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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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3 hours ago, Pirushu said:

I think the problem is that he needs to put the Neo folder on the same path as Skygfx, it doesn't matter if it's in the root folder, Scripts or Modloader

Finally, I put the Whole SkyGfx Folder in Modloader along with everything inside it, but it says couldn't load neo/neo txd and couldn't load WorldTweakingTable but i accept it and i played the game, but there is a problem with Widescreen Fix, Highest resolution lags my game, so i put resolution to 800x600x16 and game now haves some weird blur like watching a 3D move without 3D Glasses! Is there a Solution for that?

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31 minutes ago, megapede2 said:

Finally, I put the Whole SkyGfx Folder in Modloader along with everything inside it, but it says couldn't load neo/neo txd and couldn't load WorldTweakingTable but i accept it and i played the game, but there is a problem with Widescreen Fix, Highest resolution lags my game, so i put resolution to 800x600x16 and game now haves some weird blur like watching a 3D move without 3D Glasses! Is there a Solution for that?

I think it's Blur, there is an option in the screen options.

  and about the neo folder, it happens that you have to copy everything that is inside the "VC" folder and put it in the same Skygfx folder or in the root folder

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27 minutes ago, Pirushu said:

I think it's Blur, there is an option in the screen options.

  and about the neo folder, it happens that you have to copy everything that is inside the "VC" folder and put it in the same Skygfx folder or in the root folder

So to don't have that error i have to put the whole VC folder in the root of Vice City or only the neo folder and skygfx.ini? also my game is quite laggy now knowing that i put resolution to 800x600x16 

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33 minutes ago, megapede2 said:

So to don't have that error i have to put the whole VC folder in the root of Vice City or only the neo folder and skygfx.ini? also my game is quite laggy now knowing that i put resolution to 800x600x16 

put the neo folder and Skygfx.ini in the root folder

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1 hour ago, Pirushu said:

put the neo folder and Skygfx.ini in the root folder

I still keep getting the error Couldn't load neo/neo.txd and couldn't load worldtweakingtable

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Make sure the .asi & .ini are in scripts folder (to avoid loading with mss32 which might load the .asi too late).

 

Put the Neo folder in root folder and it should detect the needed files just fine.

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1 hour ago, LaDiDa said:

Make sure the .asi & .ini are in scripts folder (to avoid loading with mss32 which might load the .asi too late).

 

Put the Neo folder in root folder and it should detect the needed files just fine.

Man you finally fixed the worst problems i got with SkyGfx but the last remaining is some weird blur, looks like watching a 3D movie without 2D shades, Widescreen fix uses the Highest Resolution of Vice City, My game only goes 60FPS with 800x600x16 resolution (Your reply made my game go total 60FPS) but the blur is a little annoying...

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@LaDiDa

 

Can you clarify why the "script folder isn't mentioned in the SkyGFX readme? It is said that "SkyGFX no longer can be loaded with the built-in mss32 ASI loader", but it confuses me why the directory "game\scripts" isn't there.

 

Additionally, is the folder created by ThirteenAG (ships with the widescreen fix)?

Edited by muh linucs
removed the other mention
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UAL uses the scripts folder (and creates the directory) for GTA 3/VC by default but can be set up to also load from root folder, I however found a few scripts that did not work correctly from the root folder & did work from the scripts folder, probably why scripts folder is default.

 

The blur comes from "Trails" which is a PS2 post processing effect, you can eliminate the blur by using the sharptrails mod.

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Abdel Rahman

There is an issue at the fences where the local multiplayer in los santos

 

when the line dual pass is set to 0 while removing SkyGfx (or set it to 1 ) the bug is not present but the game lags

 

here is a screenshot Link

Edited by Abdel Rahman
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On 8/17/2019 at 10:57 AM, Pirushu said:

put the neo folder and Skygfx.ini in the root folder

I fixed the SkyGfx for VC (because i couldn't change resolution because d3d8.dll was the F***ing problem and i don't know why) but Vice City Leftovers Fix has a blurry-pixel HUD and i don't know the file so i can delete that hud file, do you know it please?

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Has anyone noticed that in III's SkyGfx's, whenever you load a save from Shoreside Vale, the car reflections (both "neo" and "leeds") don't work anymore?

 

7 hours ago, megapede2 said:

I fixed the SkyGfx for VC (because i couldn't change resolution because d3d8.dll was the F***ing problem and i don't know why) but Vice City Leftovers Fix has a blurry-pixel HUD and i don't know the file so i can delete that hud file, do you know it please?

If you have installed it by inserting the weapon textures, which also have the HUD icon files for some reason unlike III, into the game's gta3.img file, you may have to revert to an earlier version of the file or try re-installing the files via Mod Loader.

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11 hours ago, zerosaber75 said:

Has anyone noticed that in III's SkyGfx's, whenever you load a save from Shoreside Vale, the car reflections (both "neo" and "leeds") don't work anymore?

 

If you have installed it by inserting the weapon textures, which also have the HUD icon files for some reason unlike III, into the game's gta3.img file, you may have to revert to an earlier version of the file or try re-installing the files via Mod Loader.

I mean the radar where you see for example the C of Cortez missions (VC) and i use modloader for installing txd's and dff's because i don't know how to install with a IMG program for VC

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2 hours ago, megapede2 said:

I mean the radar where you see for example the C of Cortez missions (VC) and i use modloader for installing txd's and dff's because i don't know how to install with a IMG program for VC

It could be the HUD.txd file that has the radar icons that are giving you issues.

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19 hours ago, zerosaber75 said:

It could be the HUD.txd file that has the radar icons that are giving you issues.

thanks you!

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21 hours ago, zerosaber75 said:

It could be the HUD.txd file that has the radar icons that are giving you issues.

Thanks a lot but do you know how to install police dispatcher from the VCLF page? i installed VBdec for it but i don't know how to install the police dispatcher mod (police radio) i tried to replace those 2 files of the police radio in the audio file of VC but it crashes, do you know how to install it?

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I don't normally ask this because usually i can figure it out but this I can't fix. On GTA VC I can't get skygfx to enable dual pass for the trees and plants in the game. In the unmodded version it has this weird graphic issue where you can see through it. The skygfx fixed it and I enjoyed it. I uninstall the game because one the missions crashed (maybe a mod). Now skygfx won't enable ithttps://drive.google.com/open?id=1t2v9OLed1Cks70fsegkhQOHAcdr5sXp3

 

This the file i left it at and I also forgot to include the photo of the issue I'm talking about  https://drive.google.com/open?id=1EMM_45Ed_ZvWKBMSfvep9DB1CsEswtOK

Edited by Angie35
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The first one is probably normal, you're using a broken timecyc.dat (i.e. the PC file). Use the ps2 file (timcycp.dat in the same directory instead).

What's going on with the moon i have no idea.

The last one i dunno either, but maybe check with the fixed timecycle.

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Is there a way to turn off the haze effect in Vice City without disabling the color filter? The effect looks glitchy and distracting from distances and I think it's making the textures look wrapped in some areas as a result.

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5 minutes ago, iGuGa said:

Is it possible to convert the dynamic shadows of the mobile version of GTA: VC?

Just use maxo's vehicle loader, that has dynamic shadows for players and vehicles if I remember correctly.

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9 hours ago, gts. said:

Just use maxo's vehicle loader, that has dynamic shadows for players and vehicles if I remember correctly.

I know. I don't use MVL because it has a lot of incompatibility with other mods, including SkyGfx itself.

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4 hours ago, iGuGa said:

I know. I don't use MVL because it has a lot of incompatibility with other mods, including SkyGfx itself.

That has been fixed some time ago, so just try it.

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18 hours ago, iGuGa said:

I know. I don't use MVL because it has a lot of incompatibility with other mods, including SkyGfx itself.

Here's one that was made by DK22Pac iirc, it renders dynamic shadows from the game's cutscenes to work with peds. Also, I'm not sure if this crashes the game when you get wasted or busted, because the one I use tends to crash when that occurs. https://www.gtagarage.com/mods/show.php?id=28896

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Hello, love this mod, but it is incompatible with one .sf plugin. Haves some settings for tweaking the GTA and mb some settings are not compatible with skygfx. Please make an update, I'll wait for it ❤️ 

Spoiler

rbw97uA.png



Crash log:

Spoiler

SA-MP 0.3.7
Exception At Address: 0x7BDE4549 in SAMPFUNCS.asi+0x44549
Exception: 0xC0000005 - Access violation reading location 0x00000000

Registers:
EAX: 0x00000000    EBX: 0x00000000    ECX: 0x14CE9020    EDX: 0x01A938D0
ESI: 0x01A938D0    EDI: 0x00000001    EBP: 0x0177F868    ESP: 0x0177F824
EFLAGS: 0x00210202

Backtrace:
0x7BDE4549 [email protected]@@QAEXXZ+0x1EE09 in SAMPFUNCS.asi+0x44549
0x7BDD988D [email protected]@@QAEXXZ+0x1414D in SAMPFUNCS.asi+0x3988D
0x7BDBDE52 [email protected]@@[email protected]+0x8252 in SAMPFUNCS.asi+0x1DE52
0x5048FB94 in modloader.asi+0x1FB94
0x5048DE46 in modloader.asi+0x1DE46
0x5048B83B in modloader.asi+0x1B83B
0x5048FBBB in modloader.asi+0x1FBBB
0x5048E202 in modloader.asi+0x1E202
0x504907BB in modloader.asi+0x207BB
0x50490188 in modloader.asi+0x20188
0x5048DF18 in modloader.asi+0x1DF18
0x5048B83B in modloader.asi+0x1B83B
0x5048FBBB in modloader.asi+0x1FBBB
0x5048E202 in modloader.asi+0x1E202
0x504907BB in modloader.asi+0x207BB
0x50490188 in modloader.asi+0x20188
0x008246F1 in gta_sa.exe
0x76116359 BaseThreadInitThunk+0x19 in KERNEL32.DLL+0x16359
0x77DE7A94 RtlGetAppContainerNamedObjectPath+0xE4 in ntdll.dll+0x67A94

ASI plugins:
audio.asi
CLEO.asi
colormod.asi
flickr.asi
map.asi
modloader.asi
mousefix.asi
NormalMapFix.asi
OutFitFix.asi
ps2refl.asi
radarrect.asi
SAMP.asi
SAMPFUNCS.asi
SAMPGraphicRestore.asi
ShellFix.asi
skygfx.asi
skygrad.asi
StreamMemFix.asi
UncapFPS_UGBASEEU.asi
WeapSwitcher.asi

SF plugins:
!MenuManager.sf
ImGUI API.sf
Chat Functions.sf
OverLay.sf
Reconnect+.sf

Cleo:
ccontrol.cs
changer.cs
clearchat.cs
CopCMD2.cs
DigiInfo.cs
head.cs
Mobile_cam.cs
No_more_haze.cs
police_fix.cs
Render.cs
sampcs_helper.cs
Stroboscopes.cs

Address code: 8B 00 C3 A1 C0
Before address code: A1 D4 73 EB 7B

Crash module: SAMPFUNCS.asi
Size: 1726464
CRC32: B2E99090

Stack:
+0000: 0x7913EF3A   0x00000001   0x01A938D0   0x0177F868
+0010: 0x00000000   0x9707763D   0x00000001   0x0000000A
+0020: 0x00000000   0x7BDA7EAD   0x01B403C0   0x01A938D0
+0030: 0x7BDC1585   0x0000000A   0x00000000   0x00000001
+0040: 0x01B403C0   0x0177F880   0x7BDD988D   0x9707763D
+0050: 0x0177F97C   0x7BE68C91   0xFFFFFFFF   0x7572EE90
+0060: 0x7BDBDE52   0x00000001   0x0000000A   0x7572EE90
+0070: 0x0177F8A8   0x00000000   0x00000000   0x9707763D

SCM Op: 0x0, lDbg: 0 LastRendObj: 0

Game not started

Game Version: UNKNOWN

Memory: 86 MB
Stream memory: 0/1024 MB

Windows 10 64 bit
 

 

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