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- [SkyGfx]
- ; PC-like configuration
- ; For SkyGfx Extended version
- ;; 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.
- ;; 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=Xbox ; Select the building pipeline settings to be used, they only differ in reflection and lighting
- ; values: "PS2", "Xbox"
- ; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
- detailMaps=0 ; Enable mobile detail maps (needs texdb files)
- stochasticTexturing=0 ; Enable the use of procedural stochastic texturing shader to remove repeating patterns on stochastic textures, like grass, concrete etc (needs texdb files)
- vehiclePipe=PC ; Select the vehicle pipeline to be used
- ; values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox), "LCS", "VCS", "Mobile", "Env"
- ; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
- envMapSize=256 ; Size of the reflection map used for Neo and Mobile car reflections (rounded up to next power of 2).
- leedsShininessMult=1.0 ; Leeds reflection intensity multiplier
- neoShininessMult=1.0 ; Neo reflection intensity multiplier
- neoSpecularityMult=1.0 ; Neo specular light intensity multiplier
- envShininessMult=1.0 ; Env reflection intensity multiplier
- envSpecularityMult=1.0 ; Env specular light intensity multiplier
- envPower=10.0 ; Env specular light power (the higher the smaller the highlight)
- envFresnel=0.7 ; Env fresnel strength
- sunGlare=0 ; Sun glare on cars like in VC
- ;; Grass
- grassAddAmbient=0 ; Add current ambient light to grass color like on the PS2
- grassFixPlacement=0 ; Fix the grass placement bug in the PC version. There is hardly a reason to disable this
- grassBackfaceCull=1 ; 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), "None",
- ; experimental (need proper timecycle): "III", "VC", "VCS" (uses VC colorFilter, enable vcsTrails)
- 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
- rgb2Mult=1.0
- usePCTimecyc=0 ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat
- 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
- doRadiosity=0 ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
- radiosity=Shader ; Select implementation. values: "Shader", "PS2"
- ;; Trails
- vcsTrails = 0 ; Enable or disable VCS trails (part of radiosity; not compatible with PC/PS2 color filter) (EXPERIMENTAL)
- trailsLimit = 80 ; Normally set by VCS timecycle
- trailsIntensity = 15 ; Normally set by VCS timecycle
- trailsResolution = 1 ; Increase it for sharper trails
- ;; Misc
- disableClouds=0 ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
- disableGamma=0 ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
- neoWaterDrops=0 ; Use Neo water drops on screen (cannot be toggled at runtime)
- neoBloodDrops=0 ; Use Neo water drops on screen (requires neoWaterDrops)
- transparentLockon=1 ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
- lightningIlluminatesWorld=1 ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC
- fixPcCarLight=1 ; removes fixed PC car diffuse and ambient light (cannot be toggled at runtime)
- coronaZtest=1 ; sets z-test on coronas. 0 to disable (PS2), 1 to enable (PC) (overrides SilentPatch)
- fixShadows=0 ; fix z-problems with shadows as on PS2. tends to break with high far clip plane (cannot be toggled at runtime)
- ;; Modify final colors in YCbCr space
- ; YCbCrCorrection=0 ; turns this on or off (default 0)
- ; lumaScale=0.8588 ; multiplier for Y (default 0.8588)
- ; lumaOffset=0.0627 ; this is added to Y (default 0.0627)
- ; CbScale=1.22 ; like above with Cb and Cr (default 1.22)
- ; CbOffset=0.0 ; (default 0.0)
- ; CrScale=1.22 ; (default 1.22)
- ; CrOffset=0.0 ; (default 0.0)
- ;;;;;
- ;;;;; Advanced fine tuning
- ;;;;;
- ; When disabled, don't hook. Attach building pipe on all models with two sets of vertex colours (this breaks the parachute animation)
- ; When 0, like above but don't override explicitly set pipelines
- ; When 1, only attach building pipe when explicitly set by dff (like Xbox and PS2)
- ; explicitBuildingPipe=0
- ;; 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
- ;; This value controls the threshold of the dual pass below which Z is not written
- zwriteThreshold=200 ; Set to 255 to get Silent's dual pass effect (default 128)
- ;; 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, night vision and rain
- ; ; values: "PS2", "PC"
- ;; Radiosity settings
- ; radiosityFilterPasses=2 ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
- ; radiosityRenderPasses=1 ; How often the radiosity effect will be applied to the frame (default 1)
- ; radiosityIntensity=35 ; Multiplier for radiosity intensity (default 35)
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