aboutsummaryrefslogtreecommitdiffstats
path: root/src/scripts/skygfx.ini
diff options
context:
space:
mode:
authorkj_sh6042026-05-24 19:05:14 -0400
committerkj_sh6042026-05-24 19:05:14 -0400
commita51d492ab3325925a51a69e416bd79534ae86ac2 (patch)
tree4e971cf02a0167a425d3d110ed6b5647f9e061d6 /src/scripts/skygfx.ini
parentda21f6d5b4ac1fa65283c56dc3b79ac126ce0e90 (diff)
refactor: src/
Diffstat (limited to 'src/scripts/skygfx.ini')
-rw-r--r--src/scripts/skygfx.ini68
1 files changed, 68 insertions, 0 deletions
diff --git a/src/scripts/skygfx.ini b/src/scripts/skygfx.ini
new file mode 100644
index 0000000..e0fef44
--- /dev/null
+++ b/src/scripts/skygfx.ini
@@ -0,0 +1,68 @@
+[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