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The Hero

SkyGfx: PS2, Xbox and Mobile graphics for PC

Recommended Posts

pep legal

.

From latest releases I'm starting getting some conflicts with ColorMod.

 

Any chance of implementing some basic Post Processing settings ? (Color saturation, Gama, Contrast, etc).

 

PS.: Env pipeline is just Perfect !

 

 

 

OFFTOPIC : A favour ... SOLVED.

Edited by pep legal
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Davve95

Really cool update. Don't know if I posted this before xD. But what about adding an option for objects and buildings that enhance them too? I mean so they match with the vehicle reflections etc (graphic wise) 

  • YEE 2

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The Lucky Mole
On 1/12/2020 at 3:11 PM, gts. said:

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.

Yeah man, I edited the comment. For whatever reason I never finished that sentense 😤.

 

Another edit : Just so you know, I changed my nickname from BustaCJ to the current one.

Edited by The Lucky Mole

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leonardoanto

Hello, i have a problem in GTA III, i have some mods that are necessary for GTA III like Widescreen Fix, when i install correctly SKYGFX dropping it on a folder inside modloader, game crashes when i try to change the resolution to 800x600x16 because GTA III goes slower on a higher resolution than 800x600x16, is there a solution for it please?

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LaDiDa

Use 32 bit (x32 resolutions) I 'm fairly certain skygfx does not function with the 16 bit modes (if it doesn't even disbale them altogether, I can't remember if it ever did that on III).

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Ash_735

No offense but if your computer can't run GTA3 at 800x600 in 32bit colour mode, you don't stand a chance of getting anything decent from SkyGFX.

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Maks_Grain4

Man, fix rwd3d9.dll in GTA 3 and Vice City. Micro lags!!!!!!!!!!

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LaDiDa

I didn't have any lag/stutter in VC or III using skygfx with rwd3d9.dll. Therefore it's likely your system being the issue here.

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Gran.Alan18

Will SkyGFX VC be supported to use Detailed Maps as in GTA SA?

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The Hero

It may happen, but not right now. It would be nice to have a more sophisticated building pipeline. then i could probably also implement the Env pipe in III/VC.

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Krystofer

vehiclePipe=Env is crashing when I join specific SAMP server. Weird thing about this is that the same config is working on another server. I've been testing some ways like deleting SilentPatch, modifications - everytime the same crash. My config is just modified vehiclepipe in default skygfx2.ini.

 

Crash Report:

SA-MP 0.3.DL-R1


Exception At Address: 0x5F282FA7
Base: 0x039E0000

Registers:
EAX: 0x00000000    EBX: 0x00000001    ECX: 0x00A9B0C8    EDX: 0xC48B5C29
ESI: 0x0EAE84F0    EDI: 0x16FBEBD8    EBP: 0x0028F43C    ESP: 0x0028F428
EFLAGS: 0x00210202

Stack:
+0000: 0x0EAE84F0   0x44812FAE   0xC48B5C29   0x41D07F2E
+0010: 0x4B253E19   0x00000000   0x005540B2   0x16FBEBD8
+0020: 0x0EAE84F0   0xFFFDFFFF   0x00554645   0x41A00000
+0030: 0x4275BCE7   0x41234076   0x5F282F01   0x00000001
+0040: 0x0E52B918   0x0EAE84F0   0x0028F478   0x5F282F01
+0050: 0x44812FAE   0xC48B5C29   0x41D07F2E   0x0055493C
+0060: 0x41234076   0x0028F4A8   0x20000000   0x00000050
+0070: 0x0028F524   0x00000000   0xC1F00000   0x00000004
+0080: 0x41234076   0x0072D10B   0x41F00000   0x00C8E0CC
+0090: 0xC324B908   0xC383C73A   0x0174C2E8   0x00000051
+00A0: 0x00000050   0xBF82BF92   0x3F4CB774   0x42A05794
+00B0: 0x00000005   0x42A22901   0x00000025   0x00000004
+00C0: 0x00000001   0x0000002B   0x00000050   0x40544520
+00D0: 0x42A15CA2   0x421600DD   0x42AB2D5A   0x422E8D38
+00E0: 0x42AB231D   0x422FDDD0   0x4296176E   0x422D4E86
+00F0: 0x429621AB   0x422BFDEE   0x0028F580   0x43960001
+0100: 0x00555563   0x0028F61C   0x00000005   0x00554840
+0110: 0x0028F580   0x0028F580   0x0000000D   0x0174C2E8
+0120: 0x04F0C0E8   0x092DDBD0   0x0028F684   0x00000000
+0130: 0x3C888889   0x4383C73A   0xC324B908   0x43960001
+0140: 0xC383C73A   0xC324B908   0x43960001   0x0028F604
+0150: 0xC61A6D77   0x468CA000   0x4481417B   0xC48C9EA7
+0160: 0x41C48ADB   0x44875D88   0xC484899B   0x4259E3CA
+0170: 0x44746C76   0xC4855663   0x4259E3CA   0x44747941
+0180: 0xC485BF92   0xC1355982   0x448763EE   0xC484F2CA
+0190: 0xC1355982   0x449FCDBC   0xC4486AD7   0x432E174F
+01A0: 0x443C1273   0xC4506A9F   0x432E174F   0x44858BED
+01B0: 0xC44D42B0   0x4229E8E8   0x4470C93F   0xC44EDC40
+01C0: 0x4229E8E8   0x443C526B   0xC4548677   0xC31AF167
+01D0: 0x449FEDB8   0xC44C86AF   0xC31AF167   0x4470D60B
+01E0: 0xC44FAE9E   0xC1BAA287   0x44859253   0xC44E150E
+01F0: 0xC1BAA287   0x42A15CA2   0x421600DD   0x42AB231D
+0200: 0x422FDDD0   0x4296176E   0x422D4E86   0x429621AB
+0210: 0x422BFDEE   0x42AB2D5A   0x422E8D38   0x005558E2
+0220: 0x0174EC5C   0xFFFFFFFF   0x418C6D4E   0x5F283627
+0230: 0x0174EC5C   0x0028F680   0x00000003   0x01B1BE90
+0240: 0x0028F71C   0xFFFFFFFF   0x41200000   0x447A0000
+0250: 0x04F0C140   0x01B1BE90   0xFFFFCA8B   0x0028F69C
+0260: 0x0053E9FE   0x44520000   0x44034000   0x5F54FC50
+0270: 0x00000001   0x0028F6E4   0x5F54B8E9   0x0028F6F0

SCM Op: 0x247, lDbg: 0 LastRendObj: 0

Game Version: US 1.0

State Information: Ped Context: 0
P0 (0,0) P1 (0,0) P2 (0,0) P3 (0,0) 
P4 (0,0) P6 (0,0) P8 (0,0) P11 (0,0) 
P13 (0,0) P14 (0,0) P15 (0,0) 
P17 (0,0) P19 (0,0)

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Reameb

This is meant for single player tho V:

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Krystofer

No sh*t sherlock, but I am using skygfx for SAMP since years and every other thing work without problems. My previous post is about the new feature which is cool and would be nice to find the reason of crash. 

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The Hero

No idea. I cannot be compatible with every single thing people do. especially not if i don't know what they do in the first place.

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Krystofer

I get your point, sure thing. I thought the crash report will give you some clue and help find the reason.

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Reameb

Again, it's for single player, if it crashes in samp it ain't SkyGFX problem, it's working fine here with single player.

 

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1xGamer

(erased since I messed it up)

Edited by 1xGamer
Messed up this post

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Krystofer

lol dude why you so toxic, do you even read what Im writing?

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1xGamer
5 minutes ago, Reameb said:

Again, it's for single player, if it crashes in samp it ain't SkyGFX problem, it's working fine here with single player.

 

Lol just stop ambarasssing yourself, SkyGfx works perfectly in SAMP. Moreover it even receved updates to be more compatible with samp.

@Krystofer Btw, Krystofer, try checking your modloader log. It may not be SkyGfx that crashing your game, but some other modification you have installed wich crashes your game with SkyGfx installed. Such as sampfuncs for example.

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Krystofer

Thanks for trying @1xGamer, basically I've tried this way either, joining without modloader doesn't change anything and env function still causes the crash. I am 100% sure this is not clientside mod-related issue. The server I try to join is running on 0.3.DL and maybe some other serverside mods are the reason of crashing, maybe @TheHero will tell more from the crash report.

And @Reameb, don't say it's not related with SkyGfx - it is, beacuse only when I use skygfx with the env function the crash pops out.

 

To be clear, all other functions of SkyGfx are working perfect.

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Dash Shack

Try using SAMPGraphicRestore.asi or if you do have one delete it and try with that way. Also try renaming skygfx.dll to .asi or the opposite.

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pep legal

@aap :

 

Hey man...a little problem here...I hope it will be easy for you !

 

I'm applying alpha on distant buildings. For that I need to switch the so called "AllInOneRenderCallback":

 

RxD3D9AllInOneSetRenderCallBack(gtaAtomicNode, (RxD3D9AllInOneRenderCallBack)0x5D6480)

 

After rendering...I bring back using this :

 

RxD3D9AllInOneSetRenderCallBack(gtaAtomicNode, skygfxAtomicPipeRenderCB);

 

Everything works great WITHOUT SkyGfx ! 😏

 

With SkyGfx, during alpha transition, the buildings get Darker.

 

Any idea ?

 

Thanks.

Edited by pep legal

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The Hero

This is *extremely* hacky. the default PC render CB and the skygfx one aren't compatible. You won't have day/night colours with the default one and lighting is done differently too. Why do you switch CBs at all?

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leonardoanto
On 1/14/2020 at 2:14 PM, LaDiDa said:

Use 32 bit (x32 resolutions) I 'm fairly certain skygfx does not function with the 16 bit modes (if it doesn't even disbale them altogether, I can't remember if it ever did that on III).

But when i change the resolution as you told me, GTA III gets the unhandled exception error, i did the data execution prevention thing but i stil get that error...

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Zerdical

this is impossible to install on gta 3 and vice city, even with the dll loaders mentionned it still will not work and give me errors

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pep legal
12 hours ago, The Hero said:

...Why do you switch CBs at all?

 

Skygfx doesn't handle transparency easily, not even for atomics (let alone clumps)...vanilla game does.

 

Skygfx vehicle transparency is ugly (culling problem...remember ?)...vanilla's is pretty.

 

I wish I wouldn't have to switch those things.

 

Anyway...I wrote a solution for distant fade in/out ...very smooth transition. Working for Cars, Peds, even for Buildings....Works with or without LODs....But I've stumbled on this lighting issue if using Skygfx.

 

A Better alternative would be welcome.

 

Thanks for your attention.

 

 

Edited by pep legal

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The Lucky Mole
2 hours ago, pep legal said:

 

Skygfx doesn't handle transparency easily, not even for atomics (let alone clumps)...vanilla game does.

 

Skygfx vehicle transparency is ugly (culling problem...remember ?)...vanilla's is pretty.

 

I wish I wouldn't have to switch those things.

 

Anyway...I wrote a solution for distant fade in/out ...very smooth transition. Working for Cars, Peds, even for Buildings....Works with or without LODs....But I've stumbled on this lighting issue if using Skygfx.

 

A Better alternative would be welcome.

 

Thanks for your attention.

 

 

I wanna try it if you publish it eventually. Don't forget to post the link.

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The Hero
3 hours ago, pep legal said:

 

Skygfx doesn't handle transparency easily, not even for atomics (let alone clumps)...vanilla game does.

 

Skygfx vehicle transparency is ugly (culling problem...remember ?)...vanilla's is pretty.

What? I have never heard there was a problem with transparency in skygfx. quite the opposite actually, it fixes a bunch of stuff. I would like to see screenshots of what you mean.

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Maks_Grain4

The Hero, Please add to Skygfx - changing the rendering distance of LOD cars and wheels. It would be great if you can change the parameters. And then the low resolution of thirty meters - spoils the atmosphere of the game

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Arceus

i change vehiclepipe to mobile,env the game crashes when i play samp 0.3dl server but it works well in 0.3.7 server

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