[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", "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) vehiclePipe=PS2 ; 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=1 ; Add current ambient light to grass color like on the PS2 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= 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=1 ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini) radiosity=Shader ; Select implementation. values: "Shader", "PS2" ;; Misc disableClouds=0 ; 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=1 ; removes fixed PC car diffuse and ambient light (cannot be toggled at runtime) coronaZtest=0 ; 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=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)