Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. The Cayo Perico Heist
      2. The Diamond Casino Heist
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Frontier Pursuits
      2. Find Lobbies & Outlaws
      3. Help & Support
    3. Crews

    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. Grand Theft Auto Series

    2. GTA VI

      1. St. Andrews Cathedral
    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
    6. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
    7. GTA III

      1. Guides & Strategies
      2. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    3. Gangs

    1. Announcements

    2. Support

    3. Suggestions

The Hero

SkyGfx: PS2, Xbox and Mobile graphics for PC

Recommended Posts

Inadequate
3 hours ago, FriedSpats said:

Oh yeah, there's one bug in Vice City involving the neo droplets. Apparently if the screen gets covered in droplets (blood or regular), the radar's map would disappear as long the droplets remain on the screen.

I tried to reproduce it here, and didn't happen.

Share this post


Link to post
Share on other sites
xXKenBlockXx

Thanks for the new version. Love the vehicle pipe.

Share this post


Link to post
Share on other sites
Hillions

I have a problem with SkyGFX SA 4.1 it doesn't work I've tried to install everywhere root folder, modloader folder and then i realized that version 4.1 is missing Skygfx.asi file (4.0b has Skygfx.asi and it works)

Edited by Hillions

Share this post


Link to post
Share on other sites
Inadequate
18 minutes ago, Hillions said:

I have a problem with SkyGFX SA 4.1 it doesn't work I've tried to install everywhere root folder, modloader folder and then i realized that version 4.1 is missing Skygfx.asi file (4.0b has Skygfx.asi and it works)

Just rename the DLL to ASI.

Edited by Inadequate
  • Like 1

Share this post


Link to post
Share on other sites
Junior_Djjr

There is some problem with Env vehicle pipeline:

It follows the ambient lighting inversely: When the ambient lighting is bright, the car is dark, and when it is dark, the car is bright. If it's not just optical illusion, it really changes its tone in reverse.

If this is something present in the original Neo, ok, but Env's goal is a better and more correct solution, right? So it would be important to fix this for a more accurate graphics.

 

I've always been waiting for SkyGfx to have a good vehicle pipeline, every has their best points, and finally you have decided to put together the best points of each and turn them into one.

The result of Env is excellent: there are the mobile cubemap reflections; there is good specular highlighting; there is a better separation between light and dark details (better shadowing for holes, interior etc); the car is not so blue etc. Unfortunately there is this problem.

  • Like 3

Share this post


Link to post
Share on other sites
The Hero

That really is an interesting point. Thank you for bringing it up. I will look into it.

Share this post


Link to post
Share on other sites
Ezekiel

reflections + specular, can't ask for more :^:

here's a car with maxed out env reflection, it's supposed to be white :alien:

Spoiler

4X7cMBD.jpg

 

download

 

Will it be possible for skygfx, in future option to edit size of specular or something?

(like we can in 3ds max edit reflection intensity) 

example 1 , 2 , 3

  • YEE 1

Share this post


Link to post
Share on other sites
The Hero

I don't think sharper specular light will work with the rather low poly models in the game. With the neo pipeline you should be able to change it with the power value in the tweak table.

Share this post


Link to post
Share on other sites
gts.
13 minutes ago, Ezekiel said:

Reflections + specular, can't ask for more :^: 

 

Here's a car with maxed out env reflection, it's supposed to be white :alien:

  Reveal hidden contents

4X7cMBD.jpg

 

Looks pretty good. What's your env reflection size in that screenshot? 1024?

Share this post


Link to post
Share on other sites
Ezekiel
2 hours ago, The Hero said:

I don't think sharper specular light will work with the rather low poly models in the game. With the neo pipeline you should be able to change it with the power value in the tweak table.

neo the fps eater, env or mobile pipe 4 life :lol:

 

Did some experimenting with DK's Normal Map plugin, this is just applied tiny white circle texture on chassis, looks good to me tho on vanilla car. download

Spoiler

49286948382_1683f18f0c_o.gif49286740231_6362e78751_o.gif

now imagine one of yours pipes with this.

 

@gts 256map I don't touch ini.

Edited by Ezekiel
  • Like 3

Share this post


Link to post
Share on other sites
Sneth

How about adding features from VC to the next versions? Was already added sun glare (glare on cars). But there are other features that I would like to see in GTA SA. For example, digging in VC files I opened particle.txd also found there the image "waterreflection2", apparently it not absolutely reflections of water, and imitation of waves which can be noticed on a water surface in the game. It would also be possible to add sun glare on water from VC to SA. It's a pity that such things did not live up to GTA SA :(

 

To be honest, I myself tried to make sun glare on the water with Cleo script, but my skills in scripting are negligible and particles appear not only on the water, but also on the ground and even in the air, where their level is the same as that of water (that is, z = 0), and how to make them appear only on the water, I do not know.

Edited by Sneth
Amend
  • Like 2

Share this post


Link to post
Share on other sites
Junior_Djjr
1 hour ago, Ezekiel said:

Did some experimenting with DK's Normal Map plugin, this is just applied tiny white circle texture on chassis, looks good to me tho on vanilla car. download

  Reveal hidden contents

49286948382_1683f18f0c_o.gif49286740231_6362e78751_o.gif

now imagine one of yours pipes with this.

This gif is not too good for outdoor use, but indoors with a single light, for example a garage, would look beautiful.

Share this post


Link to post
Share on other sites
The Hero

I don't think I have anything planned for VC now.

 

I fixed the thing Junior found. problem was that CCustomCarEnvMapPipeline::m_EnvMapLightingMult was getting too high causing very intense reflections. And the kind of reflections i'm using tend to darken the model. I'm clamping that value for reflections now.

 

The other thing about specular lighting is true. It can be improved after all and I'm working on it.

  • Like 4
  • YEE 1

Share this post


Link to post
Share on other sites
Ezekiel
Spoiler

49287840871_f47416be1a_o.gif

 

thank you so much for this, hope this will stick around in future, some people might not like it,

so maybe in future options to edit size , remove it or switch to previous one... 

anyway Hero great.

Edited by Ezekiel
  • Like 3

Share this post


Link to post
Share on other sites
The Hero

It will certainly stick around. If you change power to 10 and env intensity to around 0.3 it should look similar to the currently released version. If I don't get more feedback soon, I'll make this the next release.

  • Like 3

Share this post


Link to post
Share on other sites
Ezekiel

It does darken the vehicle (picture) like it's in garage, I was naive at first, when you pay attention previous specular does give it that light vehicle outdoor should have (picture)

I apologize If I wasted you some time on this, old settings should be manual.

 

Spoiler

49288281061_4a062d428d_o.gif

DirectX 2.0
up there is like we mixed env with both specular options :p

Edited by Ezekiel

Share this post


Link to post
Share on other sites
passenger

Env doesn’t work for me all other pipes work fine in 4.1🙁

Share this post


Link to post
Share on other sites
Leinad
6 hours ago, Ezekiel said:

49287840871_f47416be1a_o.gif

Share your configuration for this please.

Share this post


Link to post
Share on other sites
MB7783
7 hours ago, Ezekiel said:
  Reveal hidden contents

49287840871_f47416be1a_o.gif

 

No sh*t, What a great settings!!, how did you do it?

Share this post


Link to post
Share on other sites
The Hero

I added ini options for the new pipeline now. see the inis in the latest directory. I also changed the defaults back to what the release had, but you can just set power to 400 and specularity to 3.3 to get the effect of the previous test version.

  • Like 2

Share this post


Link to post
Share on other sites
Ezekiel

anyone else? =on Env pipe If you set Anti Aliasing x2 or more, high poly model corners are unpleasant to see  : |  

 

Neo pipe have slightly bluish color reflection and those amazing night speculars, no way you could steal that and blend it with Env, we are then talking about perfection.

 

@Leinad just set envPower= 300

Share this post


Link to post
Share on other sites
Junior_Djjr

Better now, now the car is not dark, but it is still not bright when the ambient is bright.

 

 

2 hours ago, Ezekiel said:

just set envPower= 300

Are you sure? The smaller the number, the stronger it is. Over 15 here there is no effect.

1 is nice, but some non-well-adapted modified cars get too strong.

Edited by Junior_Djjr

Share this post


Link to post
Share on other sites
Junior_Djjr
2 hours ago, Ezekiel said:

high poly model corners are unpleasant to see  : |  

You're right, there seems to be a logic mistake in how specular highlighting acts, or something.

 

It is not simply on highpoly cars, this is visible even on game bicycles when the camera is slightly off:

000.jpg

This seems to happen to any thin enough curve. Highpoly cars there are many of them.

000.jpg

 

  • Like 1

Share this post


Link to post
Share on other sites
MB7783

So... Does anyone have any great settings for env reflections?, I don't know how work the new options in .ini file

Share this post


Link to post
Share on other sites
mvciek

Hey! Installed skygfx, and pretty much every car in the game now has a weird shadow problem. As shown on screenshots, it's usually 100% dark like always in a shadow, or just some parts are dark depending on how I move my camera - any idea how to fix that? It's making me f*cking crazy, really.



sa-mp-051.pngsa-mp-050.png

Share this post


Link to post
Share on other sites
passenger

I had a old skyfx.asi version now env pipe works, thanks Hero👍

Share this post


Link to post
Share on other sites
Junior_Djjr
12 hours ago, MB7783 said:

So... Does anyone have any great settings for env reflections?, I don't know how work the new options in .ini file

Simply test it. F11 reloads the .ini in-game. There is not much to configure.
Or use Debug Menu, you can edit numbers through a menu, not having to reload the .ini.

Share this post


Link to post
Share on other sites
The Hero

Junior_Djjr: The vehicles do get brighter, but not as much as with other pipelines probably due to the way the env map is implemented. But I had a new idea how to useEnvMapLightingMult. Instead of using it as an intensity for the reflectivity I'm now using it has a multiplier for the envmap itself. Updated the dll, see if you like that more.

 

I think I also was able to fix the weird white pixels that were caused by AA. It's a strange thing but it doesn't happen for me anymore.

 

mvciek: PC timecyc.dat and not having SilentPatch could cause that I think. Better use PS2 timecyc.dat and SilentPatch.

Edited by The Hero
  • Like 2
  • YEE 1

Share this post


Link to post
Share on other sites
Marsi4eg

I've noticed that there isn't "ps2grassFiles" option in the .ini

 

ps2grassFiles=1         ; Load two sets of grass models (grass[23]_n.dff) like on the PS2, the PC game loads only one set of models (cannot be toggled at runtime)

 

Is this enabled by default or maybe this code was removed?

Edited by Marsi4eg

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • 6 Users Currently Viewing
    0 members, 0 Anonymous, 6 Guests

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.