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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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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  

Xbox-like code is implemented and seems to be working perfectly finally!!

Version 3.1 turned out to be bigger than I had thought. See OP for the link to the release. The first two inis are PS2 and PC like config as before. The third ini has some custom settings like the ne

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The Hero

This depends on the colors. When they're not far apart they can't be interpolated very well and you get an ugly gradient. It's mostly visible at night.

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savidge

^

You use PC, PS2 timecyc or a modded timecyc?

My timecyc is the original from PS2 and have that "blockys" too.

I'm using the TIMECYCP.DAT from the PS2 version.

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Hey I thought I was the only one who has that weird gradient :) For statistics: confirm that too. PS2 timecyc.

Edited by uncaged
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SilverRST

 

 

...do you think you can fix the "blocky" sky gradients SA has, or at least improve it a little?

Oh please yes! Those disgusting 8bit color-ish sh*t hanging in the sky makes my eyes bleed and my stomach is crying and vomiting and reading self-help books.

Doesn't SilentPatch fix these gradients? Mine seems to be fine:

UhxshNa.png

 

When it's night, you can see those ugly sh*t clear. It starts from when the sky gets darker after 21:00 or 22:00.

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Claude_Lib

dffconv of my RW conversion tools now converts PS2 vehicle DFFs in such a way that you no longer have unwanted specular reflections (on wheels e.g.) when using ps2refl. See this thread: http://gtaforums.com/topic/752450-rel-renderware-file-converter/

You can use this version which does *not* change the wheel pipeline like in my previous fix, when using PS2 vehicles everything should be fine: http://aap.papnet.eu/gta/ps2_refl/ps2refl-nofix.asi

So the current version does change models on the fly a bit, to compensate SA PC rendering issues, right?

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The Hero

the -nofix version does not change anything, the other version changes the pipeline of objects having "wheel" in the name, but only when they would have gotten the vehicle pipeline by default.

 

The Sky should be possible after all: http://gtaforums.com/topic/741021-recreating-ps2-atmosphere-ive-found-logic-coders-needed/page-9?do=findComment&comment=1066300517

Edited by The Hero
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Claude_Lib

No, i'm talking about convertor. So we're not getting exactly the same model, just made working on PC? Not complaining at all though, just wondering.

Edited by Claude Liberty
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The Hero

No, i'm talking about convertor. So we're not getting exactly the same model, just made working on PC? Not complaining at all though, just wondering.

 

Please use the tools thread then. I converted like this: dffconv -c -m ps2-hydra.dff out-hydra.dff

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The Hero

rwconv converts the PS2 DFF to PC format (so you have the alpha value from the PS2 file). ps2refl.asi implements the two pass rendering necessary when you use (converted) PS2 files.

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The game crashes when you look to a mirror, but if you press F7 3x to back to your config BEFORE you see the mirror, the game won't crash. I can't understand why, I guess it's a problem with the code.

I just did a load game on CJ's house and go upstairs to change my clothes and I figured out this bug.

I hope you fix this because this mod is awesome, congratulations. I've waited for a mod like this for years!

 

EDIT

 

It was a conflict with another mod, there's no problem now.

Edited by arkai
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Here are some problems im experiencing on SAMP with ps2 post process, i dont know if it's bound to the server i play in, anyone can confirm this bug please?

These pictures are taken, in this order, in 1 minute time

 

24aPwl0.jpg
X0vKuuH.png
eglDn1d.jpg
VHkigRi.jpg

 

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Why shouldn't it be fine?

So, is the Hydra glass problem sorted out yet?

This is why I thought there is something wrong with it.

 

Btw the green and purple detached elements bug are only happening if this mod enabled. Where can I download an older version to test it?

Edited by nyolc8
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SilverRST

I was just curious about the mentioned bug of detached doors and they got colored green.

And yet I tried it and indeed:

 

 

 

VjrWhS8.jpg

 

 

 

Pink and green. I immediately thought those are the colors for 3DS Studio Max. Green is primairy color and pink is secondair color.

Obiously they were converted using 3DS Max or Maya. But, I tried slamming the door off of my Lamborghini carmod and it turned to be green too,

And this carmod was converting using Zmodeler2.

Edited by SilverRST
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I was just curious about the mentioned bug of detached doors and they got colored green.

And yet I tried it and indeed:

 

 

 

VjrWhS8.jpg

 

 

 

Pink and green. I immediately thought those are the colors for 3DS Studio Max. Green is primairy color and pink is secondair color.

Obiously they were converted using 3DS Max or Maya. But, I tried slamming the door off of my Lamborghini carmod and it turned to be green too,

And this carmod was converting using Zmodeler2.

You really still do not understand that this is due to the plugin from Dk22Pac ImVehFt.asi

but if you ask him to fix it I am sure what DK22Pac would wrote something like this

Quote: "I hate DK22Pac. His mods are so poor. Fake modmaker."

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SilverRST

 

I was just curious about the mentioned bug of detached doors and they got colored green.

And yet I tried it and indeed:

 

 

 

VjrWhS8.jpg

 

 

 

Pink and green. I immediately thought those are the colors for 3DS Studio Max. Green is primairy color and pink is secondair color.

Obiously they were converted using 3DS Max or Maya. But, I tried slamming the door off of my Lamborghini carmod and it turned to be green too,

And this carmod was converting using Zmodeler2.

You really still do not understand that this is due to the plugin from Dk22Pac ImVehFt.asi

but if you ask him to fix it I am sure what DK22Pac would wrote something like this

Quote: "I hate DK22Pac. His mods are so poor. Fake modmaker."

 

I didn't know this is caused by ImVehFt. Anyway, i can live with it.

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The Hero

These colors have nothing to do with 3ds max, they are just the primary and secondary car colors which are replaced by their actual values in the game. But my mod doesn't touch the code which handles that.

 

concerning the hydra: it's kind of expected not to experience problems when I fixed everything, isn't it? :)

Edited by The Hero
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I removed imvehft and there are still pink and green detached car parts... If I remove ps2refl.asi, then problem instantly solved, so this mod produces this bug somehow.

Edited by nyolc8
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Strangely, i don't have any bugs with newest version. Detached car doors looks good, no color change or something. Ofc this maybe (again) just side effect, cuz my game is heavily overomodded. If PIX dumps can help with something, I'll make them, and upload immediately.

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The Hero

Not needed, what you're seeing is the correct and expected behaviour.

 

EDIT: Are you using SilentPatch? If not, try with it.

Edited by The Hero
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