so with AL17, there is only the settings and shaders folder? and do I just need to drag those out into the BeamNG folder?
Im still around bt havent done much on the mod since i found that theyve got autoexposure, bloom, blue shift and so on working in the world editor, therefore on the way in the future. The only thing im using except setting the values for the previous mentioned stuff, is my years old tonemap mod. Its more than likely the one BeamNG will use in the future. It seems to be implemented in bge_coconut which i guess is the test version for new things graphics. The very tonemap im using has also been implemented in Torque3D 4 by the looks of that code. Below are screenshots from the game where im using my tonemap and adjusted settings for the autoexposure and so on. Im also using my SSAO mod which is just a mod that lets you keep the SSAO changes you make in Photo Mode. The last two screenshots demonstrates the autoexposure quite well when comparing the sky.
Posted here a while back on AL14, haven't really been on the computer much since then. Recently got back on and wanted to check out beamng etc. Then I remembered these shaders because I wasn't really impressed with the default graphics. I must say these shaders have come a long way since I was last here. Good stuff Dave! --- Post updated --- I also just made a cinematic trailer type thing, youtube compressed it a little too much so the quality isnt what I wanted it to be. But here it is, it isnt the best, this basically is my first one.
Tried AL17 today, but had to uninstall. I noticed a memory leak that gradually got worse as I played - from ~60fps to maybe 5 within 15 minutes. I'm not sure if I installed it wrong, or if there's certain textures the mod doesn't like or if it's something else. My computer is pretty well spec'd so I can't imagine it being the issue. I tried restarting the PC, I tried both deep and standard cache cleaning, and my game was verified. Nothing helped. Even changing maps yielded the same result - 10-15 minutes in, just unplayable. Removing AL17 did fix the issue. I love how the mod looks when it works properly, though.
Looks really good man I really dont think my mod should have that result but i guess i could be wrong. I think youre the first one with that problem :/ Yeah, the postfx app ingame is broken (not due to my mod, i used to have a version that actually fixed it) but al17 shouldnt need you to load it. Ive said in the past that it seems like the devs will use the same tonemap as i do, in future releases. That might not be completely true; theyre both ACES but there is 2 major version out there, the one i use which is created by Krzysztof Narkowicz and is a faster version than, the more accurate version by Stephen Hill. I actually prefer the Stephen hill version since its not oversaturating the brights but i cant get it to work so im stuck with mine for the moment. It does seem like the devs might be using the Stephen Hill version since that is more commonly known as ACES Fitted (i called the Krzysztof Narkowicz version that without knowing that). Hope they use the Stephen HIll one atleast, it looks better IMO
Wow, looks really amazing, if this is just playing around with some settings, I cannot wait to see what comes next! I am always excited for new graphical updates so I can create even more beautiful cinematics! Really a piece of art you have here!
Thank you Yeah its a different tonemap (Lottes Tonemap to be exact, so not the two common ACES tonemaps), light gradients and settings in the levels and the renderer components
Hey all, just wondering if anyone has a fix for this (my PostFx manager is not opening file explorer) And also, do I need all of the files like the art folders from previous versions to get the shaders to work? And, I have installed the latest version so are those settings the same as AL17?