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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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The driver AO isn't great anyway, if it works it would look bad in foggy weather anyway, but as is it flicks on/off randomly + you'd have no good Anti Aliasing options except for running ridiculously high resolutions.

 

Just accept that this is a dated game, without flashy lighting techniques and move on. Or wait for mods like renderhook to mature.

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Been getting a totally random "unhandled exception c00000005" thing like a billion times in a row, when I reinstalled SkyGFX in GTA 3. I mean SkyGFX works fantastic in VC and stuff, but I just did a FRESH INSTALL!! Of GTA 3 and it doesn't work. Please help. ANYONE

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without a crash address there is no possible way for anyone to help you. that address might help, but not necessarily.

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43 minutes ago, The Hero said:

without a crash address there is no possible way for anyone to help you. that address might help, but not necessarily.

Sure, here you go! I hope this is it. This conflict seems to arise with other mods address is 5d76cdf3. I checked a bit of it with VStudio 2019 and it said, oddly enough, "the thread tries to read from, or write to, a virtual address to which it doesn't have appropriate access." No f*cking idea what that means LMAO

Edited by Sheridan_I
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The Lucky Mole
8 hours ago, iGuGa said:

Crashed randomly in Las Venturas again...

I use the latest version.

 

 

  Reveal hidden contents

 

 


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.

 

Null pointer exception? I had crashes in LV too, while flying above the Visage with the Hydra.

Edited by The Lucky Mole
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The Lucky Mole

I couldn't reproduce the crash in the latest stable release. I do remember that there were times the game didn't crash though.

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Hello! If I am using PS2 grass and PS2 Models and, well, want to have everything as close to PS2 as possible, should I make 
ps2ModulateBuilding=0
ps2ModulateGrass=0

in the ini?

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4 hours ago, Marsi4eg said:

skygfx1.ini from the archive is ps2-like config, just use it

I understand. But since SkyGFX doesnt require any PS2 files except timecyc and seabed for accurate fix, I am not sure if SkyGFX takes into consideration replacing PC files (that are handled differently on PC AFAIK) with an actual less broken PS2 files, namely Grass and Buildings.

So is SkyGFX basically developed to be used on top of PC files only, requiring turning some PS2 fixes off if some actual PS2 files are being used? Because putting PS2 grass with ps2Modulate grass=1 makes the grass look wrong.

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Grass files are not less broken on PS2. Both versions load different files but neither loads all of them. I had an option to load the grass files differently but it caused a crash with modloader and since the PS2 code didn't make any more sense than the PC code i didn't bother and simply removed the option.

I don't know what your problem is with buildings, I'm always using the converted PS2 map so if anything is tested it's the PS2 buildings.

Also keep in mind that grass was one of the earliest things I did and i haven't really touched it since. As far as I'm aware it's very close to the PS2 rendering but I haven't actually reversed the rendering code.

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0
 Advanced issue found
 
 
Spoiler
2 minutes ago, The Hero said:

Grass files are not less broken on PS2. Both versions load different files but neither loads all of them. I had an option to load the grass files differently but it caused a crash with modloader and since the PS2 code didn't make any more sense than the PC code i didn't bother and simply removed the option.

I don't know what your problem is with buildings, I'm always using the converted PS2 map so if anything is tested it's the PS2 buildings.

Also keep in mind that grass was one of the earliest things I did and i haven't really touched it since. As far as I'm aware it's very close to the PS2 rendering but I haven't actually reversed the rendering code.

 

I see. I dont have any problems with buildings I just wanted to figure things out to know what I am doing for sure. Thank you very much for clarifying! 

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The Lucky Mole

Something else. Using the Env pipe, no matter what my envShininessMult value is, I see no reflections when my view is perpendicular to the car's poly. My ini :

Spoiler

[SkyGfx]
; 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=Xbox       ; 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=10.0   ; Env reflection intensity multiplier
envSpecularityMult=5.0  ; Env specular light intensity multiplier
envPower=100.0          ; Env specular light power (the higher the smaller the highlight)
envFresnel=1.0          ; 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=0     ; 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=Mobile      ; 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=   2           ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
blurTop=    2           ;  to disable blur set these to 0
blurRight=  2
blurBottom= 2
;; Radiosity
doRadiosity=1           ; 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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Uh... I am sorry to bother you again. But I cant figure out what could cause this (dark grass seen through the light grass to the right from CJ). Is that okay? PC grass with default PS2 ini settings. And I cant find the setting that could fix this.
https://imgur.com/aLwICJD

Edited by uncaged
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18 minutes ago, uncaged said:

Uh... I am sorry to bother you again. But I cant figure out what could cause this (dark grass seen through the light grass to the right from CJ). Is that okay? PC grass with default PS2 ini settings. And I cant find the setting that could fix this.
https://imgur.com/aLwICJD

That kinda happens on the PS2 version.

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The Lucky Mole

F

5 hours ago, uncaged said:

Uh... I am sorry to bother you again. But I cant figure out what could cause this (dark grass seen through the light grass to the right from CJ). Is that okay? PC grass with default PS2 ini settings. And I cant find the setting that could fix this.
https://imgur.com/aLwICJD

A look here always helps http://gta.rockstarvision.com/skygfx/skygfx.html. Are you sure the 2 grass types aren't overlapping? I can't tell from the picture.

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9 hours ago, Ash_735 said:

That kinda happens on the PS2 version.

O_O

tenor.gif

PCSX2

POWZToj.png

 

Okay, thanks man! I think that is it, and I finally figured things out. The grass is indeed very close to PS2 visually in good and bad ways equally. I wish it just had that soft spawning fade in as on PS2. But Looks like that is all we have possible for now.
 

4 hours ago, The Lucky Mole said:

F

A look here always helps http://gta.rockstarvision.com/skygfx/skygfx.html. Are you sure the 2 grass types aren't overlapping? I can't tell from the picture.

No, it is not at all. I know that document but it didnt really help unfortunately.

Edited by uncaged
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I didn't completely understand what crashes actually have been reported, just some 'random' (?)

I recently had one random crash, dunno what caused it but I wanted to try this latest build. My game crashed after 5 min of gameplay.

Then I put back the old (release) build back and played almost 2 hours without any problem doing whole taxi sub-mission.

 

So I can't say latest is better 🤨

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The Lucky Mole
12 minutes ago, Shpati said:

Which setting removes the heat haze?

You need a seperate mod for this.

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Just now, The Lucky Mole said:

You need a seperate mod for this.

Do you know of one that works? I just tried Stream extender, but that breaks my whole game (it closes after loading a save). 

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The Lucky Mole
42 minutes ago, Shpati said:

Do you know of one that works? I just tried Stream extender, but that breaks my whole game (it closes after loading a save). 

I personally recommend MixSets. Great mod as well.

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muh linucs
blurLeft=   0
blurTop=    0
blurRight=  0
blurBottom= 0

Was it ever possible to entirely disable the SA (motion) blur with SkyGFX? There's nothing comparable to the "trails" effect in III and VC, but this (radial?) blur is used when driving fast:

 

mu9n9YA.png

 

MixSets can be used to disable, however.

Edited by muh linucs
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Not part of skygfx as far as I know (as in it doesn't touch anything to do with it).

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High speed blur has nothing to do with skygfx as far as I know as well. That's from vanilla game.

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EiNoRiUkS

I'm having trouble with running the Neo carpipe both in VC & III. Everything else seems to be working fine except the car reflections.

Could there be something wrong with my config or is there something more that I'm missing? The config file does mention that a d3d9 is required for neo, but I've no experience with that so I don't really know what to do. If it helps, I'm on Win10.

 

I'm a dummy, missed a semicolon in front of the carpipe. Cheers!

Edited by EiNoRiUkS
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AddictionToGaming

Is there a way to keep the red mission marker without it turning pink while using the PS2 colour filter? Searched through the pages but I couldn't find a definitive answer.

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