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The Hero

SkyGfx: PS2, Xbox and Mobile graphics for PC

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The Hero

Code was removed. What the PS2 does turned out to be different after all and also it caused a crash with modloader for some reason.

  • Like 2

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The Hero

implemented specular light for all lights and tweaked things some more:

Spoiler

envpipe2.pngenvpipe3.pngenvpipe4.png

  • Like 8
  • YEE 4

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BeyondTheVeilOfDeath

Nice!

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erorcun

😮 awesome

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Maks_Grain4

When will it be possible to download?

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MB7783
8 hours ago, Junior_Djjr said:

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.

I know, i meant, a nice setting only for env reflections

4 hours ago, The Hero said:

implemented specular light for all lights and tweaked things some more:

  Reveal hidden contents

envpipe2.pngenvpipe3.pngenvpipe4.png

Nice :)

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Ezekiel
Spoiler

49299739248_866ceeba3f_o.gif

 

That's it, Env pipe is now carved in my ini

 

Spoiler

49300433901_2265a1cc8e_o.gif

 

this blue is just highlighted sky in photoshop.
so I'm curious, do you have suration control of anything which reflect on car (hue sur., map, sky), or anything related to colors and contrast, if do, when you got time to mess with those I would love to see results / photos.

lol I got high on those Gran Turismo Sport reflections


Edit:
anyone else have draw distance issues in latest dll / asi ?

Edited by Ezekiel
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Ash_735

The ONLY issue I have with ENV right now is that it seems to be lacking animated textures updating, for example most of the casino strip in Las Venturas doesn't show in real time (it seems to be reflecting the model pre-texture), where as this worked fine on NEO.

 

e.g. Here's with ENV...

unknown.png

 

And here's with NEO, you can see where the reflection was updated even though the vehicles were still...
unknown.png

Edited by Ash_735

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LaDiDa
1 hour ago, Ezekiel said:
  Reveal hidden contents

49299739248_866ceeba3f_o.gif

 

That's it, Env pipe is now carved in my ini

 

  Reveal hidden contents

49300433901_2265a1cc8e_o.gif

 

this blue is just highlighted sky in photoshop.
so I'm curious, do you have suration control of anything which reflect on car (hue sur., map, sky), or anything related to colors and contrast, if do, when you got time to mess with those I would love to see results / photos.

lol I got high on those Gran Turismo Sport reflections


Edit:
anyone else have draw distance issues in latest dll / asi ?

Not just that, to confirm, is 3d grass gone on your end as well?

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The Hero

I switched shaders to use version 3.0 because i was hitting limits of PS 2.0. I assume that's what causes these issues. Will look into it tomorrow, probably best to just make env pipe PS use 3.0

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DeltaNeo

Latest WIP - distance fog is gone, invisible vehicles if using Mobile or Env pipeline (it worked the first time)

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WeedSR
38 minutes ago, Neo° said:

Latest WIP - distance fog is gone, invisible vehicles if using Mobile or Env pipeline (it worked the first time)

I can confirm distance fog bug in the latest build

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The Hero

Yeah, that was caused by PS 3.0 it turns out. I didn't know it actually changed behaviour. Anyway I managed to get the number of instructions lower and went back to PS 2.0. Just the 6th extra directional light won't produce specular light now, no space for that. Updated the file.

Edited by The Hero
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gts.

Nice work. Also with this downgrade once again from 3.0 to 2.0 the env pipe isn't looking like this anymore?

20 hours ago, The Hero said:

implemented specular light for all lights and tweaked things some more:

  Reveal hidden contents

envpipe2.pngenvpipe3.pngenvpipe4.png

 

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The Hero

It should be (almost). The game has one main directional light for the sun and 6 extras. With PS 2.0 i can only fit specular light for 5 of them into the shader, but I think that's ok. Without SP the game would normally only use 4 anyway.

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gts.

That's good then. More than enough in my opinion. Thanks.

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DeltaNeo

Latest .asi fixes both of my problems.

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The Hero

I had an embarrassing bug in the latest version. also changed the sky colour thing a bit. file is updated.

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Maks_Grain4
1 hour ago, The Hero said:

I had an embarrassing bug in the latest version. also changed the sky colour thing a bit. file is updated.

How to download the latest fixes?

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Ash_735
1 minute ago, Maks_Grain4 said:

How to download the latest fixes?

It's the same link as always dude.

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Maks_Grain4
5 minutes ago, Ash_735 said:

It's the same link as always dude.

4.1? 

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Maks_Grain4
36 minutes ago, Ash_735 said:

This one, the link for latest testers.

 

Nice. For VC and III - there is?

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Ash_735
Just now, Maks_Grain4 said:

Nice. For VC and III - there is?

Do you know how directories work? Click on Parent Directory in the same link and you'll go to the full SkyGFX archive, and yes at the top you'll also see latest test for III/VC.

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Maks_Grain4

Thank You Man

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Ezekiel

This day didn't went as I planned and got really pissed BUT, that thing I suggested, and you brought it today, that cheered me up 

:lol:


My last suggestion for env pipe will be different specular intensity during night time, this sounds so scary when you think about it, not to mention that it will be hard to do, and  I hope you're knowledge will progress over the years.

About night time lights:
During night there is no sun, so lights from ground are stronger and sharper 

         Default                                                           Night

 envSpecularityMult=1.0                           envSpecularityMult=2.0 

 envPower=10.0                                         envPower=200.0       

 

This don't even has to be option in ini, speculars could switch to night settings when sun goes down                        

There's a time on clock when all lamp post turn on and transition on vehicles, pfff even if it ends up ugly I don't care,

I would wait this for years, I hope you pin suggestion somewhere.

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The Hero

I see your point, but I don't think i want to implement it. Sorry :/ But thanks for your feedback.

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The Hero

Hm...too blue? I'm really not sure how the sky colour should be handled :/

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LaDiDa

hmmh, I think they're fine as they are right now. Maybe revisit them later if you have a briliant idea on how to do sky colour different?

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