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Captain Kushy
Personnage : Connor_Anemy
Messages : 1860
Date d'inscription : 22/11/2014
Localisation : Martinique
https://www.youtube.com/channel/UCAzwGQE07gJN5IjlXBAxrbQ
le Jeu 18 Mai 2017 - 13:25


SkyGFX apporte des graphisme de PS2 à la version PC du jeu, les skygfx(1-3).ini sont entièrement configurable, il y en a 3 pour diversifier les rendu et vous êtes libre de les modifier à votre guise. Pour switcher d'une config à l'autre, appuyez sur F10. Je l'ai installé principalement pour avoir les réflexions des véhicules de PS2, mais on peut faire plus comme corriger l'emplacement des haut herbes (grass), désactiver les ombres du jeu, choisir le filtre de couleur ect.. Tout est détaillé dans les .ini
Quelques screens de mes configs:






Vous avez besoin de télécharger ces deux choses et les glisser dans votre racine:
- Lien
- SAMPGraphicRestore

Optionnel (pour avoir à peu près le même rendu que moi)
- Mes réglages perso
- Timecyc (True Skies)

Crédits: NTAuthority, Silent, Dexx, ASH, El Dorado


Dernière édition par Captain Kushy le Jeu 18 Mai 2017 - 23:20, édité 4 fois


Kushy Youtube

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Philadelphia
Personnage : ?
Messages : 9606
Date d'inscription : 04/01/2015
le Jeu 18 Mai 2017 - 13:47
Beau-gosse ton jeu.

Merci du partage !

L'auteur de ce message est actuellement banni du forum - Voir le message


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Alexandre
Personnage : Polina Seroschtanoff
Messages : 978
Date d'inscription : 06/08/2013
le Jeu 18 Mai 2017 - 14:13
Ça a l'air pas mal, je testerai peut-être un jour, merci.


Les screens ne reflètent en rien le RolePlay de chacun.

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Oleg®
Personnage : Oleg_Reznov / Kyree_Buckner
Messages : 745
Date d'inscription : 16/03/2017
Localisation : Mhh, ta cru que j'allais t'dire?
le Jeu 18 Mai 2017 - 17:40
Envoie tes config stp, jai des rendu degueulasse


Tu sais...
 L'époque les mœurs changent, laisse faire la musique 
Nos zones c'est devenus le western laisse faire les fusils 
L'usine, la pointeuse, le froid 
La faim, le vent, l'euphorie 
Le genre d'esclavage moderne, qu'engraisse les pourris.


Image provocatrice retirée par Shandrell Eldridge.

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Captain Kushy
Personnage : Connor_Anemy
Messages : 1860
Date d'inscription : 22/11/2014
Localisation : Martinique
https://www.youtube.com/channel/UCAzwGQE07gJN5IjlXBAxrbQ
le Jeu 18 Mai 2017 - 17:49
Austin. a écrit:Envoie tes config stp, jai des rendu degueulasse

Supprime ce qu'il y a dans le .ini et colle ça:

1ere config:
[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.
;; Disabling buildingPipe is recommended for SA:MP

;; Hotkeys for toggling in game
;;  The numbers below are VK keycodes, you can look them up on https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.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=0
dualPass=1

;; Render Pipelines
buildingPipe=Pcfixed        ; Select the building pipeline settings to be used, this only changes reflections
                       ;  values: "PS2", "PCfixed" (these two should be almost the same), "PC"
                       ;  otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
vehiclePipe=PS2         ; Select the vehicle pipeline to be used
                       ;  values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "VCS" (my take on VCS-style reflections, very bad)
                       ;  otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)

;; Grass
grassAddAmbient=0       ; Add current ambient light to grass color like on the PS2
ps2grassFiles=0         ; Load two sets of grass models (grass[23]_n.dff) like on the PS2, the PC game loads only one set of models (cannot be toggled at runtime)
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=1        ; Enable stencil shadows (vehicles and poles)

;; Color filter
colorFilter=PC         ; Select the color filter
                       ;  values: "PS2", "PC", "Mobile", (needs colorcycle.dat, does not look right yet), "None"
; usePCTimecyc=1        ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat (cannot be toggled at runtime)
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/VCS trails
doRadiosity=0                ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
vcsTrails=0                  ; Render Vice City Stories PS2 trails instead of San Andreas radiosity
                            ;  (scaleOffsets and radiosityFilterPasses apply as well, radiosityFilterUCorrection=0 will disable blur) (default 0)
;; Misc
disableClouds=0         ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
ps2MarkerAmbient=0      ; Use world ambient colors for 3d markers like on PS2 (cannot be toggled at runtime)
disableGamma=1          ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
; detailedWaterDist=48    ; Size of detailed water that is rendered in two passes (default 48)


;;;;;
;;;;; Advanced fine tuning
;;;;;

;; 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

;; 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 and night vision
;                         ;  values: "PS2", "PC"

;; Radiosity settings
; radiosityFilterPasses=0      ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
;                              ;   for VCS trails this is interpreted as a boolean whether to downscale or not
; radiosityRenderPasses=1      ; How often the radiosity effect will be applied to the frame (default 1)
; radiosityIntensityLimit=220  ; Limit for highlights, hardly ever used (default 220)
; radiosityIntensity=35        ; Multiplier for radiosity intensity (default 35)
; radiosityFilterUCorrection=20; How much the effect will be stretched out to the upper left (default 2)
; radiosityFilterVCorrection=0 ;   when u=0, no offset for VCS trails
;; VCS trails settings
; trailsLimit=80               ; default 80
; trailsIntensity=38           ; default 38

2e config:
[SkyGfx]
; PC-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.
;; Disabling buildingPipe is recommended for SA:MP

;; Hotkeys for toggling in game
;;  The numbers below are VK keycodes, you can look them up on https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.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=0
dualPass=1

;; Render Pipelines
buildingPipe=PC         ; Select the building pipeline settings to be used, this only changes reflections
                       ;  values: "PS2", "PCfixed" (these two should be almost the same), "PC"
                       ;  otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
vehiclePipe=Ps2         ; Select the vehicle pipeline to be used
                       ;  values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "VCS" (my take on VCS-style reflections, very bad)
                       ;  otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)

;; Grass
grassAddAmbient=0       ; Add current ambient light to grass color like on the PS2
ps2grassFiles=1         ; Load two sets of grass models (grass[23]_n.dff) like on the PS2, the PC game loads only one set of models (cannot be toggled at runtime)
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=1        ; Enable stencil shadows (vehicles and poles)

;; Color filter
colorFilter=PS2          ; Select the color filter
                       ;  values: "PS2", "PC", "Mobile", (needs colorcycle.dat, does not look right yet), "None"
; usePCTimecyc=0        ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat (cannot be toggled at runtime)
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/VCS trails
doRadiosity=0                ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
vcsTrails=0                  ; Render Vice City Stories PS2 trails instead of San Andreas radiosity
                            ;  (scaleOffsets and radiosityFilterPasses apply as well, radiosityFilterUCorrection=0 will disable blur) (default 0)
;; Misc
disableClouds=0         ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
ps2MarkerAmbient=0      ; Use world ambient colors for 3d markers like on PS2 (cannot be toggled at runtime)
disableGamma=1          ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
; detailedWaterDist=48    ; Size of detailed water that is rendered in two passes (default 48)


;;;;;
;;;;; Advanced fine tuning
;;;;;

;; PS2 texture modulation, these override ps2Modulate
; ps2ModulateBuilding=1
; ps2ModulateGrass=1
;; Dual pass, these override dualPass
; dualPassBuilding=1
; dualPassVehicle=1
; dualPassGrass=1
; dualPassPed=1
; dualPassDefault=1       ; everything else

;; 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 and night vision
;                         ;  values: "PS2", "PC"

;; Radiosity settings
; radiosityFilterPasses=0      ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
;                              ;   for VCS trails this is interpreted as a boolean whether to downscale or not
; radiosityRenderPasses=1      ; How often the radiosity effect will be applied to the frame (default 1)
; radiosityIntensityLimit=220  ; Limit for highlights, hardly ever used (default 220)
; radiosityIntensity=35        ; Multiplier for radiosity intensity (default 35)
; radiosityFilterUCorrection=0 ; How much the effect will be stretched out to the upper left (default 2)
; radiosityFilterVCorrection=0 ;   when u=0, no offset for VCS trails
;; VCS trails settings
; trailsLimit=80               ; default 80
; trailsIntensity=38           ; default 38

3e config:
[SkyGfx]
; Improved PC-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.
;; Disabling buildingPipe is recommended for SA:MP

;; Hotkeys for toggling in game
;;  The numbers below are VK keycodes, you can look them up on https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.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=0
dualPass=1

;; Render Pipelines
buildingPipe=PCfixed    ; Select the building pipeline settings to be used, this only changes reflections
                       ;  values: "PS2", "PCfixed" (these two should be almost the same), "PC"
                       ;  otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
vehiclePipe=PS2        ; Select the vehicle pipeline to be used
                       ;  values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "VCS" (my take on VCS-style reflections, very bad)
                       ;  otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)

;; Grass
grassAddAmbient=0       ; Add current ambient light to grass color like on the PS2
ps2grassFiles=0         ; Load two sets of grass models (grass[23]_n.dff) like on the PS2, the PC game loads only one set of models (cannot be toggled at runtime)
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=1        ; Enable stencil shadows (vehicles and poles)

;; Color filter
colorFilter=None          ; Select the color filter
                       ;  values: "PS2", "PC", "Mobile", (needs colorcycle.dat, does not look right yet), "None"
; usePCTimecyc=1        ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat (cannot be toggled at runtime)
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/VCS trails
doRadiosity=0                ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
vcsTrails=0                  ; Render Vice City Stories PS2 trails instead of San Andreas radiosity
                            ;  (scaleOffsets and radiosityFilterPasses apply as well, radiosityFilterUCorrection=0 will disable blur) (default 0)
;; Misc
disableClouds=0         ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
ps2MarkerAmbient=0      ; Use world ambient colors for 3d markers like on PS2 (cannot be toggled at runtime)
disableGamma=1          ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
; detailedWaterDist=48    ; Size of detailed water that is rendered in two passes (default 48)


;;;;;
;;;;; Advanced fine tuning
;;;;;

;; PS2 texture modulation, these override ps2Modulate
; ps2ModulateBuilding=1
; ps2ModulateGrass=1
;; Dual pass, these override dualPass
; dualPassBuilding=1
; dualPassVehicle=1
; dualPassGrass=1
; dualPassPed=1
; dualPassDefault=1       ; everything else

;; 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 and night vision
;                         ;  values: "PS2", "PC"

;; Radiosity settings
; radiosityFilterPasses=0      ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
;                              ;   for VCS trails this is interpreted as a boolean whether to downscale or not
; radiosityRenderPasses=1      ; How often the radiosity effect will be applied to the frame (default 1)
; radiosityIntensityLimit=220  ; Limit for highlights, hardly ever used (default 220)
; radiosityIntensity=35        ; Multiplier for radiosity intensity (default 35)
; radiosityFilterUCorrection=0 ; How much the effect will be stretched out to the upper left (default 2)
; radiosityFilterVCorrection=0 ;   when u=0, no offset for VCS trails
;; VCS trails settings
; trailsLimit=80               ; default 80
; trailsIntensity=38           ; default 38


Kushy Youtube
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Invité
le Jeu 18 Mai 2017 - 17:51
bv

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ßrook
Personnage : Brook McLenaghan
Messages : 1040
Date d'inscription : 09/01/2015
Age : 19
Localisation : IP Dynamique
le Jeu 18 Mai 2017 - 19:00
Sympa le mod sinon y'a t-il des crédits ?



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Dae
Personnage : Dae_Kim
Messages : 3352
Date d'inscription : 07/04/2016
Localisation : Loin
le Jeu 18 Mai 2017 - 22:16
Terrible, je vais tester. Merci captain.

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Captain Kushy
Personnage : Connor_Anemy
Messages : 1860
Date d'inscription : 22/11/2014
Localisation : Martinique
https://www.youtube.com/channel/UCAzwGQE07gJN5IjlXBAxrbQ
le Jeu 18 Mai 2017 - 23:16
#Brook a écrit:Sympa le mod sinon y'a t-il des crédits ?

Oui, j'ajoute au 1er post, merci

Update: Ajout du Timecyc que j'utilise, celui de True Skies


Kushy Youtube
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