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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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Haven't changed fading. Grass was one of the early things that i've never touched since. It's still different from PS2 even though actual rendering should be rather the same.

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I think there's something wrong then. For me, it looks like it's being rendered in chunks. It just appears in place and doesn't have that smooth fade, at least some do, but it's not linear.

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Sorry if these are everyday answered, really don't have that much time to read all pages, I din't follow thread first few years,

so I have something to ask.

 

renaming skygfx1 (PS2 sets) to skygfx2 is crime right?

I wanted Env pipe  and PC Building pipe together to work on skygfx1 but you can't have both :(

So decided to switch to gfx2 so night vertex are correct, but Env pipe is not there, so

Why on skygfx2 I can't see Env pipe in game?

When I use skygfx1 I have 120 fps lol, and on skygfx2. slower gameplay  ? / even with shader set to ps2

Looks like no matter what's inside the skygfx file, these numbers at end decide.

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You need the building pipe hooked (PS2 or Xbox will do that) to use Env and Mobile reflections. There is no reason to use the PC pipeline, none at all. Just use Xbox and it should be fine.

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4 hours ago, The Hero said:

You need the building pipe hooked (PS2 or Xbox will do that) to use Env and Mobile reflections. There is no reason to use the PC pipeline, none at all. Just use Xbox and it should be fine.

You know graphics and other RW props right, I was wondering if you could write a plugin designed to override DirectX rendering properties for models and maestros per material on each dff using user data plg such as blend modes, culling and z-writing even texture layering (because matfx on PC can't use more than one effect).

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It would be possible of course but it'd be quite a bit of work and i don't think there's much of a demand for this.

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36 minutes ago, The Hero said:

It would be possible of course but it'd be quite a bit of work and i don't think there's much of a demand for this.

I'm from the Sonic Heroes modding server contributing to make material editing possible for newly imported objects to use a specific effect in-game and some objects there don't have the correct appearance as on the console versions. Would you be willing to write a plugin for that game?

 

Btw, you'll have to find the addresses to the model renderers that do things loaded into their structs and inject code to iterate the overriding states plus you'll need to add a section if it's not used for the game.

Edited by Muzzarino
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2 hours ago, oscar91 said:

i have this mod and an xbox cars mod both for gta 3 ( https://www.gtagarage.com/mods/show.php?id=10307 ) , And i dunno why but it makes the stallion trunk just brighten waay up and it just annoys me.

Those conversions are old as hell, I don't wonder why are broken while using them with skygfx.

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classic.exe

I want to have the same color filter (orange) as the PS2 version while remaining on the PC-like configuration. What settings are responsible for this?
 

In my game, by default, like this

https://imgur.com/a/gTLFCl0

 

And I would like something like this

https://imgur.com/a/BmrDlOl

 

I have installed modifications: Silent's ASI Loader, SilentPatch, SkyGfx, Project2DFX (+ LimitAdjuster), Widescreen Fix.

 

Excuse me for my bad english.

Edited by classic.exe
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Am I the only one who has this bug?

cLwEQCe.jpg

RQGv2d0.jpg

I have this bug since SkyGfx update "4.0" on all motorcycles and bicycles, when using any of these configured "vehiclePipe = (Mobile-Neo-Env)", it does not happen when configuring the rest.

The bug is that CJ and NPCs move after the vehicle tilts to make curves.

 

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The Lucky Mole
1 hour ago, kr0n0s800 said:

Am I the only one who has this bug?

cLwEQCe.jpg

RQGv2d0.jpg

I have this bug since SkyGfx update "4.0" on all motorcycles and bicycles, when using any of these configured "vehiclePipe = (Mobile-Neo-Env)", it does not happen when configuring the rest.

The bug is that CJ and NPCs move after the vehicle tilts to make curves.

 

Tried with the vanilla models?

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classic.exe
6 hours ago, The Hero said:

Use the PC-like config but change colour filter to PS2 and enable radiosity.

Thanks. And how can I make the filter orange more? 

I would like as in the screenshot.

https://imgur.com/a/8tBhPJD

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3 hours ago, The Lucky Mole said:

Tried with the vanilla models?

yes, the bug also happens with the original and ps2 models, so I already rule out that it is an error in the models, and the bug only happens when using "vehiclePipe = (Mobile-Neo-Env)" with the other configurations does not happen.

sorry for my bad english XD

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17 hours ago, classic.exe said:

...

Probably, try to change this line inside the config file :

; YCbCrCorrection=0

 

To

 

YCbCrCorrection=1

 

That's should help.

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Jitterdoomer

Is there a way to enable muzzle flash on Catalina's pistol during the opening of GTA3?

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Maks_Grain4

Why is the parameter "YCbCrCorrection = 1" not used in Skygfx PS2 Settings? Author, explain.

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59 minutes ago, Maks_Grain4 said:

Why is the parameter "YCbCrCorrection = 1" not used in Skygfx PS2 Settings? Author, explain.

Because it's mimicking composite video, which is one of the lower quality methods used on the PS2 where the video signal was compressed down (and thus the colour bleed), but the PS2 had other connection methods too, such as S-Video (better cable you could get in North America) or the superior RGB Scart Cable (mainly used in Europe), there's also component (480p) for the few games that supported it but GTA didn't.

 

So for example, when I played SA on a PS2 back then, it didn't look that bad, I used the RGB Scart Cable.

 

Basically it's not standard because it's an emulation of a degraded video connection, it's for those who want that look because they attribute the colour bleed as apart of the look.

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Maks_Grain4
4 minutes ago, Ash_735 said:

Because it's mimicking composite video, which is one of the lower quality methods used on the PS2 where the video signal was compressed down (and thus the colour bleed), but the PS2 had other connection methods too, such as S-Video (better cable you could get in North America) or the superior RGB Scart Cable (mainly used in Europe), there's also component (480p) for the few games that supported it but GTA didn't.

 

So for example, when I played SA on a PS2 back then, it didn't look that bad, I used the RGB Scart Cable.

 

Basically it's not standard because it's an emulation of a degraded video connection, it's for those who want that look because they attribute the colour bleed as apart of the look.

with this option, will the image look better?

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Just now, Maks_Grain4 said:

with this option, will the image look better?

Technically, no, it makes it look worse.

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classic.exe
On 3/5/2020 at 4:45 PM, Zhunter 96 said:

Probably, try to change this line inside the config file :

; YCbCrCorrection=0

 

To

 

YCbCrCorrection=1

 

That's should help.

Did not help.  Nothing changed.  I also installed timecyc from PS2 but it also did not work.

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52 minutes ago, classic.exe said:

Did not help.  Nothing changed.  I also installed timecyc from PS2 but it also did not work.

It should look like this:

TDHGJxE.png

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Quick question, homies.
Do you use DirectionalFromSun option in Silentpatch? Sometimes it makes pretty drastic changes on how different VehiclePiples look (especially at night).

 

Btw, thank you for your mod, Hero, you are doing an amazing job.

Edited by Beanium
grammar
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The Lucky Mole
1 hour ago, Beanium said:

Quick question, homies.
Do you use DirectionalFromSun option in Silentpatch? Sometimes it makes pretty drastic changes on how different VehiclePiples look (especially at night).

 

Btw, thank you for your mod, Hero, you are doing amazing job.

As a matter of fact, I do. I'll check.

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