Enhance your missions with special effects and shaders
- Go to the Releases page and download latest version of the addon
- Extract the contents of the .zip to your GTA San Andreas/CLEO folder
- That's all!
A few notes to take
- This mod only works with the latest version of DYOM, which currently is 8.1
- This mod does not breaks compatibility of your missions. The end user doesn't need to have this mod in order to be able to play your missions
- It is recommended to have Essentials pack for a more productive workspace while fine-tuning and testing shaders
When you create a new mission in DYOM, an SD code is assigned to this mission. Navigate to My Documents/GTA San Andreas User Files/SD
and create a folder with the name of the SD code for your mission.
Inside this folder you should create a new file called visuals.ini
. Within this file you will be able to customize all of the effects, shaders, and transitions that you want to put into your mission.
To set up the visuals, the file should contain the following syntax
[OBJECTIVE_X]
VisualName=Value
So, for example, if you want Objective 20 of your mission to hide the radar and HUD, and they only reappear after Objective 35, you could do the following
[OBJECTIVE_20]
HUD=0
Radar=0
[OBJECTIVE_35]
HUD=1
Radar=1
It's that simple!
All the visuals in the modification are divided into three distinct categories:
-
Effects: Features and visuals existing in the original game that can affect the screen and gameplay, such as activating the HUD, FOV, and forcing camera styles.
-
Shaders: Special visual FX developed with HLSL (DirectX) that modify the game screen by changing colors, adding overlays, transitions, and more.
Name | Values | Default | Description |
---|---|---|---|
HUD | 0 or 1 | 1 | Enables/disables all the HUD elements, except the radar |
Radar | 0 or 1 | 1 | Enables/disables radar |
SiteRocket | 0 or 1 | 0 | Enables/disables rocket launcher crosshair in first person view on vehicles. Used in Ryder's Catalyst mission. |
Shake | Any integer | 0 | Shakes the game camera with given intensity. |
FadeIn | Any integer | 0 | Fade in for X milliseconds. |
FadeOut | Any integer | 0 | Fade out for X milliseconds |
Drunkenness | Any integer | 0 | Swings the camera simulating a drunkenness effect with a given intensity. |
ForceAiming | 0 or 1 | 0 | Forces the right mouse button to be pressed, and disables the player's ability to change weapons. |
ForceWalking | 0 or 1 | 0 | Forces the left ALT keyboard button to be pressed. Disables the player's ability to jump, run and crouch. |
ForceBumper | 0 or 1 | 0 | Forces the first person camera on vehicles. |
ForceCinematic | 0 or 1 | 0 | Force cinematic camera on vehicles. |
FOV | Any float | 70.0 | Adjust Field Of View |
Speed | Any float | 1.0 | Adjust game speed |
ThermalVision | 0 or 1 | 0 | Toggles thermal vision |
NightVision | 0 or 1 | 0 | Toggles night vision |
Name | Values | Default | Description |
---|---|---|---|
Brightness | Any float | 1.0 | Adjusts the brightness of the screen |
Contrast | Any float | 1.0 | Adjusts the contrast of the screen |
Saturation | Any float | 1.0 | Adjusts the saturation of the screen |
Tint | Any float | 0.0 | Adjusts the color temperature |
Hue | Any float | 1.0 | Adjusts the color palette |
InputMinRed | Any float | 0.0 | Change minimum value for the red channel of the screen input |
InputMaxRed | Any float | 1.0 | Change maximum value for the red channel of the screen input |
OutputMinRed | Any float | 0.0 | Change minimum value for the red channel of the screen output |
OutputMaxRed | Any float | 1.0 | Change maximum value for the red channel of the screen output |
InputMinGreen | Any float | 0.0 | Change minimum value for the green channel of the screen input |
InputMaxGreen | Any float | 1.0 | Change maximum value for the green channel of the screen input |
OutputMinGreen | Any float | 0.0 | Change minimum value for the green channel of the screen output |
OutputMaxGreen | Any float | 1.0 | Change maximum value for the green channel of the screen output |
InputMinBlue | Any float | 0.0 | Change minimum value for the blue channel of the screen input |
InputMaxBlue | Any float | 1.0 | Change maximum value for the blue channel of the screen input |
OutputMinBlue | Any float | 0.0 | Change minimum value for the blue channel of the screen output |
OutputMaxBlue | Any float | 1.0 | Change maximum value for the blue channel of the screen output |
Distort | Any float | 0.0 | Applies a TV-like distortion to the screen |
RainDrops | 0 or 1 | 0 | Applies raindrops overlay on the screen |
FlipY | 0 or 1 | 0 | Flips the screen vertically |
FlipX | 0 or 1 | 0 | Flips the screen horizontally |
BarWidth | Any float | 0.0 | Draws black bars on each side of the screen with given width dimension |
BarHeight | Any float | 0.0 | Draws black bars on the top and bottom of the screen with given height dimension |
Glitch | Any float | 0.0 | Applies a glitch effect on the screen with given intensity |
GlitchY | Any float | 0.1 | Changes the vertical offset of the Glitch effect |
GlitchX | Any float | 0.1 | Changes the horizontal offset of the Glitch effect |
Zoom | Any float | 1.0 | Applies a zoom in or zoom out with given value. Negative values will flip the screen vertically |
Quantize | Any integer | 0 | Balances level of detail in the screen, creating a retro appearance for low values, such as 8-bits colors. Use 0 to disable it |
OneColor | 0, 1, 2 or 3 | 0 | Artistically disables all the colors except one. Use 1 for keep red color, 2 for green color, 3 for blue color, 0 to disable |
Interlaces | Any integer | 0 | Applies the given number of black animated bars on the screen, for TV and camera effects |
VignetteRound | Any float | 0.5 | Set vignette shape to be square, circle or spindle-like |
VignetteStart | Any float | 2.0 | Distance from center of the screen to the vignette border. 1.0 makes it the same as screen size |
VignetteWidth | Any float | 3.0 | Width of soft edge gradient. 0.0 for hard edge |
VignetteAspect | Any float | 1.0 | Aspect ratio of the vignette. 1.0 for perfect square/circle |
VignetteRed | Any float | 0.0 | Amount of red color to be applied into the vignette |
VignetteGreen | Any float | 0.0 | Amount of green color to be applied into the vignette |
VignetteBlue | Any float | 0.0 | Amount of blue color to be applied into the vignette |
VignetteAlpha | Any float | 1.0 | Transparency value to be applied into the vignette |
VignetteMixing | 0, 1, 2 or 3 | 0 | Mixing mode. 0: Normal; 1: Multiply; 2: Inverted Normal; 3: Inverted Multiply |
FogRed | Any float | 0.0 | Red color for fog |
FogGreen | Any float | 0.0 | Green color for fog |
FogBlue | Any float | 0.0 | Blue color for fog |
FogAlpha | Any float | 0.0 | Transparency value for fog |
FogStart | Any float | 0.0 | Start of fog in meters |
FogEnd | Any float | 0.0 | End of fog in meters |
Desolate | Any float | 0.0 | Artistically make all screen gray scale except things near the given depth. 0 to disable |
The transition
property is a special configuration you can include in your visuals.ini
file attached to any objective to transition from previous shader values to new values. The accepted values for this property is any float value (x.y) where x
represents seconds and y
milliseconds.
For example, if you want to transition from gray scale to normal color within 5.0 seconds, you can have something like that in your visuals.ini
file:
[OBJECTIVE_1]
saturation=0.0
[OBJECTIVE_2]
saturation=1.0
transition=5.0
Most of the available effects are compatible with transitions, feel free to make many creative transitions for your missions.
This folder contains many of the essential settings and files for DYOM Visuals properly function. Let's take a look at each of the sub-folders and files inside:
-
editor.ini
This file contains the following sections for you to preview and customize shaders:
-
[EDITOR_SHADERS]
Here you can input any valid shader property-value line. It wil be displayed in-game when you are at editor mode. Use F12 (Reload key) to reload shaders and see the modifications you've made
-
-
Shaders
folderThis folder contains all the custom shaders developed in HLSL shader language. There is no reason to edit the files containing inside this folder.
-
Textures
folderThis folder contains textures used in HLSL shader files.
-
Presets
folderThis is a special folder that may be useful for you. This folder provides some interesting presets to use in your visuals.ini file. You can store your own presets here for the sake of organization.
-
F12
- Switches between different Preview Modes
OFF
: won't display any shadersEditor
: will displayeditor.ini
shaders and update every time the file changes.Objective
: will displayvisuals.ini
shaders relative to the selected objective and update every objective selection change or file change.
-
CTRL + F12
- Reset Shaders
- Re-initialize the shader handle and force all values to be reset to default.