The latest version isnt released yet but will be in acouple of days How to install will be in that post but also, if you look in the earlier posts it states how to install. DO NOT THOUGH, THEY WONT WORK IN BeamNG 0.21
Ive downloaded your mod and something happen first the map did not load completely in for some reason and second when i used the preset my game looks like this
On the first page ive written that this shouldnt be installed on BeamNG 0.21, it will not work. Uninstall using the uninstall instructions in the first post. --- Post updated ---
Because of you.. I WONT MOAHAHAHAHA Its overall less bright now, so you should be happier, albeit not happy
When, when, when, when Also, could you make a high end version, with doubled "visible distance" in the levelinfo and 2x-5x shadow distance with 2048 set for sure?
Im converting the release videos now, AL9.zip is already laying on my drive waiting for them. Also, about that doubled visible distance and increased shadow quality shouldnt be a problem but it wont be top priority atm, christmas and all. If you get that then its a mod (not mine, mine only modifies graphics, not textures for models) or you need a fresh install of BeamNG, mine does weird things after ive updated it without fresh installing it for a while. --- Post updated --- AL9 for BeamNG 0.21 released! Install: 1. ALTERNATIVE 1 - Open the Beamng launcher, hit Support Tools, Clear your cache. Dont start Beamng. ALTERNATIVE 2 (i do this) - Go to your Documents/Beamng.drive-folder and delete the latest cache-folder, at the moment its called "cache.0.21.2.0". That way you wont loose as much stuff as compared to the Clear Cache-option. 2. Unzip the folders and the postfxpreset-file from the AL9.zip into your Documents/Beamng.drive-folder so that you get the folders called Art, Levels, Shaders and the AL9.postfxpreset-file into your Documents/Beamng.drive-folder 3. Open Beamng, click Options from the main menu. Make sure you have advanced menus activated to see the POST FX button. 4. Scroll down so that you see the POSTFX button. Click it. Click 'Load Preset...' and look up the file that was in the AL9.zip. should look something like this: 'C:\Users\YourUserName\Documents\BeamNG.drive\AL9.postfxpreset' , that way you also know youve extracted the folders and file correctly. * Make sure you activated all the PostFx stuff including light rays, its check boxes are above the POST FX button. Done! Changelog from AL8 to AL9: Tonemapping tone changed PostFx; bloom, dof and so on changed FPS way better, atleast on my end (im on Intel I5 2500K, 1050Ti OC, 8gb RAM, SSD) Threw in some changes to the river in Utah IF you have problems im throwing in this piece of info, pre-winter release of BeamNG 0.21 i got some info about components in BeamNG that would change and MIGHT impact my mod. Ive reached out for more info from one of the devs but since its christmas and all i havent yet received a response so IF your game doesnt look like in the vids i might need to change one more thing.
alright then (i mean it's 2 value change) Edit: you're more familiar with map editor, than any of us, maybe there're other graphical values to tweak
Yea its definitely not much at all to change but right now i barely have time to make the few changes to the maps for the original version to look right. I do understand why yould want the shadows modded cause the dithering is quite visible in the vanilla maps. I tested raising it to 2048 to see how it hit fps wise and it reduced my fps by 25% albeit looking way better of course.
Playing around with my gfx mod and trying to find a filmic/semi-realistic look that works throughout time of day. Also testing recording settings o get a better quality out there "P
Sharp lighting will work alright on sunset like that, all other times of day it dithers considerably Do you know any rain map pack?
Not sure if it's related to this mod or not, haven't tested yet, and also not a big problem, but does anyone else notice some textures just flickering? (And after you put them out of your view, and look back at them, they'll stop)
Not sure what you mean about the dithering there, i vavent seen any issues related to my mod. I dont know of any rain packs, would need texture specular changes, fog color and strength and also preciption, for a basic rain conversion off the top of my head. Ive noted texture flickering after 0.21, mainly fences and other stuff that have transparent parts. I thiiink one of the official hotfixes has sorted some but not all. Depends on your specs i guess but since BeamNG 0.21 my mod hasnt really lowered my fps much/at all which is awesome.
The lighting overall is quite nice, however I have come across some possibly unwanted effects during the period in between night time and dawn (or dusk) during my time trying this mod. Past 4 AM in-game, the environment lighting seems to be much brighter, and disproportionally so, relative to the time or the skybox. The lighting appears to revert to the expected results after 6 AM in-game. After deleting the files and clearing the cache, I went back to check the lighting at around the same time to compare the default lighting results. I wanted to point this out as I was curious if either anyone else has experienced this or just something that may have been adjusted unintentionally.
I like how humble you are but unfortunatly its me, i havent taken the time to match the tones of the 3 textures at this TOD and ypu found that very spot lol I spebt an hour on it earlier today before i read this so its being looked at
how did you post this discussion? in threads or mods, and what category? when I tried to post my shaders, they got removed due to the site not accepting that type of mod. well I found out, im going to try your shaders!