FFFFFFFF 00408260
        0x0019F58C:  00000000 00000001 00000000 00010000 76C6477A 76C49CB2
        0x0019F5A4:  52FCAFE3 00000001 00000001 00000005 00000000 00000000
        0x0019F5BC:  00000000 00000000 00000000 00000000 00000000 00000000
        0x0019F5D4:  68EC8353 00000068 0000E800 00000000 0000000A 0000000F
        0x0019F5EC:  78787878 3F3F3F78 0000783F 00000000 0000000A 0000000F
        0x0019F604:  EDE09C29 38F0D897 0000000A 00000000 00000000 00000000
        0x0019F61C:  006F7601 00400000 1E6A0000 000000E8 00595900 00001DBC
        0x0019F634:  00000000 0000000F 78787800 3F3F3F78 0078783F 00000000
        base: 0x000A0000   top: 0x0019F55C   bottom: 0x001A0000
        
    Backtrace (may be wrong):
        =>0x6BA76875 in iii.vc.sa.saveloader.asi (+0x16875) (0x0019F788) 
          0x6BA7A6D6 in iii.vc.sa.saveloader.asi (+0x1a6d6) (0x00400000)


 

Thx for skygx. :)

This can't be. It works fine here, maybe some mods are colliding with all of that.

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59 minutes ago, gts. said:

This can't be. It works fine here, maybe some mods are colliding with all of that.

I just tried again with everthing else removed. Still crashing.

Maybe you dont have the loading screens disabled in SaveLoader?

 

34 minutes ago, The Hero said:

I fail to see the problem with the model. It looks just like in zmodeler, what else did you expect?

Just to avoid confusion: I don't see this as a problem either - more like an opportunity.

It's just not like that without skygfx/texblendSwitch=0,1,2 and suprised me.

Hence my question

1 hour ago, -Anti- said:

Is it a bug or a feature?

I was just wondering whether you implemented this on purpouse. Since this didn't suprise you I guess it is that way..?

Thx.

 

 

btw: I love the raindroplets on the sreen. They blew my mind when I was just driving around and it started raining. Should have used this mod sooner.

 

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TheXtreemo
On 5/12/2019 at 3:34 PM, X3MProductions said:

Hello; is there anyway I can fix this building lightning? This one and other buildings turn almost white when the camera turns towards them.

 

 

  Reveal hidden contents

 

 


u07mTCm.png

NYda8Vw.png

MGHTbBH.png
 

 

Waiting for some help! ☺️

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2 minutes ago, X3MProductions said:

Waiting for some help! ☺️

Install the PS2 model of that building. Check the SA PS2 features thread.

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