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https://github.com/gta191977649/MTASA-SkyGfx

A project brings the classic aesthetic look to MTA
https://github.com/gta191977649/MTASA-SkyGfx

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A project brings the classic aesthetic look to MTA

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![SKYGFX](doc/skygfx.png)
# MTASA-SkyGfx
A project brings the classic aesthetic look to MTA (Thanks to aap for the original work).
# The Thanks List
- aap - for the original work & renderware engine help
- Ren712 - for shaders & coronas help
## What have done or working in progress?
- βšͺ Not Start yet/ not invesgate
- 🟠 Partically Work
- βœ”οΈ Done & Fully Supported
- Pre-request Library
* Timecyc Parser - βœ”οΈ
* Timecyc Interpolation - βœ”οΈ, Source mainly conveted from librw, thanks to aap!
* Timecyc Render - βœ”οΈ
* Timecyc DebugTools (Optional) - DONE, But you're need dgs to work!
- Postfx
* Trails(Blur) - βœ”οΈ
* blurLeft,blurTop,blurRight,blurBottom works!
* Radiosity - βœ”οΈ
* Color Filter - 🟠
* PS2 βœ”οΈ
* PC βœ”οΈ
* Mobile - βšͺ
* Night Version Goggles - βšͺ
* Infrared Goggles - βšͺ

- Building Pipeline
* SimplePS - βœ”οΈ
* BuildingVS - 🟠
* partially, some engine data requires to work, still working on that
* BuildingVSFX - For model with specular lighting property
* Not even start yet
- Vehicle Pipeline
* PS2 Pipeline - βœ”οΈ
* Done, you happy?
* Xbox Pipeline - 🟠
* Only specular lighting works.
* Pipeline tweaks
* radiosityFilterPasses - βœ”οΈ
* radiosityRenderPasses - βœ”οΈ
* radiosityIntensity - βœ”οΈ
* zwriteThreshold - βœ”οΈ
* detailMaps - βšͺ
* leedsShininessMult - βšͺ
* neoShininessMult - βšͺ
* neoSpecularityMult - βšͺ
* envShininessMult - βšͺ
* envSpecularityMult - βšͺ
* envPower - βšͺ
* envFresnel - βšͺ
* sunGlare - βœ”οΈ just see my feature [PR](https://github.com/multitheftauto/mtasa-blue/pull/2495).
* ps2ModulateBuilding - βšͺ
- World Effect
- Dual Pass Render - βœ”οΈ
* Yeah, it's done, thanks to ren712
- PS2 Alpha Test
* not even start yet
- Grass
* dualPassGrass - βœ”οΈ
* it overrides by dual pass render.
* grassBackfaceCull - βœ”οΈ
* grassAddAmbient - βšͺ
* grassFixPlacement - ❌ only can do it via modify the mta engine
* ps2ModulateGrass - βšͺ
- Shadows
* pedShadows - βšͺ
* stencilShadows - βšͺ
- Misc
* disableClouds - βšͺ
* disableGamma - βšͺ
* neoWaterDrops(xbox rain postfx) - βšͺ
* neoBloodDrops - βšͺ
* transparentLockon - βšͺ
* lightningIlluminatesWorld - βšͺ toogle timecyc lighting on world object.
* fixPcCarLight - βšͺ
* coronaZtest - 🟠
* partially works, however this will breaks and bugs up the other corona's ztesting in mta.
* needs to work on a new solution.
* fixShadows - βšͺ
- Special Misc FX (Unique addon by nurupo)
* vehicleClassicFx βœ”οΈ
* Show VC/III liked vehicle big headlight and light trails when you rotate the screen
* vehicleTrailLength βœ”οΈ
* Length of light trails (buffered frame)
* vehicleTrailDrawDist βœ”οΈ
* What distance should trails start visiable?
* vehicleHeadLightAlpha βœ”οΈ
* Alpha multiplier for head light
* vehicleRearLightAlpha βœ”οΈ
* Alpha multiplier for rear light
* buildingExtraBrightness βœ”οΈ
* Multiplier for building extra brightness
* vehicleExtraBrightness βœ”οΈ
* Multiplier for building extra brightness
* stochasticFilter βœ”οΈ
* Make repeative texture look better, ported from [Valdir da Costa JΓΊnior](https://www.mixmods.com.br/2022/03/sa-skygfx/)
* sun godrays
* implmented an enhanced godray effect for sun (optional in config)

- Bugs/Issue
* ~Sun can see through by walls -> Due to zTest disabled~ βœ”οΈ
* fixed by manually re-create sun from shader, thanks to Ren712
* ~Element garbage collection for vehicle classic fx~ βœ”οΈ