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Help with GTA III/VC Xbox vehicles reflection (SkyGFX)


hoodedshiba
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Hi, I wanted to ask a question. Is this settings I use on SkyGFX the correct one to get the Xbox reflections on the vehicles?

[SkyGfx]

; IMPORTANT: everything after the first ';' in a line is IGNORED

; Changes that cannot be toggled:
; - Alpha blending for Auto-aim syphon and sniper dot in VC is fixed
; - Sniper trails in VC are enabled


;; If you leave the value empty (e.g. texgenSwitch= ) or remove the line
;; the game code will not be touched. This might be useful should there
;; be incompatibilities with other mods. Even setting to 0 will most often
;; cause skygfx to hook the code so the setting can be toggled in game.


replaceDefaultPipeline=1        ; Replace the default d3d8 RW pipeline by one that is very close to the default Xbox pipeline.
                                ; Enabling this will fix bugs happening to objects with transparent vertex colors.
disableColourOverlay=0          ; Disable the colour overlay effect when trails are enabled; Trails on/off still switches between light values then
carPipe=1                       ; Car pipeline switch. 0 = default, 1 = neo (requires d3d9), 2 = leeds
worldPipe=1                     ; World pipeline switch. 0 = default, 1 = neo (requires d3d9, but has d3d8 fallback), 2 = leeds

;; PS2
ps2Loadscreen=1                 ; Use PS2 loadscreens
texblendSwitch=0                ; Which texture blend effect for MatFX environment mapping to use.
                                ;  0 = PS2, 1 = PC, 2 = Mobile
texgenSwitch=0                  ; Which texture coordinate generation method for MatFX environment mapping to use.
                                ;  0 = PS2, 1 = PC, 2 = Mobile
ps2light=1			; Use PS2 lighting for MatFX, the difference is subtle but visible
ps2Water=1			; Render water like on PS2; needs texblendSwitch=0
dualPass=1                      ; Draw almost all transparent geometry in two passes to reduce alpha bugs.
disableBackfaceCulling=0        ; Disable backface culling like on the PS2 (needed for PS2 DFFs).


;; Xbox
neoRimLightPipe=1               ; Whether to use Xbox-like rim lighting on peds; requires d3d9.
neoGlossPipe=1                  ; Whether to use the Xbox-like gloss pipeline for roads; requires d3d9
neoWaterDrops=0                 ; Draw Xbox screen water drops
                                ;  0 = default, 1 = Neo, 2 = Extended Neo, 3 = Extended Neo + Blood droplets

;; Misc
envMapSize=128                  ; Size of the reflection map used for real time reflections (rounded up to next power of 2).
seamFix=0                       ; Try to get rid of seams between objects
; dontNag=0                     ; Set this to 1 to disable SkyGFX error messages
; noCarcolTex=1                   ; Don't use textures for car colours; this affects otherwise untextured geometry with MatFX

;; This is a color tweak in YCbCr space. You can use it to emulate how
;; an analog PS2/Xbox signal might be interpreted
; 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)

;; Curiosities
;IIIEnvFrame=0                  ; use the GTA III MatFX env map frame in VC where reflections don't depend on camera angle even with PC tex coord generation


;; Advanced - don't touch if you don't know what you're doing!
;; These settings mostly need other plugins to do something
; trailsSwitch=0                      ; Type of trails. 0 = default, 1 = leeds, 2 = mobile
; radiosity=1                         ; Turns VCS radiosity on or off (needs leeds trails and a plugin to supply control values)
; radiosityRenderPasses=2             ; How many times to draw the radiosity effect
; radiosityFilterPasses=4             ; How many times to downsample the radiosity effect
; leedsEnvMult=0.3                    ; Multiplier for the leeds reflection map (default 0.3)
; leedsWorldPrelightTweakMult=0.5     ; Multiplier for leeds ambient light
; leedsWorldPrelightTweakAdd=0.1      ; Added to leeds emissive light

 

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Yes, this is the one that enables it:

carPipe=1

 

Though you might want to increase this one too:

envMapSize=128

 

to something like 256 or 512 instead.

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On 9/15/2021 at 6:15 AM, Ash_735 said:

Yes, this is the one that enables it:

carPipe=1

 

Though you might want to increase this one too:

envMapSize=128

 

to something like 256 or 512 instead.

Thank you so much!!!

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  • 6 months later...
Ash_735
26 minutes ago, ZetsyDrink said:

whats the difference?

 

 

With what?

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ZetsyDrink

the setting whats the difference if i type 256 instead 512

 

 

im sorry my english is bad

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Ash_735
2 hours ago, ZetsyDrink said:

the setting whats the difference if i type 256 instead 512

 

 

im sorry my english is bad

It provides a higher resolution reflection map that's applied to the vehicles, so the reflection image is less jagged and sharper. The original console setting was 128 on Xbox and that's when the game was rendering at 640x480.

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ZetsyDrink
6 minutes ago, Ash_735 said:

It provides a higher resolution reflection map that's applied to the vehicles, so the reflection image is less jagged and sharper. The original console setting was 128 on Xbox and that's when the game was rendering at 640x480.

oh

 

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