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[SAMP-Help] SkyGfx blue texture problem

Enviado: 21 Set 2023, 22:05
por bobesin
Hello, I don't speak Portuguese but it's said that people are bilingual here. Anyways I'm having an issue with my SkyGfx. This happens:
Imagem
As you can see certain objects are missing their textures and get the "sky" color instead. The thing is in the README file it says that commenting the "explicitBuildingPipe" line is the fix, yet it's not. What I found out is when I put the value of that line to 1 (the default is 0), the issue disappears, but the color of PS2 disappears as well and everything becomes brighter, almost like a PC version. So that doesn't work for me since I love the PS2 feel.

This is my skygfx1.ini configuration:
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=Xbox       ; 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=1            ; 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", "Env"
                        ;  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
envShininessMult=1.0    ; Env reflection intensity multiplier
envSpecularityMult=1.0  ; Env specular light intensity multiplier
envPower=10.0           ; Env specular light power (the higher the smaller the highlight)
envFresnel=0.7          ; Env fresnel strength
sunGlare=1              ; 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=            ; Enable dynamic ped shadows
stencilShadows=        ; 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)
radiosity=Shader           ; Select implementation. values: "Shader", "PS2"
;; Misc
disableClouds=0         ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
disableGamma=1          ; 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=0     ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
lightningIlluminatesWorld=1    ; 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)
coronaZtest=0            ; z-test on coronas. 0 to disable (PS2), 1 to enable (PC) (overrides SilentPatch)
fixShadows=0            ; fix z-problems with shadows as on PS2. tends to break with high far clip plane (cannot be toggled at runtime)

;; Modify final colors in YCbCr space
YCbCrCorrection=1    ; 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=0
; dualPassVehicle=0
; dualPassGrass=0
; dualPassPed=0
; dualPassDefault=0       ; 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=PS2      ; Select the infrared vision
;                         ;  values: "PS2", "PC"
; nightVision=PS2         ; Select the night vision
;                         ;  values: "PS2", "PC"
; grainFilter=PS2         ; 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: [SAMP-Help] SkyGfx blue texture problem

Enviado: 22 Set 2023, 00:33
por MaxHart
The topic was moved to the English section.
To find the English section, go to the initial page, scroll down to the bottom and there you will find "English - All games".

Re: [SAMP-Help] SkyGfx blue texture problem

Enviado: 22 Set 2023, 08:41
por bobesin
MaxHart escreveu:
22 Set 2023, 00:33
The topic was moved to the English section.
To find the English section, go to the initial page, scroll down to the bottom and there you will find "English - All games".
Thank you for moving it to the appropriate section of the forum. Can you please help me out with this?

Re: [SAMP-Help] SkyGfx blue texture problem

Enviado: 22 Set 2023, 10:54
por Ruben Viera
You have buildingPipe=Xbox, try with PS2; also if you are using sa-mp 0.3.DL that explains everything, that version is only for test and have more incompatibilities that the oficial version and a lot of bugs, always use the newest 0.3.7 version from the official sa-mp website to avoid problems

Re: [SAMP-Help] SkyGfx blue texture problem

Enviado: 22 Set 2023, 11:05
por bobesin
buildingPipe is PS2, I'll try to use 0.3.7

Added after 3 minutes 48 seconds:
Ruben Viera escreveu:
22 Set 2023, 10:54
You have buildingPipe=Xbox, try with PS2; also if you are using sa-mp 0.3.DL that explains everything, that version is only for test and have more incompatibilities that the oficial version and a lot of bugs, always use the newest 0.3.7 version from the official sa-mp website to avoid problems
I tried installing 0.3.7 and the servers I play on don't support it, only 0.3DL...can it be worked around that somehow?

Added after 2 minutes 59 seconds:
Ruben Viera escreveu:
22 Set 2023, 10:54
You have buildingPipe=Xbox, try with PS2; also if you are using sa-mp 0.3.DL that explains everything, that version is only for test and have more incompatibilities that the oficial version and a lot of bugs, always use the newest 0.3.7 version from the official sa-mp website to avoid problems
I tried installing 0.3.7 and the servers I play on don't support it, only 0.3DL...can it be worked around that somehow?

Re: [SAMP-Help] SkyGfx blue texture problem

Enviado: 22 Set 2023, 18:44
por Ruben Viera
try to use buildingPipe= PS2 and explicitBuildingPipe=0; if still don't work then the server need to fix that in the hex flags of that object. As an alternative you can try disabling skygfx and use some timecyc or reshade that remember the ps2 feel

Re: [SAMP-Help] SkyGfx blue texture problem

Enviado: 23 Set 2023, 20:05
por bobesin
Ruben Viera escreveu:
22 Set 2023, 18:44
try to use buildingPipe= PS2 and explicitBuildingPipe=0; if still don't work then the server need to fix that in the hex flags of that object. As an alternative you can try disabling skygfx and use some timecyc or reshade that remember the ps2 feel
Yep it seems like its a server-side issue. Guess I'll have to use a reshade or a timecyc...do you have any recommendations?