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[Help/SA] SkyGfx Texture Issues

Enviado: 30 Abr 2021, 09:23
por Malayalam MODDING
Hi there, I have been using skygfx for a while now and am having trouble with some textures. They are getting a blue colour and when reached near, it gets solved.At first I thought it was due to the texture mod I'm using (IV LS RETEXTURE). But when i reached the desert,similar problems was spotted. Idk if it's a common issue or not ,if someone could help me then it would be graceful.

Re: [SA]SKYGFX TEXTURE ISSUES

Enviado: 04 Mai 2021, 13:33
por PRince4
Try to post some screen shots?

Re: [SA]SKYGFX TEXTURE ISSUES

Enviado: 07 Mai 2021, 12:38
por Malayalam MODDING
PRince4 escreveu:
04 Mai 2021, 13:33
Try to post some screen shots?
Bro
You may burst laughing but I really don't know how to add images in the forum😂

Re: [SA]SKYGFX TEXTURE ISSUES

Enviado: 08 Mai 2021, 09:52
por PRince4
Malayalam MODDING escreveu:
07 Mai 2021, 12:38
Bro
You may burst laughing but I really don't know how to add images in the forum😂

Edit: Are you Indian?
I am from Kerala 

I and another Member here Posted the answer to your question in that Thread of yours.
Yes i'm Indian. Try not to stray away from the topic as this might go against rules.

Re: [SA]SKYGFX TEXTURE ISSUES

Enviado: 08 Mai 2021, 13:21
por Weeamer
Malayalam MODDING escreveu:
07 Mai 2021, 12:38
PRince4 escreveu:
04 Mai 2021, 13:33
Try to post some screen shots?
Bro
You may burst laughing but I really don't know how to add images in the forum😂

Edit: Are you Indian?
I am from Kerala 

Or just leave a imgur link

Re: [SA]SKYGFX TEXTURE ISSUES

Enviado: 08 Mai 2021, 13:52
por Malayalam MODDING
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Here are the screenshots.
I don't know.
Is it some kind of transperency bug?


My SKYGFX.ini:
SpoilerAbrir
[SkyGfx]
; PS2-like 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/librar ... s.85).aspx
;; I'm aware this is super shitty. 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= ; 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=0 ; Enable mobile detail maps (needs texdb files)
vehiclePipe=PS2 ; 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"
; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
envMapSize=256 ; 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
sunGlare=0 ; 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=0 ; Enable stencil shadows (vehicles and poles)

;; Color filter
colorFilter=PS2 ; Select the color filter
; values: "PS2", "PC", "Mobile", (needs colorcycle.dat), "None"
usePCTimecyc=0 ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat
blurLeft= 0 ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
blurTop= 0 ; to disable blur set these to 0
blurRight= 0
blurBottom= 0
;; Radiosity
doRadiosity=0 ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
;; Misc
disableClouds=0 ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
disableGamma=0 ; 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=0 ; 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)

;; 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=0
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=PC ; Select the infrared vision
; ; values: "PS2", "PC"
nightVision=PC ; Select the night vision
; ; values: "PS2", "PC"
grainFilter=PC ; 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)

Re: [SA]SKYGFX TEXTURE ISSUES

Enviado: 08 Mai 2021, 14:06
por Malayalam MODDING
PRince4 escreveu:
08 Mai 2021, 09:52
Malayalam MODDING escreveu:
07 Mai 2021, 12:38
Bro
You may burst laughing but I really don't know how to add images in the forum😂

Edit: Are you Indian?
I am from Kerala

Try not to stray away from the topic as this might go against rules.

Ok bro. I am new here and didn't remember all the rules. Sorry..

Re: [SA]SKYGFX TEXTURE ISSUES

Enviado: 08 Mai 2021, 15:52
por AKAH
zwriteThreshold=120

Re: [SA]SKYGFX TEXTURE ISSUES

Enviado: 09 Mai 2021, 04:57
por PRince4
AKAH escreveu:
08 Mai 2021, 15:52
zwriteThreshold=120
Why 120? Doesn't higher values have better results? Something like 200?

Re: [SA]SKYGFX TEXTURE ISSUES

Enviado: 09 Mai 2021, 10:40
por AKAH
Arquivo leia-me do SKYGFX, e assim como o Junior sempre fala:
"as pessoas não leem o arquivo leia-me"

- Correção de alpha/transparência:
A configuração "DualPass" melhora muito a transparência alpha com baixa perda de FPS.
Em adição, procure pela linha "; zwriteThreshold=128", remova o ";" e deixe por exemplo "zwriteThreshold=255" para ter um melhor efeito, principalmente em vegetações.
No entanto usar 255 atualmente causa alguns bugs (por exemplo letras das placas de trânsito sumindo), recomendo que use algo como "zwriteThreshold=200".

Eu AKAH acabei descobrindo que usando acima de 120, causa bug em algumas calçadas e estradas de SF quando se esta chovendo.

Re: [SA]SKYGFX TEXTURE ISSUES

Enviado: 13 Mai 2021, 01:07
por Malayalam MODDING
AKAH escreveu:
09 Mai 2021, 10:40
Arquivo leia-me do SKYGFX, e assim como o Junior sempre fala:
"as pessoas não leem o arquivo leia-me"

- Correção de alpha/transparência:
A configuração "DualPass" melhora muito a transparência alpha com baixa perda de FPS.
Em adição, procure pela linha "; zwriteThreshold=128", remova o ";" e deixe por exemplo "zwriteThreshold=255" para ter um melhor efeito, principalmente em vegetações.
No entanto usar 255 atualmente causa alguns bugs (por exemplo letras das placas de trânsito sumindo), recomendo que use algo como "zwriteThreshold=200".

Eu AKAH acabei descobrindo que usando acima de 120, causa bug em algumas calçadas e estradas de SF quando se esta chovendo.

Nah. That ain't even working. Still the same