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- [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.
- ;; 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=1
- dualPass=1
- ;; Render Pipelines
- buildingPipe=PS2 ; Select the building pipeline settings to be used, they only differ in reflection and lighting
- ; values: "PS2", "PC"
- ; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
- vehiclePipe=Leeds ; Select the vehicle pipeline to be used
- ; values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox), "Leeds" (similar to LCS/VCS)
- ; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
- neoEnvMapSize=128 ; Size of the reflection map used for Neo car reflections (rounded up to next power of 2).
- leedsShininessMult=100.0 ; Leeds reflection intensity multiplier
- neoShininessMult=1.0 ; Neo reflection intensity multiplier
- neoSpecularityMult=1.0 ; Neo specular light intensity multiplier
- sunGlare=1 ; Sun glare on cars like in VC
- ;; Grass
- grassAddAmbient=1 ; 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=0 ; Enable dynamic ped shadows
- stencilShadows=0 ; Enable stencil shadows (vehicles and poles)
- ;; Color filter
- colorFilter=PS2 ; Select the color filter
- ; values: "PS2", "PC", "Mobile", (needs colorcycle.dat), "None"
- ; usePCTimecyc=1 ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat
- blurLeft= 8 ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
- blurTop= 8 ; to disable blur set these to 0
- blurRight= 8
- blurBottom= 8
- ;; Radiosity
- doRadiosity=1 ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
- ;; Misc
- disableClouds=1 ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
- disableGamma=1 ; 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=0 ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC
- fixPcCarLight=0 ; removes fixed PC car diffuse and ambient light (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
- ;;;;;
- ;; 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=128 ; 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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