aboutsummaryrefslogtreecommitdiffstats
path: root/src/scripts/skygfx.ini
blob: e0fef4445f766f4ddc8158b12621ec0283e28e77 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
[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