SkyGfx
Developed by: | The Hero |
---|---|
Supported games: | |
Website: | GTAForums topic |
SkyGfx is a plugin for GTA III, Vice City, and San Andreas that brings accurate PS2 and Xbox graphics into the PC version. The INI files are plain-text files that contain customization options (see below for details). Line comments are indicated by the character ;
(semicolon), meaning the plugin will ignore an entire line if there is a semicolon character placed at the beginning of the line. For most options, if the option has no value at all or its line removed or commented out completely, the plugin will not hook the code for that option. A value of 0 still allows the plugin to hook the code so that it can be toggled in-game.
GTA III and Vice City
Files
If you are using the Ultimate ASI Loader:
<directory> | scripts (create this folder if it does not exist) | | neo | | |- carTweakingTable.dat | | |- neo.txd | | |- rimTweakingTable.dat | | \- worldTweakingTable.dat | |- skygfx.asi | \- skygfx.ini |- d3d8.dll |- dinput8.dll (Ultimate ASI Loader, can be renamed to a number of other names if another mod uses the same file name) |- gta3/gta-vc.exe \- rwd3d9.dll
The neo
folder along with its contents can optionally be placed in the main game directory instead.
Settings
Option | Values | Description |
---|---|---|
replaceDefaultPipeline | 0 1 |
Replaces 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. |
ps2Loadscreen | 0 1 |
Randomizes the loading screen like the PS2 version. If you have Open Limit Adjuster, you must use v1.5.6 or above for this option to work. |
texblendSwitch | 0 1 |
Selects which texture blend effect for MatFX environment mapping to use. This option can be toggled in-game through a key set in the texblendSwitchKey option. |
texgenSwitch | 0 1 |
Selects which texture coordinate generation method for MatFX environment mapping to use. This option can be toggled in-game through a key set in the texgenSwitchKey option. |
dualPass | 0 1 |
Draws almost all transparent geometry in two passes to reduce alpha bugs. |
ps2FootSplash ( only) | 0 1 |
Enables PS2 foot splash effect. For this option to have an effect, the particle.cfg file needs to be modified to use the PED_SPLASH line from PS2. To do this, open the file and search for PED_SPLASH. By default, you should see a grouping of four PED_SPLASH lines with the first, second, and fourth ones commented out while the third isn't. Comment out the third one and uncomment the second one. |
disableBackfaceCulling ( only) | 0 1 |
Disables backface culling like on the PS2 version. |
neoCarPipe | 0 1 |
Selects whether to use Xbox-like car reflections; requires d3d9. This option can be toggled in-game through a key set in the neoCarPipeKey option. |
envMapSize | * |
Sets the size of the reflection map used for Xbox car reflections. |
neoRimLightPipe | 0 1 |
Selects whether to use Xbox-like rim lighting on peds; requires d3d9. This option can be toggled in-game through a key set in the neoRimLightKey option. |
neoWorldPipe | 0 1 |
Selects whether to use the Xbox-like world pipeline; requires d3d9 to work properly, but there is a fallback for d3d8. This will only have an effect if you actually use objects that have lightmaps. This option can be toggled in-game through a key set in the neoWorldPipeKey option. |
neoGlossPipe | 0 1 |
Selects whether to use the Xbox-like gloss pipeline for roads; requires d3d9. This option can be toggled in-game through a key set in the neoGlossPipeKey option. |
neoWaterDrops | 0 1 |
Draws Xbox-like water drops. |
neoBloodDrops | 0 1 |
Draws Xbox-like blood drops. This option requires the neoWaterDrops option to also be enabled. |
texblendSwitchKey | * |
Switches texblendSwitch (0x76 = F7) |
texgenSwitchKey | * |
Switches texgenSwitch (0x77 = F8) |
neoCarPipeKey | * |
Toggles neoCarPipe (0x75 = F6) |
neoRimLightKey | * |
Toggles neoRimLightPipe (0x74 = F5) |
neoWorldPipeKey | * |
Toggles neoWorldPipe (0x73 = F4) |
neoGlossPipeKey | * |
Toggles neoGlossPipe (0x7B = F12) |
VCEnvFrame ( only) | 0 1 |
Uses the Vice City MatFX environment map frame where the reflections depend on the camera with PC texture coordinate generation |
IIIEnvFrame ( only) | 0 1 |
Uses the GTA III MatFX environment map frame where reflections don't depend on camera angle even with PC texture coordinate generation |
There are notable changes that SkyGfx makes that are not available as options. In GTA III, texture lookup falls back to generic.txd and player skins are set to use linear filtering. In Vice City, the blend mode for both the PSG-1 (.308 Sniper) laser dot and the auto-aim crosshair are corrected and aiming with a sniper rifle enables motion blur if the trails setting is switched on.