![]() ![]() ![]() I'd like more, personally, by doing all the above with the skipdraw and all but eh, it's not a valid approach to remove effects from a game (even though we did it at least once with CB:TWoC but anyway). Well, to be "correct" we should just add Round Sprite: Full to the game to smooth out the cars more. Then again, this is more of a showcase so far. We can keep it present with 6,26 but this introduces a slight misalignment of building seams (visible thin lines when up close and standing still) and also a thin column of green pixels on the bottom left edge of the screen. You'll notice that the game's fog is also gone. Lastly, this is a shot in a race where we use both of the aforementioned hacks, but we also use Skipdraw 4,26 to remove the bloom effect: Notice the broken bloom around the edges: This is an AFTER shot in a race where we use HPO:Vertex, RS:Full. Here's a BEFORE shot in a race (just HPO:Special here): The only workaround is to use Skipdraw 26,26. Unfortunately, this same option tends to cause problems in races because the bloom effect that applies to bright surfaces (including those illuminated by the headlights) becomes broken and bleeds all over the edges of the screen. Compare the picture above with the one that follows to understand better: Ideally we should be using Half-Pixel Offset: Normal (Vertex) for this job, because without it there's a bunch of geometrical misalignments. This also has a very minor alignment effect on bloom effects out on bright building surfaces but it's impossible to tell how well they're aligned anyway, even when lined up and staying still on the street, much less when racing. This is how it looks like when we also enable Round Sprite: Full: ![]() If you review the black lines following the contour of the hood, by the front left headlight, you'll notice it's kinda "frayed": We currently use HPO: Texture (special) to better align textures as they're a bit blurry. It can be seen accurately by upscaling to x8 in the dump and seeing the difference at the lamp edges. I cannot tell for certain without a more suitable shadow that's thinner and closer to a bright ground surface.Īside from the shadow, it also appears to offset the bloom effect from the lamps just barely. The change also seems to affect character shadows to a minor degree, but it doesn't seem to be off. Upon closer inspection, you'll see that the projection of the reflection on the window matches much closer to that of software. Using Half-Pixel Offset: Special (texture): There appears to be misalignment of the reflections on mirrors and the like. For Harry Potter: Prisoner of Azkaban. ![]()
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