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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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Working fine for me, but I think Mugetsuga made a small mistake on vgnfremnt2.txd, some shared texture with nearby buildings is missing

 

kCEIpfm.jpg

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If is from PS2 map to PC map, the textures has different names in both TXDs. That happen to me a few months ago when I ported all PS2 textures to PC map.

 

EDIT:

Anyway you don't need the vgnfremnt2.txd, those textures are already on PC. You only need the DFF.

Edited by inadequate
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lel der is already skygfx 2.4???

damd teh hero is writing like a superman dis quick

 

now what to do:

soft particles

thermal infrared (already fixed or nah?)

ps2 water wave

 

colorcycle

 

 

(f*ck touchscreen)

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Softpartcle nope, I hope this will toggeable near in the future. I don't want soft particles.

Thermal already fixed.

Ps2 waves nope and colorcyle nope.

 

Now go away with your ipad.

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Softpartcle nope, I hope this will toggeable near in the future. I don't want soft particles.

Thermal already fixed.

Ps2 waves nope and colorcyle nope.

 

Now go away with your ipad.

pleb i hope yu choke in ur xbox360 remastered hd ultra gta sa with the disc stuck around ur d*ck which can only removwd by chopping dat little off with a butter knife

yu no ps2 lover go away with ur imac stuffed xboc one360

Edited by SilverRST
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Reyks, I only replace the skygfx1.ini from the v2.3 with the v2.4, I only has the v2.4 ASI and I forgot the ini, lol. Now works. I hope this helps you.

Well crap didn't work, not using the PS2 map btw, only the IPLs from El_Dorado's mod.

jYzLR2j.png

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Strange. Try with the PS2 map only like a test. Probably you has something wrong on your installation.

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Sorry for double post but...

 

I FOUND THE ISSUE WITH THE UV ANIMATIONS CODE IMPLEMENTED IN THE ASI

 

If you switch the worldPipe option from 0 to -1 (I mean disable the worldPipe option) the UV animations stop working. Now Hero you have a new thing for fix.

Edited by inadequate
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Can someone test if it's my settings?

 

 

[skyGfx]; PS2-like configuration; enables the following hotkeys:;  keySwitch cycles through inis;  keyReload all inis;  keyReloadPlants does the same as keyReload but reloads plants.dat as well (default 1)enableHotkeys=1; set the key bindings, see https://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx for which hex values to use;  e.g. F1-F12: 0x70-0x7B (default F10, F11, F12)keySwitch=0x79keyReload=0x7AkeyReloadPlants=0x7B; use PS2 ambient color. This means the greatest ambient color channel is added to all channels again which makes the scene brighter (default 1)ps2Ambient=1; emulate the PS2 way of texture modulation. In practice this means the world and grass will be brighter (default 1)ps2ModulateWorld=1ps2ModulateGrass=1; enables dual pass to fix alpha issues (emulates PS2 behaviour). This could affect performance (default 1); NOTE: set TwoPassRendering=0 in SilentPatch when using dualPassWorld=1dualPassWorld=1dualPassDefault=1dualPassGrass=0dualPassVehicle=1dualPassPed=1; add current ambient light to grass color like on the PS2 (default 1)grassAddAmbient=1; fixes the grass placement bug in the PC version. There is hardly a reason to disable this (default 1)fixGrassPlacement=1; loads only one grass model (grass0_1.dff) like on the PS2, the PC loads four models (cannot be toggled at runtime) (default 1)oneGrassModel=0; enables or disables backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance (default 0)backfaceCull=0; selects the vehicle pipeline to be used. 0 = PS2, 1 = PS2 with PC environment map, 2 = PC (default 0)vehiclePipe=0; selects the world object pipeline to be used, this only changes the building reflections. 0 = PS2, 1 = fixed PC (these two should be almost the same), 2 = PC;  -1 disables the pipeline override of this mod (in this case this setting cannot be changed at runtime) (default 0)worldPipe=0; selects the postfx color filter. 0 = PS2, 1 = PC, 2 = None (default 0)colorFilter=0; selects the infrared vision. 0 = PS2, 1 = PC (default 0)infraredVision=0; set to 1 if you're using a PC timecyc.dat or to 0 for a PS2 timecyc.dat or any timecycp.dat (cannot be toggled at runtime) (default 0)usePCTimecyc=1; overrides blur offset from stream.ini (comment out to use values from stream.ini);  to disable blur set these to 0blurLeft=   0blurTop=    0blurRight=  0blurBottom= 0; scales blur, radiosity and VCS trails offsets from 640x480 to current resolution (default 1)scaleOffsets=0; enables or disables radiosity (when commented out uses pe_bRadiosity from stream.ini)doRadiosity=1; 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 notradiosityFilterPasses=0; how often the radiosity effect will be applied to the frame (default 1)radiosityRenderPasses=1; limit for highlights, hardly ever used (default 220)radiosityIntensityLimit=220; multiplier for radiosity intensity (default 35)radiosityIntensity=35; how much the effect will be stretched out to the upper left (default 2);   when u=0, no offset for VCS trailsradiosityFilterUCorrection=0radiosityFilterVCorrection=0; renders Vice City Stories PS2 trails instead of San Andreas radiosity (scaleOffsets and radiosityFilterPasses apply as well, radiosityFilterUCorrection=0 will disable blur) (default 0)vcsTrails=0; settings for VCS trails (default 80 and 38)trailsLimit=80trailsIntensity=38; disable high quality shadows (cannot be toggled at runtime) (default 0)disableHQShadows=1; disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime) (default 0)disableClouds=1; enables a hack to get rid of specular reflections on wheels. A solution to this problem would be to use better DFFs, but for the lazy here is the ini-switch (cannot be toggled at runtime) (default 0)uglyWheelHack=1; these three control the grass; farDist is the distance before which grass is visible (default 60.0)farDist=60.0; between farDist and farDist+fadeDist grass will be faded in (default 20.0)fadeDist=20.0; a multiplier for the density (plants.dat reload needed) (default 1.0)densityMult=1.0

 

 

 

EDIT: The UV animations work fine, the problem is that LV strip club and the bubbles alpha.

Edited by Reyks

jYzLR2j.png

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Whooo, so many posts. And finally the mystery from the smoke machines into Jizzy's club is solved.

Thanks Hero, again lol for the new version.

Edited by gts.
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thx for the repack mugetsamoto being on a mobile fone is like playin angry birds with jizzy

i need sleep tho but fk it. der is less weird sh*t goin now with jizxy

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Can anyone send me hubintroof_SFSe.dff converted from ps2? Please, thank you.

 

 

EDIT - And the hubgrgbeams_SFSe.dff too.

 

EDIT 2 - I need hubgirders_SFSE.dff too (Better safe than sorry eh)

 

 

EDIT 3 - Mugetsuga was kind enough the send me the files via PM. It was for a test on SF garage. Sadly the test didn't show any significant results, but I guess it's ok either way.

Edited by El Dorado
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Okay so the strip club is working fine now, dunno what I did.

 

And for the bubbles, I had to use the .txd Tomasak posted since the unmodified one had no alpha.

 

And I assume The_Hero didn't fix the dual-pass for those lights yet?

 

6IlFL1H.png

jYzLR2j.png

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It's ok for me

 

nDBopCD.jpg

 

Using txd and ipl from tomasak, dff from Mugetsuga

 

check you skygfx.ini

 

dualPassWorld=1
dualPassDefault=1

worldPipe=0

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UCm3nir.jpg

PS2 TXD from my pack, PS2 dff and IPL by Tomasak. And about the strip club in Las Venturas i'm using the PS2 dff and everything working correctly.

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Tried absolutely everything I could, used the all the files provided here, latest version, default skygfx settings, removed all other map mods, nothing seems to work, lights still have broken dual-pass in my game.

 

This is some illuminati sh*t for sure.

 

EDIT: My guess is, this is similar to the exploded cars with specular bug, it only happens to some people. And I wouldn't doubt this has something to do with Windows 10 as well.

Edited by Reyks
  • Like 2

jYzLR2j.png

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Well Rekys, taking a closer look, in your image the bubbles seems to be slightly brighter than on mine and inadequate screens. What gives?

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Well Rekys, taking a closer look, in your image the bubbles seems to be slightly brighter than on mine and inadequate screens. What gives?

Yeah I saw that, no idea why mine is different, like I said the files are the same...

  • Like 1

jYzLR2j.png

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Reyks, you have SilentPatch 2pass enabled?

Nope. Only the ones in this mod, trust me I tried everything I could, this is one of those things that only happens to some people, like the exploded cars bug.

 

Either way i remember I had a similar problem before with another .dff, where it looked completely different in my game.

jYzLR2j.png

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