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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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Developing Zeus
50 minutes ago, FEAR_1337 said:

then it makes vehicles invisible.

It happened with me due to bad configurations.(like increased Map size, Shininess, Specularity etc.)

If you find it difficult to get some good settings then download SkyGFX from mixmods.

The zip there comes with 3 additional configuration files.

Edited by Developing Zeus
added some more information
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Fairly sure you're trying to use mobile/env vehicle pipe which requires the building pipe to be hooked.

 

There are settings for applying building pipeline at the bottom of the ini, change those instead of not hooking them to "fix" the broken model or use the proper model from PS2 to PC topic instead.

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This is indeed a broken PC model. I should perhaps find out if i can detect this in the code and apply some more sensible reflection values.

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20 hours ago, LaDiDa said:

Fairly sure you're trying to use mobile/env vehicle pipe which requires the building pipe to be hooked.

 

There are settings for applying building pipeline at the bottom of the ini, change those instead of not hooking them to "fix" the broken model or use the proper model from PS2 to PC topic instead.

Thanks, commenting out explicitBuildingPipe did the trick, but I noticed that I really missed the PS2 models so I grabbed them and got it fixed the right way. There are really lots of broken stuff in Las Venturas.

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It doesnt work on san vice. Game exits after loading. Anyone got any solution???

Edited by AZS9
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On 11/25/2014 at 7:37 PM, The Hero said:

RXklRRg.png


SkyGfx (Sky is name of Renderware for the PS2, any semblance to the actual sky is purely accidental) brings accurate PS2 and Xbox graphics to the PC version of San Andreas, Vice City and III

 

See this for a detailed explanation and screenshots of the most important features of SkyGFX: http://gta.rockstarvision.com/skygfx/skygfx.html

San Andreas
Download latest release, latest WIP version


See the README for installation instructions.

If you're using SAMP, use SAMPGraphicRestore.

Credits: NTAuthority and Silent for their code and being generally helpful. Dexx. ASH for the logo and Neo tweaking files. El Dorado, Snowshoe, Noskillx for helping with debugging. Everyone who reported bugs and spotted differences to the PS2 graphics, especially El Dorado, inadequate....

For (somewhat outdated) Screenshots click here

Vice City, III

Download latest release, latest WIP version


NB: The current version does not work with 1.1 and steam exes. Make sure to use a 1.0 exe!!!
You will also need to use a 3rd party DLL/ASI loader, as of 2.3 skygfx will refuse to be loaded by the mss32 loader.

For Screenshots of Vice City click here

Also check out the gtamodding wiki: http://www.gtamodding.com/wiki/SkyGfx (thanks spaceeinstein)

As a bonus for III and VC you can get a fixed generic.txd here: http://gta.rockstarvision.com/workshop/hires_txds/

I also recommend using this particle.txd with VC: http://gta.rockstarvision.com/workshop/particle_VC.txd


Many thanks to Sergeanur for initially porting it to all the different exe versions (even though right now only 1.0 are supported).

How to report bugs
If you experience any bugs, please make sure it is really this mod causing them and not some other. Otherwise report them in this thread of course.
When you report bugs and I ask to you to provide a PIX frame, see this:
http://gtaforums.com/topic/669045-silentpatch/?p=1068370849
If your game is crashing and it's unclear why, send me a crash dump. Apply this to your registry (http://aap.papnet.eu/gta/minidump.reg) to have windows collect minidumps in %localappdata%\CrashDumps.



This is the old post for postfx and ps2refl:

 

  Reveal hidden contents


These are two mods about which we've been talking in these two threads:
http://gtaforums.com/topic/741021-recreating-ps2-atmosphere-ive-found-logic-coders-needed/


But now here's a thread for the showroom (and stories of how these mods came to be :))

PS2 Post Processing

This mod implements the PS2 post processing which is applied to every rendered frame. Many wanted to imitate that look on the PC by means of timecycle editing but that is impossible. Since I myself wanted to know what the PS2 version did differently I edited the timecyc.dat, rebuilt ISOs, booted them in pcsx2 to see how my change affected the frame. When I found the formula I contacted Dexx to ask him how to implement it and he was very keen on doing it even though he's not an active GTA modder anymore. His version had bugs but already was pretty amazing. NTAuthority made a version that simply replaced the PC post processing but wasn't otherwise quite correct. I fixed his code and released some versions in the thread above.
Here is the latest version: (last updated 2015-01-25)

and source code:


You can switch between the three possible post effects (cycle with F7): PS2, PC, None
Silent fixed the motion blur bug.
I implemented ps2-style texture offsets. The effect is disabled by default (doBlur=1 enables it), pe_leftx etc. in stream.ini control the offsets (16 units = pixel). (See post for a comparison)
I tried to recreate PS2 radiosity (the buggy effect in pcsx2). It's enabled/disabled by pe_bRadiosity in stream.ini and controlled by radiosityOffset and radiosityIntensity in postfx.ini. You can also toggle it with F8.

Installation:
Use an asi-loader and copy the files to your SA root (or scripts, except stream.ini) directory, stream.ini is not necessary but has sensible defaults.
EDIT1: New version, we're using an .ini now so you can set if you're using a PC timecyc.dat there.
The difference is in the alpha values (they're halved on the PS2) so your screen will be to dark or bright if you set the wrong version.
EDIT2: I renamed the .asi to postfx, which is a little more descriptive (sorry NTAuthority), please delete any old files.


Credits go to Dexx, who implemented the first version even though he didn't have the time for it; NTAuthority, who implemented the second version; me, who found out the effect in the first place and fixed/improved NTAuthority's code; Silent, who cleaned up the code and fixed the motion blur bug.


PS2 Reflections

The car reflections are another difference between the PS2 and PC version of San Andreas. Dexx made a mod long ago that replaced the car render pipeline with one that kind of resembled the PS2 version but his mod was not perfect. After the PS2 post effects were implemented I wanted to find out how the PS2 really renders vehicles so that someone else could implement it on PC. This involved hacking pcsx2, dumping the memory of one of the PS2's vector units (when car geometry was being rendered), reading the disassembled code and...understanding it. Painstaking but hella fun. I checked my findings by implementing them in an OpenGL program. Since there was nobody who wanted to implement it, I tried it myself using Dexx's code as a base and after a laborious weekend had a pretty well working version.
Here it is: (last updated 2015-01-11)

and source:


This version is now final. You can cycle between PS2, PS2 with PC environment mapping and PC pipeline (in that order) with F6.
We're using an .ini now, bike wheel fixes are disabled by default. Other vehicles (e.g. the Rustler) have the same problem so it's best to use properly .

Installation:
Use an asi-loader and copy the files to your SA root (or scripts) directory.

Credits go to Dexx again, without whose code I couldn't have done it; Silent, who gave me a few pointers (literally) concerning the Renderware lights; me, who found out the whole thing and implemented it.

 

Thnx brother for this great job this fantastic mode only i noticed many times that the color of sky change in night time and also weather change many times in few second like 30 sec + i used time cheat is it affect the mode!!!why this issue showing! plz advice or need to fix! pllllz :(

Edited by Mohannad92
more info+
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1 hour ago, Mohannad92 said:

Thnx brother for this great job this fantastic mode only i noticed many times that the color of sky change in night time and also weather change many times in few second like 30 sec + i used time cheat is it affect the mode!!!why this issue showing! plz advice or need to fix!

Time Cheats cycle the weather when entered, and time freeze cheats refresh the weather every so often, this is what happens in the normal game and has nothing to do with this mod. The way around this is to combine cheats, use a Time Freeze/Change cheat and then use a Weather cheat to lock in a new weather.

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8 hours ago, Ash_735 said:

Time Cheats cycle the weather when entered, and time freeze cheats refresh the weather every so often, this is what happens in the normal game and has nothing to do with this mod. The way around this is to combine cheats, use a Time Freeze/Change cheat and then use a Weather cheat to lock in a new weather.

Thnx brother for ur advice but the problem with the other thing that the sky color change even without using time/weather cheat so why this habbing how fix it! :(

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Does anybody else use SkyGFX on Linux with Wine? I have it installed for VC with trails enabled, but it no longer has any effect in game. No 'blur', color overlay, or anything, though it still provides the PS2 loading screens. I tried it on both Fedora and Gentoo but no dice. I had it a few months ago and it worked fine -- is this maybe some kind of issue with a new version of Wine?

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The Lucky Mole
10 hours ago, Snowman said:

Does anybody else use SkyGFX on Linux with Wine? I have it installed for VC with trails enabled, but it no longer has any effect in game. No 'blur', color overlay, or anything, though it still provides the PS2 loading screens. I tried it on both Fedora and Gentoo but no dice. I had it a few months ago and it worked fine -- is this maybe some kind of issue with a new version of Wine?

My man. Why don't you try a vm if you have the resources?

Edited by The Lucky Mole
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6 hours ago, The Lucky Mole said:

My man. Why don't you try a vm if you have the resources?

Ahhhhhh, I'm just playing on a underpowered laptop right now. Even wine performance isn't great, but it's playable. Just weird that the trails are the only thing that I can't seem to get working when they did work before

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Maks_Grain4

Tell me, what is this parameter "coronaZtest = 1"? Is there a comparison of this mod (screenshots)

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Check the sun. With ztest disabled it will shine through geometry but not when enabled. SA PC is the only game that has it enabled. SA PS2 and previous games did not.

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Maks_Grain4
3 minutes ago, The Hero said:

Check the sun. With ztest disabled it will shine through geometry but not when enabled. 

Thank you man! 
And then what does the parameter "fixShadows = 0" do? Please update on your website, pictures comparing enabled and disabled parameters (so that people can compare )

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it attempts to fix the shadow height (floating shadows), however with timecyc.dat files that don't have default drawdistance values it might create more issues then it solves. Using your own prefered values in mixsets to attempt your own personal fix based on the timecyc.dat you use might be better results wise (but more work).

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DanielThePeacock

right,so for some reason,the mod just does not work for me

i put the folder in modloader,that's how its supposed to be,right?

i also tried putting in the asi's and the 3 ini's in the game folder,but that didnt work either

i have the following installed : drive-by,cheat menu and an andromada mod that changes it to more of a cargo plane 

i also have samp installed but i dont think that's the issue

when i boot the game up,it looks completely the same,please someone help

Edited by DanielThePeacock
cleared something up
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DanielThePeacock
1 hour ago, LaDiDa said:

ASI/dll loader? If it looks the same it probably doesn't load the ASI/dll.

im using silent's asi loader

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Probably discussed already, but this is what I noticed.

Some old SkyGFX, and Latest versions.

Spoiler

DTcmIei.png

vxtimCC.png

I really like this "glow" effect which is presented in first screenshot. And I would like to achieve that in more recent versions.

I'm not sure if in this particular case we can call it - bloom. 

Checked configs, nothing were found mentioning bloom or glow. 

Edited by TempUser_
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17 hours ago, The Hero said:

Try increasing radiosity render passes maybe

Thanks, just tried that, but as result it introduces artifacts on diagonal lines.

 

- 4.2a. (radiosity render passes 3)
- Some older version. (radiosity render passes 1)

Spoiler

b7hBjdB.png

 

Old INI contains these parameters in additional section.

;; Radiosity settings
; radiosityFilterPasses=2      ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
;                              ; for VCS trails this is interpreted as a boolean whether to downscale or not
; radiosityRenderPasses=1      ; How often the radiosity effect will be applied to the frame (default 1)
; radiosityIntensityLimit=220  ; Limit for highlights, hardly ever used (default 220)
; radiosityIntensity=35        ; Multiplier for radiosity intensity (default 35)
; radiosityFilterUCorrection=2 ; How much the effect will be stretched out to the upper left (default 2)
; radiosityFilterVCorrection=2 ; when u=0, no offset for VCS trails

While new one has slightly less parameters.

;; 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)

Or there additional ones should not affect this effect? 

Guess for now I will stick with old version, maybe it's not like how PS2 looked like, but I prefer how it looks.  

Edited by TempUser_
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On 4/4/2020 at 12:25 PM, 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.

I would love the scaling of that weird offset back and radiosity settings too : )

Edited by uncaged
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I don't know what you mean, sorry...diagonal lines. I implemented a pixelshader version of radiosity in a recent version because the downsampling didn't look particularly good and it also didn't scale to resolution. number of renderpasses is simulated in the shader and should work just fine.

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XPYEOGz.png

 

with latest skygfx,

 

blurLeft= 3
blurTop= 3
blurRight= 3
blurBottom= 3

 

radiosityRenderPasses=3

Edited by LaDiDa
never mind, it did work without using blur values after a game restart
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Spoiler

Hello! 

Umm, is the grass supposed to look like that? I am using default PS2 config with latest version and dont seem to change anything. The Yellowish-Whitish grass seems way too bright and green is too colorful. Feels off like glowing or so. Doesnt seem similar to PS2 : (

PC

https://imgur.com/IjSktuo

https://imgur.com/OGv2NfH

PS2 (PCSX2 Auto Flush, OGL, Blending High)

https://imgur.com/E1JxHJl

https://imgur.com/QEPTzcB

 

Is there some obvious well known reason for that? O_o

Oh.. nevermind, accidentally put some grass models there. Dont use custom grass with SkyGFX, kids!
Loving it so much!

Edited by uncaged
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@The Hero

By artifacts on diagonals I meant this. Definitely looks strange.

MAO2cpa.png

@LaDiDa Thanks, I will try that.  

Thats totally what I wanted, so - case closed.

Edited by TempUser_
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wwwwandrarijaz
On 4/19/2020 at 1:20 AM, AZS9 said:

It doesnt work on san vice. Game exits after loading. Anyone got any solution???

I believe no, I couldn't get it to run in San vice too

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Crashed randomly in Las Venturas again...

I use the latest version.

 



Game version: GTA SA 1.0 US
Unhandled exception at 0x6DF596E5 in d3d9.dll (+0x696e5): 0xC0000005: Access violation reading location 0x00000000.
    Register dump:
        EAX: 0x09494460  EBX: 0x00000004  ECX: 0x092DE0E0  EDX: 0x00000000  
        EDI: 0x09494460  ESI: 0x00000000  EBP: 0x0177F464  EIP: 0x6DF596E5  
        ESP: 0x0177F42C  EFL: 0x00010206  CS: 0x00000023   SS: 0x0000002B   
        GS: 0x0000002B   FS: 0x00000053   ES: 0x0000002B   DS: 0x0000002B   
        
    Stack dump:
        0x0177F42C:  C5353643 24808DE8 0AF05F7C 00000002 00000001 176127FC
        0x0177F444:  1D94E908 00000000 231F5428 231F4EC0 0177F42C 0177F6C0
        0x0177F45C:  6DF7021E FFFFFFFF 0177F57C 007FACBD 092DE0E0 00000020
        0x0177F474:  00000000 00000004 6A4B1B82 00000020 00000000 00000004
        0x0177F48C:  24808D00 0177F4B4 0177F4A4 2A438950 0AF05F00 2A1DE340
        0x0177F4A4:  00000000 42700000 41700000 0AF05F18 00000000 3F800000
        0x0177F4BC:  00000000 00000000 6DF72953 00000000 3F800000 00000000
        0x0177F4D4:  6A4B2839 00000000 00000000 3F800000 6A4B284B 00000000
        0x0177F4EC:  00000000 00000000 29B1AFA0 3F800000 00000000 00000000
        0x0177F504:  45188900 80000000 3F800000 00000000 45043FA0 00000000
        base: 0x01580000   top: 0x0177F42C   bottom: 0x01780000
        
    Backtrace (may be wrong):
        =>0x6DF596E5 Direct3DCreate9Ex+0x46b5 in d3d9.dll (+0x696e5) (0x0177F464) 
          0x007FACBD in gta_sa.exe (+0x3facbd) (0x0177F57C) 
          0x6A4B1C3D in skygfx.asi (+0x1c3d) (0x0177F594) 
          0x00757877 in gta_sa.exe (+0x357877) (0x0177F5C4) 
          0x00805769 in gta_sa.exe (+0x405769) (0x0177F5D8) 
          0x6A4B999A 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) 
          0x6AF6B8E9 in modloader.asi (+0x1b8e9) (0x0177F6CC) 
          0x6AF6FC02 in modloader.asi (+0x1fc02) (0x0177F6E0) 
          0x6AF6E267 in modloader.asi (+0x1e267) (0x0177F6FC) 
          0x6AF70246 in modloader.asi (+0x20246) (0x0177F870) 
          0x6AF7013C 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) 
          0x6AF6FB94 in modloader.asi (+0x1fb94) (0x0177F958) 
          0x6AF6DE46 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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Can ambient occlusion be enabled with SkyGFX? Mentioned here, The Hero himself replied. When the Nvidia driver flag is enabled the performance slows to a crawl on my PC, under 15fps at times.

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