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Apr 14th, 2018
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  1. [SkyGfx]
  2. ; PS2-like configuration
  3.  
  4. ;; If you leave the value empty (e.g. buildingPipe= ) or remove the line,
  5. ;; the default PC setting will be used, in some cases the game code will not
  6. ;; even be touched then. This might be useful should there be incompatibilities
  7. ;; with other mods.
  8.  
  9. ;; Hotkeys for toggling in game
  10. ;; 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
  11. ;; I'm aware this is super shitty. Set to zero or remove the lines to disable.
  12. keySwitch=0x79 ; cycle through inis (0x79 = F10)
  13. keyReload=0x7A ; reload all inis (0x7A = F11)
  14.  
  15. ;; Texture modulation: ps2Modulate(Building|Grass)
  16. ;; Emulates the PS2 way of texture modulation.
  17. ;; In practice this means the world and grass will be brighter
  18. ;; Dual pass: dualPass(Default|Ped|Building|Vehicle|Grass)
  19. ;; Enables dual pass to fix alpha issues (emulates PS2 behaviour). This could affect performance
  20. ;; NOTE: set TwoPassRendering=0 in SilentPatch when using dualPassBuilding=1
  21. ;; These are used as fallback if the fine tuned settings are not set:
  22. ps2Modulate=1
  23. dualPass=1
  24.  
  25. ;; Render Pipelines
  26. buildingPipe=PS2 ; Select the building pipeline settings to be used, they only differ in reflection and lighting
  27. ; values: "PS2", "PC"
  28. ; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
  29. vehiclePipe=Leeds ; Select the vehicle pipeline to be used
  30. ; values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox), "Leeds" (similar to LCS/VCS)
  31. ; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
  32. neoEnvMapSize=128 ; Size of the reflection map used for Neo car reflections (rounded up to next power of 2).
  33. leedsShininessMult=100.0 ; Leeds reflection intensity multiplier
  34. neoShininessMult=1.0 ; Neo reflection intensity multiplier
  35. neoSpecularityMult=1.0 ; Neo specular light intensity multiplier
  36. sunGlare=1 ; Sun glare on cars like in VC
  37.  
  38. ;; Grass
  39. grassAddAmbient=1 ; Add current ambient light to grass color like on the PS2
  40. 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)
  41. grassFixPlacement=1 ; Fix the grass placement bug in the PC version. There is hardly a reason to disable this
  42. grassBackfaceCull=0 ; Enable or disable backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance
  43.  
  44. ;; Shadows (if unset game settings will be used)
  45. pedShadows=0 ; Enable dynamic ped shadows
  46. stencilShadows=0 ; Enable stencil shadows (vehicles and poles)
  47.  
  48. ;; Color filter
  49. colorFilter=PS2 ; Select the color filter
  50. ; values: "PS2", "PC", "Mobile", (needs colorcycle.dat), "None"
  51. ; usePCTimecyc=1 ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat
  52. blurLeft= 8 ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
  53. blurTop= 8 ; to disable blur set these to 0
  54. blurRight= 8
  55. blurBottom= 8
  56. ;; Radiosity
  57. doRadiosity=1 ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
  58. ;; Misc
  59. disableClouds=1 ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
  60. disableGamma=1 ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
  61. neoWaterDrops=0 ; Use Neo water drops on screen (cannot be toggled at runtime)
  62. neoBloodDrops=0 ; Use Neo water drops on screen (requires neoWaterDrops)
  63. transparentLockon=1 ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
  64. lightningIlluminatesWorld=0 ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC
  65. fixPcCarLight=0 ; removes fixed PC car diffuse and ambient light (cannot be toggled at runtime)
  66.  
  67. ;; Modify final colors in YCbCr space
  68. ; YCbCrCorrection=0 ; turns this on or off (default 0)
  69. ; lumaScale=0.8588 ; multiplier for Y (default 0.8588)
  70. ; lumaOffset=0.0627 ; this is added to Y (default 0.0627)
  71. ; CbScale=1.22 ; like above with Cb and Cr (default 1.22)
  72. ; CbOffset=0.0 ; (default 0.0)
  73. ; CrScale=1.22 ; (default 1.22)
  74. ; CrOffset=0.0 ; (default 0.0)
  75.  
  76. ;;;;;
  77. ;;;;; Advanced fine tuning
  78. ;;;;;
  79.  
  80. ;; PS2 texture modulation, these override ps2Modulate
  81. ; ps2ModulateBuilding=1
  82. ; ps2ModulateGrass=1
  83. ;; Dual pass, these override dualPass
  84. ; dualPassBuilding=1
  85. ; dualPassVehicle=1
  86. ; dualPassGrass=1
  87. ; dualPassPed=1
  88. ; dualPassDefault=1 ; everything else
  89. ;; This value controls the threshold of the dual pass below which Z is not written
  90. ; zwriteThreshold=128 ; Set to 255 to get Silent's dual pass effect (default 128)
  91.  
  92. ;; PostFX
  93. ; These three are tied to colorFilter if not explicitly set:
  94. ; infraredVision=PS2 ; Select the infrared vision
  95. ; ; values: "PS2", "PC"
  96. ; nightVision=PS2 ; Select the night vision
  97. ; ; values: "PS2", "PC"
  98. ; grainFilter=PS2 ; Select the grain filter for infrared, night vision and rain
  99. ; ; values: "PS2", "PC"
  100.  
  101. ;; Radiosity settings
  102. ; radiosityFilterPasses=2 ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
  103. ; radiosityRenderPasses=1 ; How often the radiosity effect will be applied to the frame (default 1)
  104. ; radiosityIntensity=35 ; Multiplier for radiosity intensity (default 35)
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