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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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15 hours ago, Ash_735 said:

Yes, because as stated, this is from NEO, it's the CarReflectionMask texture. ENV combines the best of Mobile and Neo so you get the real time cube mapping from Mobile but the colour correction, highlights, etc, from Neo.

Ah alright I understand now. But is there a way to fix it? Because in my opinion, that second neo mask reflection doesn't look visually pleasing. I could switch to mobile pipe but then I'd be missing those specular highlights from neo. This is the only thing that's been bugging me.

And messing with the ini options or the CarReflectionMask texture doesn't resolve the issue (I even tried removing the CarReflectionMask texture from the txd altogether).

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That texture and the fresnel option in the ini are your only chance. Nothing else will produce such an effect.

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On 3/12/2020 at 11:57 AM, Learn To Fly Carl said:

Hello GTAFORUMS Community, i have this illumination problem; i hope someone can help me

Save Game: https://mega.nz/#!PlEDjKjJ!PjwQcD1arlh32E9FcwPdBYYCW0Pv7Q2_j-6srptOzgw

 

Fixed this one and also broken darkness filter.

New release is 4.2a

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On 3/26/2020 at 10:00 AM, The Hero said:

Fixed this one and also broken darkness filter.

New release is 4.2a

great.. i will make a test to see.. 

Edited by Learn To Fly Carl
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I downloaded the new version and had this crash:



Game version: GTA SA 1.0 US
Unhandled exception at 0x6E2696E5 in d3d9.dll (+0x696e5): 0xC0000005: Access violation reading location 0x00000000.
    Register dump:
        EAX: 0x32807780  EBX: 0x00000004  ECX: 0x09579C20  EDX: 0x00000000  
        EDI: 0x32807780  ESI: 0x00000000  EBP: 0x0177F464  EIP: 0x6E2696E5  
        ESP: 0x0177F42C  EFL: 0x00010202  CS: 0x00000023   SS: 0x0000002B   
        GS: 0x0000002B   FS: 0x00000053   ES: 0x0000002B   DS: 0x0000002B   
        
    Stack dump:
        0x0177F42C:  5F9EAFD1 339849F8 0B0FEC7C 00000002 00000001 2B1947B4
        0x0177F444:  2B476EE0 00000000 1B77FF68 1B780DA0 0177F42C 0177F6C0
        0x0177F45C:  6E28021E FFFFFFFF 0177F57C 007FACBD 09579C20 00000020
        0x0177F474:  00000000 00000004 6C411B82 00000020 00000000 00000004
        0x0177F48C:  33984900 0177F4B4 0177F4A4 3B8FAA60 0B0FEC00 2B2335D4
        0x0177F4A4:  00000000 42700000 41700000 0B0FEC18 00000000 3F800000
        0x0177F4BC:  00000000 00000000 6E262953 00000000 3F800000 00000000
        0x0177F4D4:  6C412839 00000000 00000000 3F800000 6C41284B 00000000
        0x0177F4EC:  00000000 00000000 223B7480 3F800000 00000000 00000000
        0x0177F504:  45188900 80000000 3F800000 00000000 45043FA0 00000000
        base: 0x01580000   top: 0x0177F42C   bottom: 0x01780000
        
    Backtrace (may be wrong):
        =>0x6E2696E5 Direct3DCreate9Ex+0x46b5 in d3d9.dll (+0x696e5) (0x0177F464) 
          0x007FACBD in gta_sa.exe (+0x3facbd) (0x0177F57C) 
          0x6C411C3D in skygfx.asi (+0x1c3d) (0x0177F594) 
          0x00757877 in gta_sa.exe (+0x357877) (0x0177F5C4) 
          0x00805769 in gta_sa.exe (+0x405769) (0x0177F5D8) 
          0x6C41999A in skygfx.asi (+0x999a) (0x0177F5F4) 
          0x0049CCF7 in gta_sa.exe (+0x9ccf7) (0x0177F5FC) 
          0x0053439A in gta_sa.exe (+0x13439a) (0x0177F66C) 
          0x0053E9FE in gta_sa.exe (+0x13e9fe) (0x0177F684) 
          0x6D2BB8E9 in modloader.asi (+0x1b8e9) (0x0177F6CC) 
          0x6D2BFC02 in modloader.asi (+0x1fc02) (0x0177F6E0) 
          0x6D2BE267 in modloader.asi (+0x1e267) (0x0177F6FC) 
          0x6D2C0246 in modloader.asi (+0x20246) (0x0177F870) 
          0x6D2C013C in modloader.asi (+0x2013c) (0x0177F87C) 
          0x0053ECC2 in gta_sa.exe (+0x13ecc2) (0x0177F884) 
          0x00619B71 in gta_sa.exe (+0x219b71) (0x0177F898) 
          0x00748DA0 in gta_sa.exe (+0x348da0) (0x0177F938) 
          0x6D2BFB94 in modloader.asi (+0x1fb94) (0x0177F958) 
          0x6D2BDE46 in modloader.asi (+0x1de46) (0x0177F988) 
        
    


Shutting down Mod Loader...
Shutting down filesystem watcher...
Shutting down menu...
Unloading plugin "gta3.std.fx"
Unloading plugin "gta3.std.asi"
Unloading plugin "gta3.std.bank"
Unloading plugin "gta3.std.data"
Unloading plugin "gta3.std.movies"
Unloading plugin "gta3.std.scm"
Unloading plugin "gta3.std.text"
Unloading plugin "gta3.std.tracks"
Unloading plugin "gta3.std.sprites"
Unloading plugin "gta3.std.stream"
Mod Loader has been shutdown.

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Maks_Grain4
On 3/27/2020 at 3:42 AM, iGuGa said:

I downloaded the new version and had this crash:

 

  Reveal hidden contents

 

 


Game version: GTA SA 1.0 US
Unhandled exception at 0x6E2696E5 in d3d9.dll (+0x696e5): 0xC0000005: Access violation reading location 0x00000000.
    Register dump:
        EAX: 0x32807780  EBX: 0x00000004  ECX: 0x09579C20  EDX: 0x00000000  
        EDI: 0x32807780  ESI: 0x00000000  EBP: 0x0177F464  EIP: 0x6E2696E5  
        ESP: 0x0177F42C  EFL: 0x00010202  CS: 0x00000023   SS: 0x0000002B   
        GS: 0x0000002B   FS: 0x00000053   ES: 0x0000002B   DS: 0x0000002B   
        
    Stack dump:
        0x0177F42C:  5F9EAFD1 339849F8 0B0FEC7C 00000002 00000001 2B1947B4
        0x0177F444:  2B476EE0 00000000 1B77FF68 1B780DA0 0177F42C 0177F6C0
        0x0177F45C:  6E28021E FFFFFFFF 0177F57C 007FACBD 09579C20 00000020
        0x0177F474:  00000000 00000004 6C411B82 00000020 00000000 00000004
        0x0177F48C:  33984900 0177F4B4 0177F4A4 3B8FAA60 0B0FEC00 2B2335D4
        0x0177F4A4:  00000000 42700000 41700000 0B0FEC18 00000000 3F800000
        0x0177F4BC:  00000000 00000000 6E262953 00000000 3F800000 00000000
        0x0177F4D4:  6C412839 00000000 00000000 3F800000 6C41284B 00000000
        0x0177F4EC:  00000000 00000000 223B7480 3F800000 00000000 00000000
        0x0177F504:  45188900 80000000 3F800000 00000000 45043FA0 00000000
        base: 0x01580000   top: 0x0177F42C   bottom: 0x01780000
        
    Backtrace (may be wrong):
        =>0x6E2696E5 Direct3DCreate9Ex+0x46b5 in d3d9.dll (+0x696e5) (0x0177F464) 
          0x007FACBD in gta_sa.exe (+0x3facbd) (0x0177F57C) 
          0x6C411C3D in skygfx.asi (+0x1c3d) (0x0177F594) 
          0x00757877 in gta_sa.exe (+0x357877) (0x0177F5C4) 
          0x00805769 in gta_sa.exe (+0x405769) (0x0177F5D8) 
          0x6C41999A in skygfx.asi (+0x999a) (0x0177F5F4) 
          0x0049CCF7 in gta_sa.exe (+0x9ccf7) (0x0177F5FC) 
          0x0053439A in gta_sa.exe (+0x13439a) (0x0177F66C) 
          0x0053E9FE in gta_sa.exe (+0x13e9fe) (0x0177F684) 
          0x6D2BB8E9 in modloader.asi (+0x1b8e9) (0x0177F6CC) 
          0x6D2BFC02 in modloader.asi (+0x1fc02) (0x0177F6E0) 
          0x6D2BE267 in modloader.asi (+0x1e267) (0x0177F6FC) 
          0x6D2C0246 in modloader.asi (+0x20246) (0x0177F870) 
          0x6D2C013C in modloader.asi (+0x2013c) (0x0177F87C) 
          0x0053ECC2 in gta_sa.exe (+0x13ecc2) (0x0177F884) 
          0x00619B71 in gta_sa.exe (+0x219b71) (0x0177F898) 
          0x00748DA0 in gta_sa.exe (+0x348da0) (0x0177F938) 
          0x6D2BFB94 in modloader.asi (+0x1fb94) (0x0177F958) 
          0x6D2BDE46 in modloader.asi (+0x1de46) (0x0177F988) 
        
    


Shutting down Mod Loader...
Shutting down filesystem watcher...
Shutting down menu...
Unloading plugin "gta3.std.fx"
Unloading plugin "gta3.std.asi"
Unloading plugin "gta3.std.bank"
Unloading plugin "gta3.std.data"
Unloading plugin "gta3.std.movies"
Unloading plugin "gta3.std.scm"
Unloading plugin "gta3.std.text"
Unloading plugin "gta3.std.tracks"
Unloading plugin "gta3.std.sprites"
Unloading plugin "gta3.std.stream"
Mod Loader has been shutdown.

 

 

Is there a given error? did the author fix this?

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5 hours ago, Maks_Grain4 said:

Is there a given error? did the author fix this?

My game hasn't crashed yet, no other people complaining about it being unstable either. Probably an isolated case then 🤔

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The crash is very rare, it happened only twice and everyone in Las Venturas during the night. In the crash above, an NPC was stuck with the car doing burnout when it happened.
It had never happened to me before. My configuration:



[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=512          ; 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=1              ; Sun glare on cars like in VC

;; Grass
grassAddAmbient=1       ; 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=1            ; Enable dynamic ped shadows
stencilShadows=1        ; Enable stencil shadows (vehicles and poles)

;; Color filter
colorFilter=PC          ; 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=1          ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
neoWaterDrops=0         ; Use Neo water drops on screen (cannot be toggled at runtime)
neoBloodDrops=0         ; Use Neo water drops on screen (requires neoWaterDrops)
transparentLockon=1     ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
lightningIlluminatesWorld=1    ; 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)

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12 hours ago, iGuGa said:

The crash is very rare, it happened only twice and everyone in Las Venturas during the night. In the crash above, an NPC was stuck with the car doing burnout when it happened.
It had never happened to me before. My configuration:

 

  Hide contents

 

 


[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=512          ; 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=1              ; Sun glare on cars like in VC

;; Grass
grassAddAmbient=1       ; 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=1            ; Enable dynamic ped shadows
stencilShadows=1        ; Enable stencil shadows (vehicles and poles)

;; Color filter
colorFilter=PC          ; 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=1          ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
neoWaterDrops=0         ; Use Neo water drops on screen (cannot be toggled at runtime)
neoBloodDrops=0         ; Use Neo water drops on screen (requires neoWaterDrops)
transparentLockon=1     ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
lightningIlluminatesWorld=1    ; 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)

 

 

i though use the Env reflections didn't work with the PS2 building pipe.. now it works in this new version?

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yeah but i remember that the last version.. if u have the ps2 building pipe and the env reflections makes the cars look transparent but in this new version was corrected.. but another interesting thing in this new version (dunno if the last) is that if you use EHI, and you go to the Woozie's office inside the four dragons you need to have the ps2 building pipe or the game will crash, but if you have the ps2 building pipe and the env reflections the game will crash too, so you have to use both ps2 reflections and building pipe to avoid the game crash when you go to the woozie mu office inside four dragons.. that makes me think..

 

it's possible that the fact of using env reflections makes the mod automatically change the building pipe to xbox?

Edited by Learn To Fly Carl
Corrections
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The spheremap uses neither the ps2 nor the xbox pipeline, but it's possible sphere and xbox have something in common that crashes the game. but then xbox and ps2 aren't so different from another so i wonder how that could even happen.

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https://imgur.com/wg2v0eC

I'm using a custom environment mod, but my objects are looking transparent like this. How can I fix this problem?

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Is there a way to make the blur a bit thicker like the PS4 section of the video here at higher resolutions (1440p in this case)?

kEmd4vo.png

 

Edited by MrEWhite
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Use PS2-style radiosity. It doesn't really scale very well to other resolutions which is one reason i implemented shader radiosity.

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16 minutes ago, The Hero said:

Use PS2-style radiosity. It doesn't really scale very well to other resolutions which is one reason i implemented shader radiosity.

I set it to PS2 and it's still not getting that thicker blur. I don't think changing it to PS2 changed anything, as seen when comparing screenshots.

Zlhd6P1.png

Edited by MrEWhite
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Hm...maybe try an older version with the ini file it comes with. Maybe something (but hopefully not any code) changed when i switched the default to shader radiosity. After all the guy form the video was just using skygfx too...

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20 minutes ago, The Hero said:

Hm...maybe try an older version with the ini file it comes with. Maybe something (but hopefully not any code) changed when i switched the default to shader radiosity. After all the guy form the video was just using skygfx too...

Nothing I can do, even going down to 3.4, can get the thicker lines on it, even lowering the resolution. Wonder why the hell I can't get it to look right. I'm only using the widescreen fix, ginput, silentpatch, and this.

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Just now, The Hero said:

maybe increase filter passes.

Actually, I went down to 3.2 (the latest version at the time that video was published), and it did look right!

sZlV1Ay.png

 

I don't see any differences in the config file having to do with radiosity though, any tips?

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Oh that's old. Looks like that was from before I did a lot of work on postfx which also get rid of scaling this weird offset. Sorry.

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Just now, The Hero said:

Oh that's old. Looks like that was from before I did a lot of work on postfx which also get rid of scaling this weird offset. Sorry.

Oh, that's fine. Thanks though!

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Maybe someone will find this interesting: I just found out that GTA's motion blur (= Trails) are taken directly from a PS2 RW example 'mblur'. All the function names are the same and the code is mostly the same as well.

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The Lucky Mole

I am under the impression that those luminous road signs are on the to-do list. Am I wrong?

Edited by The Lucky Mole
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Developing Zeus

Can something like water shader be implemented using this mod?

MTA has the same thing using lua and HLSL shaders.

I don't understand these things well but can this be done using this plugin?

Well I love the Env reflections of this mod(´▽`ʃ❤️ƪ).

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Is there any way to fix this? I've been getting this bug since 4.0, the only way to "fix" it is by commenting buildingPipe out, but then it makes vehicles invisible. Using "Xbox" or "PC" doesn't change anything.

buildingPipe=PS2
IdRnLbz.png

buildingPipe commented out
aVGjEZQ.png
eCTjUUu.png

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