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Mar 26th, 2022
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  1. [SkyGfx]
  2. ; PC-like configuration
  3. ; For SkyGfx Extended version
  4.  
  5. ;; If you leave the value empty (e.g. buildingPipe= ) or remove the line,
  6. ;; the default PC setting will be used, in some cases the game code will not
  7. ;; even be touched then. This might be useful should there be incompatibilities
  8. ;; with other mods.
  9.  
  10. ;; Hotkeys for toggling in game
  11. ;; 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
  12. ;; I'm aware this is super shitty. Set to zero or remove the lines to disable.
  13. keySwitch=0x79 ; cycle through inis (0x79 = F10)
  14. keyReload=0x7A ; reload all inis (0x7A = F11)
  15.  
  16. ;; Texture modulation: ps2Modulate(Building|Grass)
  17. ;; Emulates the PS2 way of texture modulation.
  18. ;; In practice this means the world and grass will be brighter
  19. ;; Dual pass: dualPass(Default|Ped|Building|Vehicle|Grass)
  20. ;; Enables dual pass to fix alpha issues (emulates PS2 behaviour). This could affect performance
  21. ;; NOTE: set TwoPassRendering=0 in SilentPatch when using dualPassBuilding=1
  22. ;; These are used as fallback if the fine tuned settings are not set:
  23. ps2Modulate=0
  24. dualPass=1
  25.  
  26. ;; Render Pipelines
  27. buildingPipe=Xbox ; Select the building pipeline settings to be used, they only differ in reflection and lighting
  28. ; values: "PS2", "Xbox"
  29. ; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
  30. detailMaps=0 ; Enable mobile detail maps (needs texdb files)
  31. stochasticTexturing=0 ; Enable the use of procedural stochastic texturing shader to remove repeating patterns on stochastic textures, like grass, concrete etc (needs texdb files)
  32. vehiclePipe=PC ; Select the vehicle pipeline to be used
  33. ; values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox), "LCS", "VCS", "Mobile", "Env"
  34. ; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
  35. envMapSize=256 ; Size of the reflection map used for Neo and Mobile car reflections (rounded up to next power of 2).
  36. leedsShininessMult=1.0 ; Leeds reflection intensity multiplier
  37. neoShininessMult=1.0 ; Neo reflection intensity multiplier
  38. neoSpecularityMult=1.0 ; Neo specular light intensity multiplier
  39. envShininessMult=1.0 ; Env reflection intensity multiplier
  40. envSpecularityMult=1.0 ; Env specular light intensity multiplier
  41. envPower=10.0 ; Env specular light power (the higher the smaller the highlight)
  42. envFresnel=0.7 ; Env fresnel strength
  43. sunGlare=0 ; Sun glare on cars like in VC
  44.  
  45. ;; Grass
  46. grassAddAmbient=0 ; Add current ambient light to grass color like on the PS2
  47. grassFixPlacement=0 ; Fix the grass placement bug in the PC version. There is hardly a reason to disable this
  48. grassBackfaceCull=1 ; Enable or disable backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance
  49.  
  50. ;; Shadows (if unset game settings will be used)
  51. ; pedShadows=-1 ; Enable dynamic ped shadows
  52. ; stencilShadows=-1 ; Enable stencil shadows (vehicles and poles)
  53.  
  54. ;; Color filter
  55. colorFilter=PC ; Select the color filter
  56. ; values: "PS2", "PC", "Mobile", (needs colorcycle.dat), "None",
  57. ; experimental (need proper timecycle): "III", "VC", "VCS" (uses VC colorFilter, enable vcsTrails)
  58. rgb1Mult=1.0 ; Tweak rgb timecycle values. Useful if you use timecycle with too low or too high color values for that specific color filter
  59. rgb2Mult=1.0
  60. usePCTimecyc=0 ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat
  61. blurLeft= 0 ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
  62. blurTop= 0 ; to disable blur set these to 0
  63. blurRight= 0
  64. blurBottom= 0
  65. ;; Radiosity
  66. doRadiosity=0 ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
  67. radiosity=Shader ; Select implementation. values: "Shader", "PS2"
  68. ;; Trails
  69. vcsTrails = 0 ; Enable or disable VCS trails (part of radiosity; not compatible with PC/PS2 color filter) (EXPERIMENTAL)
  70. trailsLimit = 80 ; Normally set by VCS timecycle
  71. trailsIntensity = 15 ; Normally set by VCS timecycle
  72. trailsResolution = 1 ; Increase it for sharper trails
  73. ;; Misc
  74. disableClouds=0 ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
  75. disableGamma=0 ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
  76. neoWaterDrops=0 ; Use Neo water drops on screen (cannot be toggled at runtime)
  77. neoBloodDrops=0 ; Use Neo water drops on screen (requires neoWaterDrops)
  78. transparentLockon=1 ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
  79. lightningIlluminatesWorld=1 ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC
  80. fixPcCarLight=1 ; removes fixed PC car diffuse and ambient light (cannot be toggled at runtime)
  81. coronaZtest=1 ; sets z-test on coronas. 0 to disable (PS2), 1 to enable (PC) (overrides SilentPatch)
  82. fixShadows=0 ; fix z-problems with shadows as on PS2. tends to break with high far clip plane (cannot be toggled at runtime)
  83.  
  84. ;; Modify final colors in YCbCr space
  85. ; YCbCrCorrection=0 ; turns this on or off (default 0)
  86. ; lumaScale=0.8588 ; multiplier for Y (default 0.8588)
  87. ; lumaOffset=0.0627 ; this is added to Y (default 0.0627)
  88. ; CbScale=1.22 ; like above with Cb and Cr (default 1.22)
  89. ; CbOffset=0.0 ; (default 0.0)
  90. ; CrScale=1.22 ; (default 1.22)
  91. ; CrOffset=0.0 ; (default 0.0)
  92.  
  93. ;;;;;
  94. ;;;;; Advanced fine tuning
  95. ;;;;;
  96.  
  97. ; When disabled, don't hook. Attach building pipe on all models with two sets of vertex colours (this breaks the parachute animation)
  98. ; When 0, like above but don't override explicitly set pipelines
  99. ; When 1, only attach building pipe when explicitly set by dff (like Xbox and PS2)
  100. ; explicitBuildingPipe=0
  101. ;; PS2 texture modulation, these override ps2Modulate
  102. ; ps2ModulateBuilding=1
  103. ps2ModulateGrass=1
  104. ;; Dual pass, these override dualPass
  105. ; dualPassBuilding=1
  106. ; dualPassVehicle=1
  107. ; dualPassGrass=1
  108. ; dualPassPed=1
  109. ; dualPassDefault=1 ; everything else
  110. ;; This value controls the threshold of the dual pass below which Z is not written
  111. zwriteThreshold=200 ; Set to 255 to get Silent's dual pass effect (default 128)
  112.  
  113. ;; PostFX
  114. ; These three are tied to colorFilter if not explicitly set:
  115. ; infraredVision=PS2 ; Select the infrared vision
  116. ; ; values: "PS2", "PC"
  117. ; nightVision=PS2 ; Select the night vision
  118. ; ; values: "PS2", "PC"
  119. ; grainFilter=PS2 ; Select the grain filter for infrared, night vision and rain
  120. ; ; values: "PS2", "PC"
  121.  
  122. ;; Radiosity settings
  123. ; radiosityFilterPasses=2 ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
  124. ; radiosityRenderPasses=1 ; How often the radiosity effect will be applied to the frame (default 1)
  125. ; radiosityIntensity=35 ; Multiplier for radiosity intensity (default 35)
  126.  
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