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The Hero

SkyGfx: PS2, Xbox and Mobile graphics for PC

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The Hero

There was an embarrassing bug in how i handled the sky colour in the last release. in fact i think i should make the current version an official release now.

  • Like 2

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zerosaber75
51 minutes ago, The Lucky Mole said:

Is it my idea, or since the 4.1 version, mobile vehicle pipeline just became less blue?

I noticed that too on my end though it seems to be from the color filter from how I'm seeing it. I would like to see an option to dial back how much blood/water splatters on game so they're more subtle like in III/VC for SkyGfx SA.

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The Lucky Mole
53 minutes ago, The Hero said:

There was an embarrassing bug in how i handled the sky colour in the last release. in fact i think i should make the current version an official release now.

Nevertheless, mobile vehicle pipeline is a little blue, isn't it? The footage I see from the mobile version lead me to this conclusion.

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007Ripper

Good day! env pipeline is the most perfect reflection for me now but, when i try to raise reflection intensity the texture become darker. Sir, please make it not affect the texture brightness. 

envshininessmult = 1.0

gta-sa-compact-2020-01-06-22-55-55-30.jpenvshininessmult = 3.0

gta-sa-compact-2020-01-06-22-54-45-91.jp

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007Ripper
Posted (edited)

Nevermind! It just perfect! :DD

Throw away your mobile reflection, lets move to the amazing env!! Zehahaha.

SswxXcI.jpg

rTCdaVF.jpg

Here's my sett if you want :p

envMapSize=1024

envShininessMult=0.7   
envSpecularityMult=0.3  
envPower=1.0          
envFresnel=0.1          

Edited by 007Ripper
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The Lucky Mole
Posted (edited)
28 minutes ago, 007Ripper said:

Here's my sett if you want :p

envMapSize=1024

envShininessMult=0.7   
envSpecularityMult=0.3  
envPower=1.0          
envFresnel=0.1          

Where did you find those settings? None of the INIs seem to include them.

Edited by The Lucky Mole

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The Lucky Mole
Posted (edited)
3 minutes ago, 007Ripper said:

Thanks.

Someone needs to update those INIs.

 

Edit : oh wait, you aren't using the 4.1 release aren't you? Those settings are possibly applicable only to the wip version.

Edited by The Lucky Mole

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LaDiDa

There's no reason not to use latest WIP build though, especially with Aap fixing bugs so fast they aren't there for long.

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Maks_Grain4

How can I increase the range of drawing LOD model cars in GTA 3 and Vice City?

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DeltaNeo
Posted (edited)
On 1/5/2020 at 8:20 AM, Malekithh said:

VehiclePipe=Mobile crash on SA:MP.

Latest WIP build? Make sure you have SAMPGraphicRestore.asi. I've been using SkyGFX on SA-MP and I have not experienced any crash.

Edited by Neo°

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The Implex
Posted (edited)
19 hours ago, 007Ripper said:

Nevermind! It just perfect!

:DD

Throw away your mobile reflection, lets move to the amazing env!! Zehahaha.

SswxXcI.jpg

rTCdaVF.jpg

Here's my sett if you want :p

envMapSize=1024

envShininessMult=0.7   
envSpecularityMult=0.3  
envPower=1.0          
envFresnel=0.1          

 

Spoiler

 

 

I have to admit, your game looks gorgeous. 

I like the way you modded it. 

Edited by Dante from DMC Series
  • YEE 1

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NepNep974
Posted (edited)

I'm using the WIP version and my vehicles become invisible when using Env pipe. It works alright for the Mobile pipe though. I'm using PS2 .dffs BTW.

Here's my ini

Spoiler

[SkyGfx]
; Mobile-like/custom 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=PS2        ; 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=1            ; Enable mobile detail maps (needs texdb files)
vehiclePipe=Env      ; 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", "Env"
                        ;  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=5.0    ; Neo reflection intensity multiplier
neoSpecularityMult=4.0  ; Neo specular light intensity multiplier
envShininessMult=5.0    ; Env reflection intensity multiplier
envSpecularityMult=4.0  ; Env specular light intensity multiplier
envPower=10.0           ; Env specular light power (the higher the smaller the highlight)
envFresnel=2.5          ; Env fresnel strength
sunGlare=0              ; Sun glare on cars like in VC

;; Grass
grassAddAmbient=0       ; 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=            ; Enable dynamic ped shadows
stencilShadows=        ; Enable stencil shadows (vehicles and poles)

;; Color filter
colorFilter=PS2      ; 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)
radiosity=Shader        ; Select implementation. values: "Shader", "PS2"
;; Misc
disableClouds=0         ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
disableGamma=0          ; 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=0         ; Use Neo water drops on screen (requires neoWaterDrops)
transparentLockon=0     ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
lightningIlluminatesWorld=0    ; 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)
coronaZtest=1        ; sets z-test on coronas. 0 to disable (PS2), 1 to enable (PC) (overrides SilentPatch)
fixShadows=0            ; fix z-problems with shadows as on PS2. tends to break with high far clip plane (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)
 

 

Mobile

Spoiler

YoqMmiO.png

Env

Spoiler

EX0qPWH.png

 

Edited by NepNep974
Formatting
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The Hero

Probably neo doesn't work either? That means you probably don't have the neo files installed.

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NepNep974
Posted (edited)

Dangit, my stupid ass did indeed forget to put that in. Thanks!

 

EDIT: Lookin good except for this dark patch on the vehicle when looking from above which seems to be a second cubemap.

 

Screenshots:

Spoiler

YMf2waH.png

cXkVnme.png

 

Edited by NepNep974

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Malekithh
12 hours ago, Neo° said:

Latest WIP build? Make sure you have SAMPGraphicRestore.asi. I've been using SkyGFX on SA-MP and I have not experienced any crash.

Not latest WIP build, I test it with release version and yes I have SAMPGraphicRestore.asi. This problem not just me, since I understand the technical mods, some people ask me about this problem, but I couldn't fix it.

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The Hero

Made a new release. It's pretty much the last WIP version.

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  • YEE 3

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The Lucky Mole

Another thing @The Hero, could you place colorcycle.dat in the data folder? Like all the other files that are supposed to be moved in a subfolder.

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ChengizVlad09

@The Hero Hey Hero, as a huge admirer of your work, I really like the new stuff! Also, as a guy who likes to keep close resemblance - closest one possible - to Playstation 2 visual appearance, would you say that these settings - default skygfx1.ini settings - are the exact same settings that would be applied in GTA SA PS2 version?

 

Spoiler

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
envShininessMult=1.0    ; Env reflection intensity multiplier
envSpecularityMult=1.0  ; Env specular light intensity multiplier
envPower=10.0           ; Env specular light power (the higher the smaller the highlight)
envFresnel=0.7          ; Env fresnel strength
sunGlare=0              ; Sun glare on cars like in VC

 

I can see some differences with these default settings in newer Skygfx versions compared to the older ones, hence the question. 

Cheers!

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Ash_735
12 minutes ago, ChengizVlad09 said:

@The Hero Hey Hero, as a huge admirer of your work, I really like the new stuff! Also, as a guy who likes to keep close resemblance - closest one possible - to Playstation 2 visual appearance, would you say that these settings - default skygfx1.ini settings - are the exact same settings that would be applied in GTA SA PS2 version?

 

  Hide contents

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
envShininessMult=1.0    ; Env reflection intensity multiplier
envSpecularityMult=1.0  ; Env specular light intensity multiplier
envPower=10.0           ; Env specular light power (the higher the smaller the highlight)
envFresnel=0.7          ; Env fresnel strength
sunGlare=0              ; Sun glare on cars like in VC

 

I can see some differences with these default settings in newer Skygfx versions compared to the older ones, hence the question. 

Cheers!

If you're using the PS2 vehicle pipe then those options don't matter, between them are settings for Neo/Leeds/Env.

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ChengizVlad09

@Ash_735 Indeed, I do use the PS2 vehicle pipe. Good to know that, I don't want to ruin my PS2 style :) As always, many thanks Ash!

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jahmshut

When using new versions of Skygfx and SilentPatch (starting from the moment when SilentPatch stopped supporting the TwoPassRendering function), the following problem appeared, which is very annoying.

https://imgur.com/a/MSfS2qP

When using previous versions of Skygfx and SilentPatch (by setting TwoPassRendering = 2 to SilentPatch.ini and dualPass = 1 to skygfx.ini) this problem did not exist.

https://imgur.com/a/nZmElBH

Is there any way to fix this error for new versions of Skygfx and SilentPatch?

Edited by jahmshut

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DeltaNeo
1 hour ago, jahmshut said:

When using new versions of Skygfx and SilentPatch (starting from the moment when SilentPatch stopped supporting the TwoPassRendering function), the following problem appeared, which is very annoying.

https://imgur.com/a/MSfS2qP

When using previous versions of Skygfx and SilentPatch (by setting TwoPassRendering = 2 to SilentPatch.ini and dualPass = 1 to skygfx.ini) this problem did not exist.

https://imgur.com/a/nZmElBH

Is there any way to fix this error for new versions of Skygfx and SilentPatch?

I think I've encountered this before.

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Inadequate
4 hours ago, jahmshut said:

When using new versions of Skygfx and SilentPatch (starting from the moment when SilentPatch stopped supporting the TwoPassRendering function), the following problem appeared, which is very annoying.

https://imgur.com/a/MSfS2qP

When using previous versions of Skygfx and SilentPatch (by setting TwoPassRendering = 2 to SilentPatch.ini and dualPass = 1 to skygfx.ini) this problem did not exist.

https://imgur.com/a/nZmElBH

Is there any way to fix this error for new versions of Skygfx and SilentPatch?

That isn't a dualpass bug, but model bug. Environment map is broken on PC. To fix that use the PS2 models from the PS2 thread.

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jahmshut
2 hours ago, Inadequate said:

That isn't a dualpass bug, but model bug. Environment map is broken on PC. To fix that use the PS2 models from the PS2 thread.

I guessed that it was a bug of the model itself...previous versions of Skygfx and SilentPatch very successfully hid it...but I did'nt know how to fix it for new versions ...
Oh thanks a lot man! You really helped me. It works!

 

Edited by jahmshut

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The Lucky Mole
On 1/12/2020 at 10:33 AM, jahmshut said:

I guessed that it was a bug of the model itself...previous versions of Skygfx and SilentPatch very successfully hid it...but I did'nt know how to fix it for new versions ...
Oh thanks a lot man! You really helped me. It works!

 

This bug appears no matter what scripts you're using (it's a model issue). I don't think they were ever hidden by SilentPatch or skygfx. At least not in my case.

Edited by The Lucky Mole
Drunk typing

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jahmshut
1 hour ago, The Lucky Mole said:

This bug appears no matter what. I don't think they hid in. At least not in my case.

It really works, bro.

https://imgur.com/a/vESCsmu

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gts.
2 hours ago, The Lucky Mole said:

This bug appears no matter what. I don't think they hid in. At least not in my case.

I loled. How it will appear not matter what? Learn how to install a simple dff file into the game. The guy is showing proof that's working, those PS2 models are there since 2015 or so, posted by Mugetsuga originally if I remember correctly a short after when the PS2 thread became thing and it have been said thousand of times that is a model issue. Probably gta modding isn't a thing for you.

Edited by gts.

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The Hero

The old SilentPatch building pipeline didn't support env maps. Probably that's why you didn't see it.

 

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ernestin1

whats the settings that make the mirrors in woozie's betting shop and the rosenberg's office in the caligula work? I like playing with the pc settings, but those only appear when using the ps2 or mobile config

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