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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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Why can't I run this DFF on mobile phone when I convert dff to a  dff with more than 1MB memory?

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I simply have no interest in CRubbish for SA. If someone else wants to do it as a separate mod I'll be happy to guide him to my reversed source code.

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The Lucky Mole

Hi, I have a question. Does the "colorcycle.dat" file need to be in the "/data" folder, or in the main directory, along with the "skygfx.dll"?

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The Lucky Mole

Oh really? I thought that they would have been on the "/data" folder in the zip, in that case. Thanks!

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10 hours ago, The Hero said:

I simply have no interest in CRubbish for SA. If someone else wants to do it as a separate mod I'll be happy to guide him to my reversed source code.

That would be great. Plastic/brown bags, unwrapped candy bars, newspapers, leaves, etc - in selective areas. *drools*

Edited by Zeneric
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when using "vehiclePipe = Mobile" it causes a bug in the motorcycles and the drivers, the peds and cj move separately from the motorcycle

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On 5/22/2019 at 12:34 PM, The Hero said:

No, [prim] and [sec] in zmodeler take care of the editable (= carcols) materials in a mesh. They have to be specific colors for the game to recognize the colors is to come from carcols.dat. I don't know how zmodeler sets the modulate material flag, but RW's exporter sets it when the material colour is not pure white. The flag just tells RW that the material colour should be used, if it's off it should be ignored.

Ok thanks. Then it is like I thought in the first place. Thx again for explainig.

If somebody knows how to set that flag in zMod I#d be interested.

 

On 5/23/2019 at 4:49 PM, SilverRST said:

I see some talks about [prim], [sec], zmodeler2 and modulate. Which bug are we talking about and is there a fix?

I used to use zmodeler2 a lot back some years ago and now I use it once in some time now but modulate things, I think that never worked for vehicles except the normale modulate. I mean there are many other modulate options like modulate x2, x4 and so on. Some intensifies colors/materials too strong and other makes it very weak. I tried modulate x2 to make the gauges glow like they should be but can't remember that much if it was working or not.

Where could I find these modulate x2/4whatever function you are talking about? (I mean zModeler does not seem to be that compex so I think I should have found them by now,)

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The Lucky Mole

Does anyone happen to have a colourful texture of that sing above the tattoo parlour in SF?

Edited by BustaCJ
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CanerKaraca

I installed SkyGfx for GTA SA but my game has darkened. My brightness setting is full.

 

Here is my settings:

 

Quote
[SkyGfx]
; PC-like 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=0            ; Enable mobile detail maps (needs texdb files)
vehiclePipe=Neo         ; 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=256          ; 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=1              ; 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=1     ; 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=PC          ; 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=0              ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
blurTop=0               ;  to disable blur set these to 0
blurRight=0
blurBottom=0
;; 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=1         ; Use Neo water drops on screen (cannot be toggled at runtime)
neoBloodDrops=1         ; 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=1		    ; 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=128		; 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)

 

 

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CanerKaraca
1 hour ago, SHIFAAU9 / SHIFAAH9 said:

what mods do u have other than SkyGFX?

SilentPatch, Project2DFX, First Person, SAMP-Addon

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BS_BlackScout
disableGamma=1

 

Change it to 0. Done.
Now you can adjust the brightness to your liking.

Edited by BlackScout
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  • 2 weeks later...

The Xbox Vesion of GTA San Andreas uses Dual Pass and Blur Effects?

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ihcorochris

Its a yes on the blur effects if he means the trails option.

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The Lucky Mole

In some previous version of Skygfx I noticed CJ would move his head wherever he looked, which I especially liked. Was this feature removed?

Edited by BustaCJ
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That's a vanilla feature of the game, it just doesn't work with mouse movement on PC (and is bound to the numpad keys instead :/, with a gamepad the feature works just like on console)

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inadequate
8 hours ago, BustaCJ said:

In some previous version of Skygfx I noticed CJ would move his head wherever he looked, which I especially liked. Was this feature removed?

You are confusing it with a cleo script that does the thing you are mentioning.

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The Lucky Mole
8 hours ago, Inadequate said:

You are confusing it with a cleo script that does the thing you are mentioning.

I don't think so. I have tried that cleo script and I found it buggy. For example, when the camera moves so that it forms a full rotation, at some point CJ moves his head unrealistically fast (to look at the other side). That's why I don't use that script.

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Maybe you saw this in samp? head movement linked to mouse there, but skygfx has nothing to do with this.

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The Lucky Mole
16 minutes ago, Marsi4eg said:

Maybe you saw this in samp? head movement linked to mouse there, but skygfx has nothing to do with this.

Yeah, I know SAMP supports head movement. I might saw it playing with a gamepad, as mentioned by @LaDiDa

It would be a nice addition though. Something else. I learned that Skygfx forcibly skips the splashes. Why? At least there should be an option to enable them.

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Igor Bogdanoff
1 hour ago, BustaCJ said:

. I learned that Skygfx forcibly skips the splashes. Why? At least there should be an option to enable them.

it's silentpatch what does it. And it has option for it

 

also

 

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The Lucky Mole
1 minute ago, George Costanza said:

it's silentpatch what does it. And it has option for it

 

also

 

I came from SilentPatch. The .ini has an option to enable intro splashes (which didn't work for me). They said Skygfx forcibly skips the intro splashes. Also, I know that script, and it's kinda poorly made (the bug I mentioned before).

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Skygfx indeed disables them as well. I was doing some testing once without SP and got annoyed by stupid eax and nvidia. Sorry, but why would you want to see them?

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The Lucky Mole
1 minute ago, The Hero said:

Skygfx indeed disables them as well. I was doing some testing once without SP and got annoyed by stupid eax and nvidia. Sorry, but why would you want to see them?

I generally try to keep the game as close to the original as possible, while improving it. Also, I have some hd splashes installed and I'd like to see them in action.

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8 minutes ago, BustaCJ said:

I generally try to keep the game as close to the original as possible, while improving it. Also, I have some hd splashes installed and I'd like to see them in action.

Shameless plug ahead:

 

Same, download in my workshop.

\|/    \|/    \|/    \|/    \|/    \|/

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