Difference between revisions of "SkyGfx"

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{{ToolBox
 
{{ToolBox
|image  =  
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|image  = [[File:SkyGFX_Logo.png|250px|SkyGFX's Logo]]
 
|author  = {{Ui|The Hero}}
 
|author  = {{Ui|The Hero}}
 
|game    = {{Icon|t}}
 
|game    = {{Icon|t}}
 
|site    = {{GTAF|750681}}
 
|site    = {{GTAF|750681}}
 
}}
 
}}
'''SkyGfx''' is a plugin for [[GTA III]], [[Vice City]], and [[San Andreas]] that brings accurate PS2 and Xbox graphics into the PC version.
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'''SkyGfx''' is a plugin for [[GTA III]], [[Vice City]], and [[San Andreas]] that brings accurate PS2, Xbox and Mobile 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 <code>;</code> (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 San Andreas ==
 +
<div class="thumb" style="overflow-x: auto;"><div class="thumbinner" style="width:877px;">
 +
<div class="thumbimage">[[File:SkyGfxSA.png||873px|From top left: default, PS2, Spec, Xbox, Mobile, Env, LCS, VCS, Neo]]</div>
 +
<div class="thumbcaption">From top left: default, PS2, Spec, Xbox, Mobile, Env, LCS, VCS, Neo</div>
 +
</div></div>
 +
 
 +
=== Files ===
 +
If you are using [https://www.gtagarage.com/mods/show.php?id=21709 Silent's ASI Loader]:
 +
{{Pre|1=
 +
<directory>
 +
&#124; data
 +
&#124; \- colorcycle.dat
 +
&#124; models
 +
&#124; &#124;- Mobile_details.txd
 +
&#124; \- texdb.txt
 +
&#124; neo
 +
&#124; &#124;- carTweakingTable.dat
 +
&#124; \- neo.txd
 +
&#124;- skygfx.asi
 +
&#124;- skygfx1.ini (PS2 style config)
 +
&#124;- skygfx2.ini (PC style config)
 +
&#124;- skygfx3.ini (Mobile style config)
 +
\- stream.ini
 +
}}
 +
 
 +
{{Incomplete}}
  
 
== GTA III and Vice City ==
 
== GTA III and Vice City ==
<div class="thumb" style="overflow-x: auto;"><div class="thumbinner" style="width:871px;">
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<div class="thumb" style="overflow-x: auto;"><div class="thumbinner" style="width:877px;">
<div class="thumbimage">[[File:SkyGfx.png|867px|From left: default, texblendSwitch switched on, neoCarPipe switched on]]</div>
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<div class="thumbimage">[[File:SkyGfx.png|873px|From left: default, texblendSwitch switched on, neoCarPipe switched on]]</div>
 
<div class="thumbcaption">From left: default, texblendSwitch switched on, neoCarPipe switched on</div>
 
<div class="thumbcaption">From left: default, texblendSwitch switched on, neoCarPipe switched on</div>
 
</div></div>
 
</div></div>
  
{|class="wikitable sortable nowrap-col-2"
+
=== Files ===
 +
If you are using the [https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases Ultimate ASI Loader]:
 +
{{Pre|1=
 +
<directory>
 +
&#124; scripts (create this folder if it does not exist)
 +
&#124;  &#124; neo
 +
&#124;  &#124;  &#124;- carTweakingTable.dat
 +
&#124;  &#124;  &#124;- neo.txd
 +
&#124;  &#124;  &#124;- rimTweakingTable.dat
 +
&#124;  &#124;  \- worldTweakingTable.dat
 +
&#124;  &#124;- skygfx.asi
 +
&#124;  \- skygfx.ini
 +
&#124;- d3d8.dll
 +
&#124;- dinput8.dll (Ultimate ASI Loader, can be renamed to [https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases a number of other names] if another mod uses the same file name)
 +
&#124;- gta3/gta-vc.exe
 +
\- rwd3d9.dll
 +
}}
 +
 
 +
If you are using [https://github.com/aap/simpledllloader/releases Simple DLL Loader]:
 +
{{Pre|1=
 +
<directory>
 +
&#124; dlls (create this folder if it does not exist)
 +
&#124;  &#124; neo
 +
&#124;  &#124;  &#124;- carTweakingTable.dat
 +
&#124;  &#124;  &#124;- neo.txd
 +
&#124;  &#124;  &#124;- rimTweakingTable.dat
 +
&#124;  &#124;  \- worldTweakingTable.dat
 +
&#124;  &#124;- skygfx.dll
 +
&#124;  \- skygfx.ini
 +
&#124;- d3d8.dll
 +
&#124;- dinput8.dll (Simple DLL Loader, can be renamed to [https://github.com/aap/simpledllloader/blob/master/readme.md a number of other names] if another mod uses the same file name)
 +
&#124;- dlls.cfg
 +
&#124;- gta3/gta-vc.exe
 +
\- rwd3d9.dll
 +
}}
 +
 
 +
dlls.cfg must contain this line for the above directory tree: <code>dlls\skygfx.dll</code>. With Simple DLL Loader you do not have to strictly follow the above directory tree; you can customize the path and file names.
 +
 
 +
The <code>neo</code> folder along with its contents can optionally be placed in the main game directory instead, except if you are using the [[Mod Loader]]. Mod Loader uses skygfx.asi.
 +
 
 +
=== Settings ===
 +
You can tweak the settings of the plugin in the plain-text <code>skygfx.ini</code> file. Note that some settings are commented out by default. You have to uncomment them by removing the starting <code>;</code> (semicolon) for them to have an effect.
 +
 
 +
{|class="wikitable sortable nowrap-col-1 nowrap-col-2"
 
!Option ||class="unsortable" |Values ||class="unsortable" |Description
 
!Option ||class="unsortable" |Values ||class="unsortable" |Description
 
|-
 
|-
 
|replaceDefaultPipeline ||<code>{{Hint|0|keep default pipeline}}</code> <code>{{Hint|1|replace with Xbox-like pipeline}}</code> ||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.
 
|replaceDefaultPipeline ||<code>{{Hint|0|keep default pipeline}}</code> <code>{{Hint|1|replace with Xbox-like pipeline}}</code> ||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 ||<code>{{Hint|0|disable}}</code> <code>{{Hint|1|enable}}</code> ||Randomizes the loading screen like the PS2 version. If you have [https://github.com/ThirteenAG/III.VC.SA.LimitAdjuster/releases Open Limit Adjuster], you must use v1.5.6 or above for this option to work.
 
|-
 
|-
 
|texblendSwitch ||<code>{{Hint|0|PS2}}</code> <code>{{Hint|1|PC}}</code> ||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.
 
|texblendSwitch ||<code>{{Hint|0|PS2}}</code> <code>{{Hint|1|PC}}</code> ||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.
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|-
 
|-
 
|dualPass ||<code>{{Hint|0|disable}}</code> <code>{{Hint|1|enable}}</code> ||Draws almost all transparent geometry in two passes to reduce alpha bugs.
 
|dualPass ||<code>{{Hint|0|disable}}</code> <code>{{Hint|1|enable}}</code> ||Draws almost all transparent geometry in two passes to reduce alpha bugs.
 +
|-
 +
|ps2FootSplash ({{Icon|3}} only) ||<code>{{Hint|0|disable}}</code> <code>{{Hint|1|enable}}</code> ||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 ({{Icon|VC}} only) ||<code>{{Hint|0|keep backface culling}}</code> <code>{{Hint|1|disable backface culling}}</code> ||Disables backface culling like on the PS2 version.
 
|disableBackfaceCulling ({{Icon|VC}} only) ||<code>{{Hint|0|keep backface culling}}</code> <code>{{Hint|1|disable backface culling}}</code> ||Disables backface culling like on the PS2 version.
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|neoGlossPipe ||<code>{{Hint|0|disable}}</code> <code>{{Hint|1|enable}}</code> ||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.
 
|neoGlossPipe ||<code>{{Hint|0|disable}}</code> <code>{{Hint|1|enable}}</code> ||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 ||<code>{{Hint|0|disable}}</code> <code>{{Hint|1|enable}}</code> ||Draws Xbox screen water drops.
+
|neoWaterDrops ||<code>{{Hint|0|disable}}</code> <code>{{Hint|1|enable}}</code> ||Draws Xbox-like water drops.
 +
|-
 +
|neoBloodDrops ||<code>{{Hint|0|disable}}</code> <code>{{Hint|1|enable}}</code> ||Draws Xbox-like blood drops. This option requires the neoWaterDrops option to also be enabled.
 
|-
 
|-
 
|texblendSwitchKey ||<code>{{Hint|*|any virtual-key code}}</code> ||Switches texblendSwitch ([https://msdn.microsoft.com/en-us/library/windows/desktop/dd375731%28v=vs.85%29.aspx#VK_F7 0x76 = F7])
 
|texblendSwitchKey ||<code>{{Hint|*|any virtual-key code}}</code> ||Switches texblendSwitch ([https://msdn.microsoft.com/en-us/library/windows/desktop/dd375731%28v=vs.85%29.aspx#VK_F7 0x76 = F7])
Line 53: Line 129:
 
|-
 
|-
 
|IIIEnvFrame ({{Icon|VC}} only) ||<code>{{Hint|0|disable}}</code> <code>{{Hint|1|enable}}</code> ||Uses the GTA III MatFX environment map frame where reflections don't depend on camera angle even with PC texture coordinate generation
 
|IIIEnvFrame ({{Icon|VC}} only) ||<code>{{Hint|0|disable}}</code> <code>{{Hint|1|enable}}</code> ||Uses the GTA III MatFX environment map frame where reflections don't depend on camera angle even with PC texture coordinate generation
 +
|-
 +
|YCbCrCorrection ||<code>{{Hint|0|off}}</code> <code>{{Hint|1|on}}</code> ||Allows color tweaking in [[wikipedia:YCbCr|YCbCr]] space
 +
|-
 +
|lumaScale ||<code>{{Hint|*|any floating-point value, default 0.8588}}</code> ||Requires YCbCrCorrection to be set to ''1''
 +
|-
 +
|lumaOffset ||<code>{{Hint|*|any floating-point value, default 0.0627}}</code> ||Requires YCbCrCorrection to be set to ''1''
 +
|-
 +
|CbScale ||<code>{{Hint|*|any floating-point value, default 1.22}}</code> ||Requires YCbCrCorrection to be set to ''1''
 +
|-
 +
|CbOffset ||<code>{{Hint|*|any floating-point value, default 0.0}}</code> ||Requires YCbCrCorrection to be set to ''1''
 +
|-
 +
|CrScale ||<code>{{Hint|*|any floating-point value, default 1.22}}</code> ||Requires YCbCrCorrection to be set to ''1''
 +
|-
 +
|CrOffset ||<code>{{Hint|*|any floating-point value, default 0.0}}</code> ||Requires YCbCrCorrection to be set to ''1''
 
|}
 
|}
If the option has no value at all or its line removed 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.
+
 
 +
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 in Vice City|trails]] setting is switched on.
  
 
== External links ==
 
== External links ==
* [https://github.com/aap/skygfx SkyGfx for San Andreas on GitHub]
+
* {{Github|aap/skygfx|SkyGfx for San Andreas}}
* [https://github.com/aap/skygfx_vc SkyGfx for GTA III and Vice City on GitHub]
+
* {{Github|aap/skygfx_vc|SkyGfx for GTA III and Vice City}}
 
* {{GTAF|750681}}
 
* {{GTAF|750681}}
 
* [http://skygfx.rockstarvision.com/ Previous versions]
 
* [http://skygfx.rockstarvision.com/ Previous versions]

Latest revision as of 04:58, 23 April 2021

SkyGfx
SkyGFX's Logo
Developed by:User.pngThe Hero
Supported games:GTA III Vice City San Andreas
Website:GTA Net GTAForums topic

SkyGfx is a plugin for GTA III, Vice City, and San Andreas that brings accurate PS2, Xbox and Mobile 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 San Andreas

From top left: default, PS2, Spec, Xbox, Mobile, Env, LCS, VCS, Neo
From top left: default, PS2, Spec, Xbox, Mobile, Env, LCS, VCS, Neo

Files

If you are using Silent's ASI Loader:

<directory>
| data
| \- colorcycle.dat
| models
| |- Mobile_details.txd
| \- texdb.txt
| neo
| |- carTweakingTable.dat
| \- neo.txd
|- skygfx.asi
|- skygfx1.ini (PS2 style config)
|- skygfx2.ini (PC style config)
|- skygfx3.ini (Mobile style config)
\- stream.ini

This section is incomplete. You can help by fixing and expanding it.

GTA III and Vice City

From left: default, texblendSwitch switched on, neoCarPipe switched on
From left: default, texblendSwitch switched on, neoCarPipe switched on

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

If you are using Simple DLL Loader:

<directory>
| dlls (create this folder if it does not exist)
|  | neo
|  |  |- carTweakingTable.dat
|  |  |- neo.txd
|  |  |- rimTweakingTable.dat
|  |  \- worldTweakingTable.dat
|  |- skygfx.dll
|  \- skygfx.ini
|- d3d8.dll
|- dinput8.dll (Simple DLL Loader, can be renamed to a number of other names if another mod uses the same file name)
|- dlls.cfg
|- gta3/gta-vc.exe
\- rwd3d9.dll

dlls.cfg must contain this line for the above directory tree: dlls\skygfx.dll. With Simple DLL Loader you do not have to strictly follow the above directory tree; you can customize the path and file names.

The neo folder along with its contents can optionally be placed in the main game directory instead, except if you are using the Mod Loader. Mod Loader uses skygfx.asi.

Settings

You can tweak the settings of the plugin in the plain-text skygfx.ini file. Note that some settings are commented out by default. You have to uncomment them by removing the starting ; (semicolon) for them to have an effect.

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 (GTA III 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 (Vice City 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 (GTA III only) 0 1 Uses the Vice City MatFX environment map frame where the reflections depend on the camera with PC texture coordinate generation
IIIEnvFrame (Vice City 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
YCbCrCorrection 0 1 Allows color tweaking in YCbCr space
lumaScale * Requires YCbCrCorrection to be set to 1
lumaOffset * Requires YCbCrCorrection to be set to 1
CbScale * Requires YCbCrCorrection to be set to 1
CbOffset * Requires YCbCrCorrection to be set to 1
CrScale * Requires YCbCrCorrection to be set to 1
CrOffset * Requires YCbCrCorrection to be set to 1

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.

External links