[SkyGfx] ; IMPORTANT: everything after the first ';' in a line is IGNORED ; Changes that cannot be toggled: ; - Texture lookup falls back to generic.txd (required by Xbox map) ; - Player skins are set to use linear filtering ;; 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 (whether trails are enabled or not) 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 dualPass=1 ; Draw almost all transparent geometry in two passes to reduce alpha bugs. ps2carCam=1 ; Use the PS2 Get-in-car camera ;; 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=0 ; 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 ;; 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=0.8588 ; multiplier for Y (default 0.8588) lumaOffset=0.0 ; this is added to Y (default 0.0627) CbScale=1.0 ; like above with Cb and Cr (default 1.22) CbOffset=0.0 ; (default 0.0) CrScale=1.0 ; (default 1.22) CrOffset=0.0 ; (default 0.0) ;; Curiosities VCEnvFrame=1 ; use the Vice City MatFX env map frame where the reflections depend on the camera 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=0 ; 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=0.22 ; Multiplier for the leeds reflection map (default 0.22) leedsWorldPrelightTweakMult=1.0 ; Multiplier for leeds ambient light leedsWorldPrelightTweakAdd=0.0 ; Added to leeds emissive light