SkyGfx exactly brings console post-processing of PS2 graphics to the PC version of San Andreas.
It was fixed in version 2.9a: - fixed rendering of PS2 DN instances (grass, trees and other objects in the frame that have the same textures and models) - implemented specular lighting based on bump reflection on vehicles - a bug in which cars turned yellow - added real reflections from LCS/VCS
Installation, requirements, notes: - Use compact or Hoodlum EXE - Use ASI Loader and put skygfx.asi in the same directory - SkyGfx will load skygfx1-9.ini, if they are not found, then skygfx.ini will be used (F10 (default) switches them one by one, check in ini settings) - If you want to try mobile colorcycle, put colorcycle.dat in the data directory - Must be installed SilentPatch - In SilentPatch, set TwoPassRendering = 0 if you are using dualPassWorld = 1 in SkyGfx (i.e. DO NOT enable dual pass in both plugins). - If you don't use SilentPatch, use PS2 timecyc.dat or any timecycp.dat - Most of the necessary parameters are described in skygfx.ini - Since PC version vehicles are not so well compatible with PS2 reflections (reflections are too strong), you can use PS2 machines for PC - To get a big PS2 sun, use seabed.ipl from PS2 (reduces draw distance)