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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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See the lighted up trees (BSOR's American Dreams):

k96687.png

 

This only happens with SkyGFX enabled. Why?

Edited by Zeneric
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@-Anti- I still don't know how it looks different in skygfx, what does it look like without it?

 

@Zeneric The trees use the matfx pipeline for some reason and in recent versions of skygfx I no longer override that with the building pipeline as the PC game does. To get the old behaviour, set explicitBuildingPipe=-1

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2 hours ago, The Hero said:

@-Anti- I still don't know how it looks different in skygfx, what does it look like without it?

 

Like this:

lljioxkc.jpg

just using the textures like the really look like in the txd without the blue/yellow color that he materials are assigned in zModeler.

(the truck cab getting its color from the carcols.dat entries of course)

 

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I have tried skygfx in GTA SA (downgraded steam version) and it works perfectly, but for some reason I cant get skygfx to work in GTA 3. First I have tried downgrading GTA3 steam version to 1.0 but some error "mss32" error poped up (even when I have used asi loader recommended in skygfx readme file). Then I have tried normal (non steam) GTA3 version (with no mods besides skygfx added!) and the game starts up without error, but I cant see car reflections even when I set carPipe=1 and worldPipe=1 in skygfx ini. I have copied "neo" folder with all skygfx files into my GTA3 directory, so I have no idea what's else can I try,

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@-Anti- wow, that is weird. wonder why that is...

 

@pawel86ck Do other things beside carPipe=1 work? the world pipeline won't look different without the xbox map anyway. Maybe you're just missing the d3d9 wrapper.

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1 hour ago, The Hero said:

 

@pawel86ck Do other things beside carPipe=1 work? the world pipeline won't look different without the xbox map anyway. Maybe you're just missing the d3d9 wrapper. 

I have "rwd3d9.dll" file in my GTA3 folder (it was included in skygfx zip), that's d3d9 wrapper?

 

No matter if I try to run GTA3 steam or nonsteam version, both versions starts with problems (I can even see main menu options, just background image). I'm guessing it has something to do with windows 10, but if I will place skygfx files (with rwd3d9.dll) game starts normalny, so files included in "skygfx" mod fixed something for sure.

 

BTW- I'm also using Ultimate-ASI-Loader. if I will use simple dlll loader 1.2 I get "mss32" error with skygfx mod.

 

Edited by pawel86ck
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no, d3d8.dll is the d3d9 wrapper. it should also be included in UAL when you install it as d3d8.dll (possibly with an ini option?). kinda hard to help with this kind of problem over the forum.

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5 hours ago, The Hero said:

no, d3d8.dll is the d3d9 wrapper. it should also be included in UAL when you install it as d3d8.dll (possibly with an ini option?). kinda hard to help with this kind of problem over the forum.

I have tried now skygfx for Vice City, and I have same problems (car reflections doesn't work), although I can now get some features from this mod working. For example I can see "trails" effects and
transparent alpha for target lock-on. In order to get these features working I had to:

-use another "gta-vc.exe" (both are 1.0, but for some reason only one "exe" works)

-put skygfx files into "scripts" folder, otherwise I can see "error "mss32" .

 

So some features works now, but still car reflections doesnt work. I have tried cleo loader, ultimate loader, and simple loader, and still nothing. I have never had problems like that with any mod before :(.

Edited by pawel86ck
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zerosaber75
7 hours ago, The Hero said:

no, d3d8.dll is the d3d9 wrapper. it should also be included in UAL when you install it as d3d8.dll (possibly with an ini option?). kinda hard to help with this kind of problem over the forum.

I use the one that's in Widescreen Fix and it does have a D3D8-to-9 option in it's global.ini file, which both III and VC versions have.

[GlobalSets]
LoadPlugins=1
LoadFromScriptsOnly=1
UseD3D8to9=1

I have used that one with SkyGfx and it seems to work better on my end with Vice City after using a different v1.0 exe instead of the one I was using previously from the Vice Cry mod.

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When you don't use the d3d9 wrapper, the neo vehicles should just render invisible. I guess that is not what's happening? Then it's a bit hard to tell what's going on since obviously skygfx is actually loaded.

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TheXtreemo
On 5/15/2019 at 7:24 PM, gts. said:

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

Thank you so much, sir! It worked!

 

I've installed a few other things from that thread, and the game seems to be even better and faster. Those features are miraculously wonderful.

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this is kind of just confusing me

 

 

Do I need the "d3d8.dll" file from SkyGFX when I use widescreen fix? or use should I use both together? 

2. why does SkyGFX cause error when the "rwd3d9.dll" files removed from game dir when Widescreen fix's "d3d8.dll" (or just UAL) has the "rwd3d9.dll" files features? (or this part is just my bad understanding of what the post actually meant?)

Edited by SHIFAAU9 / SHIFAAH9
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inadequate
3 hours ago, SHIFAAU9 / SHIFAAH9 said:

...

  • d3d8.dll from skygfx is a d3d8to9 wrapper, and is used for d3d9 shaders in GTA3 and GTAVC thanks to rwd3d9.
  • d3d8to9 from UAL is the same thing as above but the loader needs to be named d3d8.dll and activate the option d3d8to9=1 in the ini file. 
  • rwd3d9.dll is an extension for GTA3 and GTAVC, and d3d9 shaders can be linked and used on them thanks to the plugin.

So, just use one d3d8to9 wrapper and rwd3d9 in root folder, since skygfx needs both for some features.

Edited by Inadequate
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On 5/17/2019 at 8:35 AM, The Hero said:

When you don't use the d3d9 wrapper, the neo vehicles should just render invisible. I guess that is not what's happening? Then it's a bit hard to tell what's going on since obviously skygfx is actually loaded.

I have found out very interesting YT channel "Regista" with GTA videos, and the thing is, that guy have compiled all popular graphics mods and provided a link in video description. With his compilation NEO car reflections finally works :). As I can see he placed all mods (including skygfx mod) into "scripts" folder, not in main GTA VC folder as skygfx readme file suggest. What's interesting, before I had no AA in this game, but one of his mods added MSAA, so there's finally no jaggies now 😛 (edit, I have found it, it's widescreenfix mod, and you can even enable MSAA level).

 

But I have noticed some glitch with one particular car model (car doors looks white, and sometimes pink) when I'm using "NEO" pipe.

https://i.ibb.co/NZm6gym/a2.jpg

"leeds" car pipse fixed that issue for me

 

EDIT- OK, I have found a solution for my problem

https://steamcommunity.com/sharedfiles/filedetails/?id=706270825

This 246MB vice city patch fixed strange car door glitch for me, in fact this pack works even with my own GTA3 copy :)

Edited by pawel86ck
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@Inadequate thanks for clearing my mind/doughts.

 

@The Hero How would I know if SkyGFX is Loaded properly (in GTA 3 & GTA VC)?

(since debug menu is not working correctly & the only thing from SkyGFX that's visibly working is the PS2 loading thing.)

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17 hours ago, pawel86ck said:

I have found out very interesting YT channel "Regista" with GTA videos, and the thing is, that guy have compiled all popular graphics mods and provided a link in video description. With his compilation NEO car reflections finally works :). As I can see he placed all mods (including skygfx mod) into "scripts" folder, not in main GTA VC folder as skygfx readme file suggest. What's interesting, before I had no AA in this game, but one of his mods added MSAA, so there's finally no jaggies now 😛 (edit, I have found it, it's widescreenfix mod, and you can even enable MSAA level).

 

But I have noticed some glitch with one particular car model (car doors looks white, and sometimes pink) when I'm using "NEO" pipe.

https://i.ibb.co/NZm6gym/a2.jpg

"leeds" car pipse fixed that issue for me

 

EDIT- OK, I have found a solution for my problem

https://steamcommunity.com/sharedfiles/filedetails/?id=706270825

This 246MB vice city patch fixed strange car door glitch for me, in fact this pack works even with my own GTA3 copy :)

this is because you'r using wrong xbox car models, use the ones converted by @The Hero

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1 hour ago, Noskillx said:

this is because you'r using wrong xbox car models, use the ones converted by @The Hero

Dzięki / Thanks, car models converted by "The Hero" works great (there are no graphics glitches I can find when NEO car reflections are enabled) although I had some problems installing it. In "xbox vehicles" mod readme file it's writen to add "vehicles_xbox.img" line into "gta_vc" DAT file but I also had to add that line into "default" DAT file, and then it finally worked :).

 

But I have found out another problem, and I would be happy if someone can help with that 😛

https://i.ibb.co/qYRwMpQ/a1.jpg

There's a transparent line on the wall texture. In  "Regista" mod compilation the same wall texture looks correct, so obviously he installed / did something in his pack to fix that wall texture. Normaly I would use ""Regista" mod compilation, but it has old xbox car models (with glitches) installed by default and I dont know how to uninstall them in order to get ""The Hero" xbox car models working (they work only on clean installation).

 

 

Edited by pawel86ck
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@pawel86ck No, its just you can't notice it on the video, additionally to fix it try to enable "seamfix" in skygfx.ini it might or might not fix this issue for you.

Edited by Noskillx
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6 hours ago, Noskillx said:

@pawel86ck No, its just you can't notice it on the video, additionally to fix it try to enable "seamfix" in skygfx.ini it might or might not fix this issue for you.

This is how it looks when I'm using "Regista" mod compilation build, as you can see, there's no seam on the wall texture.

https://i.ibb.co/CBYMWrK/a2.jpg

 

So right now I have to either:

a) find a way to fix that texture seam issue, because "Regista" had to install or do something in order to fix it in his mod compilation pack.

b) find a way to uninstall "Regista" car models (he have pre-installed xbox car models, but without "The Hero" fixes, so there are issues when NEO reflections are enabled). I have tried installing The Hero car pack over that already pre-installed one, but it doesnt work.

Edited by pawel86ck
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Told you, enable seamfix in skygfx.ini! are you listening?

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2 hours ago, Noskillx said:

Told you, enable seamfix in skygfx.ini! are you listening?

I have tried it, there's still a seam on the wall texture.

 

Edited by pawel86ck
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Try this http://gta.rockstarvision.com/skygfx/SkyGfx_SA_latest/skygfx.dll

and set fixShadows=0 in the ini.

You're the second one who's reporting this issue now. I wonder why my shadow fix isn't working for everyone.... maybe something to do with z-buffer resolution?

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Boulevardier
4 hours ago, The Hero said:

Try this http://gta.rockstarvision.com/skygfx/SkyGfx_SA_latest/skygfx.dll

and set fixShadows=0 in the ini.

You're the second one who's reporting this issue now. I wonder why my shadow fix isn't working for everyone.... maybe something to do with z-buffer resolution?

I tried the .dll and it didn't work, but in which .ini do I set the fixShadows=0? I tried on skygfx1.ini

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