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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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It has nothing to do with the colour filter. The marker gets the building pipe on PS2 but not on PC. if you're using default PC models i don't think it should turn pink at all.

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The Lucky Mole
On 5/1/2020 at 11:59 PM, The Lucky Mole said:

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 :

  Reveal hidden contents

[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)

 

What about this?

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1 hour ago, AddictionToGaming said:

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.

You could also use the PS2 models for these as they'll properly adjust colour unlike the PC version.

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The Lucky Mole
2 hours ago, The Hero said:

Probably fresnel?

Tried that too.

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AddictionToGaming
20 hours ago, The Hero said:

It has nothing to do with the colour filter. The marker gets the building pipe on PS2 but not on PC. if you're using default PC models i don't think it should turn pink at all.

 

19 hours ago, Ash_735 said:

You could also use the PS2 models for these as they'll properly adjust colour unlike the PC version.

Of course it was my fault 😅

I already had the PS2 version of the cylinder and diamond dffs which made the textures appear pink/light yellow. I also had a transparency issue with those markers caused by an 'improved' ingame.txd from a "Map Fixes" pack.

Getting rid of all of those and using the vanilla PC ones fixed everything. Thanks for your help! 

 

Edited by AddictionToGaming
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Looks like some buildings with uv animation didn't have matrices for the animation. Dunno if that is a bug or something, but they won't be animated now.

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AddictionToGaming

  

On 8/2/2019 at 3:47 PM, The Hero said:

Looks like this model's extra colours/alphas are messed up. These are the ones that the game actually uses for transparency with the building pipeline but on PC they don't really work well with d3d9 RW so you don't notice the bug. The PS2 game actually uses the default pipeline on this object so it should render correctly. The solution is of course to delete the extra colour chunk with RW analyze.

At what exactly should I be looking at? This is regarding the invisible/transparent vault door in the Caligula's mission btw.

https://i.gyazo.com/d541ae8f3edeb38f03a9bb4c3422c141.png

Edited by AddictionToGaming
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Overlandpage55

[How do you delete a comment]

Edited by Overlandpage55
to delete it
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The Lucky Mole

As I'm not familiar with the YCbCr color model, I'd like to know how to adjust the gamma, without changing the "disableGamma=1" value. Is it possible?

Edited by The Lucky Mole
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AddictionToGaming

This occurs with the grassFixPlacement in the .ini enabled. Any possible solutions for the bad placement? (other than disabling the fix)

Apologies if it was already addressed before.

82321b8c38c3635ee480ae1376b6b319.png

5d918dfb55d273bea04057874d8c1511.png

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21 hours ago, The Lucky Mole said:

As I'm not familiar with the YCbCr color space, I'd like to know how to adjust the gamma, without changing the "disableGamma=1" value. Is it possible?

Change lumaoffset

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The Lucky Mole
On 5/17/2020 at 9:41 PM, passenger said:

Change lumaoffset

Isn't this just the brightness? So probably, I should do some kind of transformation of the gamma correction to the YCbCr model eh?

Edited by The Lucky Mole
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Hello!

Is this a common transparency behavior? Seems to be the same across all ini configs.

68xKKDh.jpg

dXgV5Nf.jpg

 

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well, this mod is great, buuT

I HAVE TOO MUCH LAG.

My pc spec's

Operating System
    Windows 7 Ultimate 32-bit SP1
CPU
    Intel Pentium E5700 @ 3.00GHz    
    Wolfdale 45nm Technology
RAM
    2,00GB Single-Channel DDR3 @ 398MHz (6-6-6-15)
Motherboard
    ASRock G41M-VS3. (CPUSocket)    
Graphics
    SyncMaster ([email protected])
    Intel G41 Express Chipset (ASRock)
Storage
    465GB SAMSUNG HD502HJ ATA Device (SATA )   
Optical Drives
    No optical disk drives detected
Audio
    VIA HD Audio

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Get a better GPU.

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The Lucky Mole
10 minutes ago, Ash_735 said:

Get a better GPU.

Story of my life...

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Just now, Ash_735 said:

Get a better GPU.

i'm from venezuela, sooo i can't buy a better gpu
here's a canaima (laptop from goverment) other specs:

Operating System
    Windows 10 Pro 32-bit
CPU
    Intel Celeron N2805 @ 1.46GHz   
    Bay Trail-M 22nm Technology
RAM
    2,00GB DDR3 @ 399MHz (5-5-5-19)
Motherboard
    Intel Corporation Intel powered classmate PC (CPU 1)
Graphics
    Generic PnP Monitor ([email protected])
    Intel HD Graphics (Elitegroup)
Storage
    298GB Seagate ST320LT012-1DG14C (SATA )   
Optical Drives
    No optical disk drives detected
Audio
    Dispositivo de High Definition Audio

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Brooklynzsmac

Turning PS2 shadows on and radiosity off gives fps boost on integrated gpus, at least it did to me when I had to play SA with SkyGfx on laptop.

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Just now, Brooklynzsmac said:

Turning PS2 shadows on and radiosity off gives fps boost on integrated gpus, at least it did to me when I had to play SA with SkyGfx on laptop.

gonna try it

Just now, Brooklynzsmac said:

Turning PS2 shadows on and radiosity off gives fps boost on integrated gpus, at least it did to me when I had to play SA with SkyGfx on laptop.

well it worked, a little bit of lag but fine thanks mate.

Edited by CykaBear1213
forget to say thanks
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The Lucky Mole

SkyGfx is a very nice looking mod, but some settings are heavy for low end systems. I'd suggest moving away from it if those FPS get pretty low. Or enable only a colorfilter or something like that.

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well sh*t, i get out of grove street and lag appears, 

i put

pedshadows= 1
stencilshadows= 1

doRadiosity= 0
but i think that the shadows give me lag, i dunno what is stencilshadows because my english is not so good

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SkyGFX uses shaders for some things, normally this isn't an issue for the majority of GPU's out there, even low end ones, even something like a GTX1030 would be able to handle all of what SkyGFX offers with ease. You'll always face problems when you're using a shared internal GPU unless you have an absolute beast of a CPU to offset things, but even then a dedicated GPU is always best.

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The stencil shadows aren't really worth it in SA, just very poorly implemented. Could also try disabling dual pass rendering for some things if framerate is a real issue.

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Cause i never really finished it. i wanted to have a nice set of vehicles to go with it but it was too much work. The vehicles for LC98 i all did automatically but the VC ones would have needed some manual work.

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Maks_Grain4

I apologize for the question, off topic. Is there a mod for activating mip-maps in GTA 3? For mip mapping to work in the game

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