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[SkyGfx]
; IMPORTANT: everything after the first ';' in a line is IGNORED
; Changes that cannot be toggled:
; - Alpha blending for Auto-aim syphon and sniper dot in VC is fixed
; - Sniper trails in VC are enabled
;; If you leave the value empty (e.g. texgenSwitch= ) or remove the line
;; the game code will not be touched. This might be useful should there
;; be incompatibilities with other mods. Even setting to 0 will most often
;; cause skygfx to hook the code so the setting can be toggled in game.
replaceDefaultPipeline=1 ; Replace 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.
disableColourOverlay=0 ; Disable the colour overlay effect when trails are enabled; Trails on/off still switches between light values then
; carPipe=0 ; Car pipeline switch. 0 = default, 1 = neo (requires d3d9), 2 = leeds
; worldPipe=0 ; World pipeline switch. 0 = default, 1 = neo (requires d3d9, but has d3d8 fallback), 2 = leeds
;; PS2
ps2Loadscreen=1 ; Use PS2 loadscreens
texblendSwitch=0 ; Which texture blend effect for MatFX environment mapping to use.
; 0 = PS2, 1 = PC, 2 = Mobile
texgenSwitch=0 ; Which texture coordinate generation method for MatFX environment mapping to use.
; 0 = PS2, 1 = PC, 2 = Mobile
ps2light=1 ; Use PS2 lighting for MatFX, the difference is subtle but visible
ps2Water=1 ; Render water like on PS2; needs texblendSwitch=0
dualPass=1 ; Draw almost all transparent geometry in two passes to reduce alpha bugs.
disableBackfaceCulling=1 ; Disable backface culling like on the PS2 (needed for PS2 DFFs).
;; Xbox
neoRimLightPipe=0 ; Whether to use Xbox-like rim lighting on peds; requires d3d9.
neoGlossPipe=0 ; Whether to use the Xbox-like gloss pipeline for roads; requires d3d9
neoWaterDrops=1 ; Draw Xbox screen water drops
; 0 = default, 1 = Neo, 2 = Extended Neo, 3 = Extended Neo + Blood droplets
;; Misc
envMapSize=128 ; Size of the reflection map used for real time reflections (rounded up to next power of 2).
seamFix=1 ; Try to get rid of seams between objects
; dontNag=0 ; Set this to 1 to disable SkyGFX error messages
; noCarcolTex=1 ; Don't use textures for car colours; this affects otherwise untextured geometry with MatFX
;; This is a color tweak in YCbCr space. You can use it to emulate how
;; an analog PS2/Xbox signal might be interpreted
; YCbCrCorrection=1 turns this on or off (default 0)
; lumaScale=0.879 ; multiplier for Y (default 0.8588)
; lumaOffset=0.039 ; this is added to Y (default 0.0627)
; CbScale=1.54 ; like above with Cb and Cr (default 1.22)
; CbOffset=0.008 ; (default 0.0)
; CrScale=1.106 ; (default 1.22)
; CrOffset=-0.004c ; (default 0.0)
;; Curiosities
;IIIEnvFrame=0 ; use the GTA III MatFX env map frame in VC where reflections don't depend on camera angle even with PC tex coord generation
;; Advanced - don't touch if you don't know what you're doing!
;; These settings mostly need other plugins to do something
; trailsSwitch=1 ; Type of trails. 0 = default, 1 = leeds, 2 = mobile
; radiosity=1 ; Turns VCS radiosity on or off (needs leeds trails and a plugin to supply control values)
; radiosityRenderPasses=2 ; How many times to draw the radiosity effect
; radiosityFilterPasses=4 ; How many times to downsample the radiosity effect
; leedsEnvMult=0.3 ; Multiplier for the leeds reflection map (default 0.3)
; leedsWorldPrelightTweakMult=0.5 ; Multiplier for leeds ambient light
; leedsWorldPrelightTweakAdd=0.1 ; Added to leeds emissive light
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