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The Hero

Sharptrails

Recommended Posts

Claude_Lib

Oh, I didn't notice that it still adds the toggle, because I use SkyGFX which does this too. If one only needs trails in their original form, one should simply install SkyGFX. Or Silent's Trails. Can you please remove it, or at least make it case insensitive, if that's not too much of a bother?

EDIT. Did it myself, found the "sharp" line in the plugin file and changed it to "Sharp" in the Notepad++. Seems to work.

Edited by Claude_Lib

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gts.

I don't know if I understanding this issue wrong but works as it should as "Sharptrails.asi". Is that wrong?

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The Hero

Yes, that should actually not enable the trails. I think I'll remove that little trick indeed. OTOH it would be nice if you could just install sharptrails and use it without having to install any other plugin...

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Marsi4eg

If some update will come, please make a version with enabled heat haze

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Inadequate

If some update will come, please make a version with enabled heat haze

SkyGfx has already PS2/default Trails enabled with "heat haze" effect enabled. Sharptrails is just... Sharptrails now. ;)

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Marsi4eg

 

If some update will come, please make a version with enabled heat haze

SkyGfx has already PS2/default Trails enabled with "heat haze" effect enabled. Sharptrails is just... Sharptrails now. ;)

 

The water is wet, the sun is hot

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The Hero

Released 2.0 to be used with the new Leeds postfx in SkyGFX.

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Joaquin Johnson

Men i have a question, the sharptrials work with widescreen fix? when i replace d3d8.dll the sharptrails work but no widescreen fix, any solution or something?

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MrFinger

Men i have a question, the sharptrials work with widescreen fix? when i replace d3d8.dll the sharptrails work but no widescreen fix, any solution or something?

Download widescreen fix again and replace d3d8

 

PS: And don't replace d3d8 again ever!

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gts.

Men i have a question, the sharptrials work with widescreen fix? when i replace d3d8.dll the sharptrails work but no widescreen fix, any solution or something?

The d3d8 from sharptrails is just a d3d8 to d3d9 wrapper, Widescreen Fix includes Ultimate ASI Loader already and it has an wrapper too, so... you don't need to replace it, only activate it in global.ini if you didn't it.

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The Hero

I think I put in a wrong file in the last release. Also I put it a d3d8.dll that doesn't depend on VS runtime stuff. So re-download the file please.

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Marsi4eg

Haven't played VC for a long time, and noticed that sharptrails plugin interferes with skygfx YCbCrCorrection option. If color correction is enabled in skygfx - it become disabled everytime any scm-coded text appears on the screen (mission complete, ammunation texts, paramedic/cop mission texts, entering/exiting interiors texts). As soon as text disappears - color correction becomes enabled again. Also it flickers in pause menu when changing options.

Without sharptrails this doesn't happen and that's why I've posted this here, not in skygfx topic.

And yet again, please make sharptrails version without removed heat haze, despite it's a bit buggy sometimes.

 

Here's a screenshot of that effect being used ingame

Old sharptrails with non-disabled heat haze:

05d8ccf56175t.jpg

New sharptrails with disabled heat haze:

ef7e94603b57t.jpg

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The Hero

Oh man :/ Thanks for reporting this. I'm still not so sure what to do about this. the color correcting thing maybe was a mistake in the end. I'll think about the heat fx.

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Inadequate
5 hours ago, Marsi4eg said:

Haven't played VC for a long time, and noticed that sharptrails plugin interferes with skygfx YCbCrCorrection option. If color correction is enabled in skygfx - it become disabled everytime any scm-coded text appears on the screen (mission complete, ammunation texts, paramedic/cop mission texts, entering/exiting interiors texts). As soon as text disappears - color correction becomes enabled again. Also it flickers in pause menu when changing options.

Without sharptrails this doesn't happen and that's why I've posted this here, not in skygfx topic.

Regarding this, I reported this to aap yesterday in Discord and I'm not even using Sharptrails so this plugin isn't the issue. I even disabled skygfx's trails in Vice City, and the YCbCr flickering still there when a SCM text appears. It seems to be something with major priority, I mean: SCM text disables YCbCr color correction when they appear, overriding the option totally, I don't know how though.

5 hours ago, Marsi4eg said:

And yet again, please make sharptrails version without removed heat haze, despite it's a bit buggy sometimes.

Use a previous version, is posted here.

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Marsi4eg
23 minutes ago, Inadequate said:

Regarding this, I reported this to aap yesterday in Discord and I'm not even using Sharptrails so this plugin isn't the issue. I even disabled skygfx's trails in Vice City, and the YCbCr flickering still there when a SCM text appears. It seems to be something with major priority, I mean: SCM text disables YCbCr color correction when they appear, overriding the option totally, I don't know how though.

Use a previous version, is posted here.

sh*t, you forced me to re-check and it really not related on sharptrails. Anyway we've done some new tests with aap on discord trying to fix CC flickering in III and after success I've tried this test build in VC - and it fixed color correction with SCM texts too.

 

And lol, I use previous version of sharptrails, How could I make a screenshot if I didn't have it? :D

Edited by Marsi4eg

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RockysAMV
On 5/31/2018 at 2:21 PM, Inadequate said:

Use a previous version, is posted here.

I installed the previous version but it didnt have the heat haze effect, am I missing something?

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oranges17

Heat haze seems bugged because it's resolution-dependent somehow. Fire up the game in 800x600 and do some burnouts, then switch back to your everyday modern resolution and see a quarter of a screen shaking.

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Marsi4eg
16 hours ago, oranges17 said:

Heat haze seems bugged because it's resolution-dependent somehow. Fire up the game in 800x600 and do some burnouts, then switch back to your everyday modern resolution and see a quarter of a screen shaking.

It's a leftover from PS2 version, it wasn't made for PC where you can play on high resolutions and change resolution when effect is already rendered. Furthermore, VC doesn't allow to change resolution ingame, so if you can do this - you probably use some third-party plugin for this. So of course native heat haze leftovers will be even more 'bugged' to you...

Edited by Marsi4eg

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oranges17
On 8/22/2018 at 8:39 PM, Marsi4eg said:

VC doesn't allow to change resolution ingame, so if you can do this - you probably use some third-party plugin for this.

what? xDDDDD

 

aight enough of that stuff, last few days of digging in the game files and testing I managed to fix the scaling issue, at least partially

 

By editing data/particle.cfg, value "E:    Default Initial Radius" we can scale down the effect manually. Turns out the res-dependence is linear (have tested various resolutions), so by calculating scale factor (of playing resolution and 640x480) and then dividing the default values (HEATHAZE - 0.5, HEATHAZE_IN_DIST - 1.0) heat haze gets properly sized.

 

Quick example: I personally play at 1400x1050, this gives scale factor of 1050/480=2.1875
So, new values are: HEATHAZE- 0.5/2.1875=0.2286 and for HEATHAZE_IN_DIST- 1.0/2.1875=0.4571
Edit the values in particle.cfg (untick the "read-only" first), launch VC and bam, heat haze is now the exactly same size as 640x480, gg ez

 

But for widescreen resolutions... effect size is broken no matter what you do and how you calculate the scale factor (you can choose either proper horizontal or vertical ratio but not both as in 4:3 resolutions), someone more skilled will look at it hopefully, hell maybe it's not the only effect with broken scaling.

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Marsi4eg
5 hours ago, oranges17 said:

what? xDDDDD

Why do you laugh? Isn't resolution locked after loading savegame in III/VC?

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xxnooblyxx(temp ban)

Well this work well with widescreen fix?

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gts.
5 hours ago, xxnooblyxx(temp ban) said:

Well this work well with widescreen fix?

Test it first, before ask. It's obvious it works.

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RRT94

It does’t work with ThirteenAG’s WindowedMode asi

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muh linucs
On 9/11/2015 at 1:28 PM, The Hero said:

In III disabling trails now removes the overlay completely as there is no point in rendering the half-assed version.

Does this mean that disabling "trails" in the display options doesn't turn off the effect completely? And what is "the overlay"?

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The Hero

gta3 has two effects (overlays), one is rendered with trails on and the other with trails off. Personally I think the one with trails off is absolutely disgusting, but many people use it probably because they don't like the motion blur. Hence sharptrails to disable the blur.

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