WIP Beta released Graphics mod Alternative lighting

Discussion in 'Mods and Skins' started by Brother_Dave, Jan 11, 2019.

  1. CN877

    CN877
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    I finally had the chance to check this out, and I have to say I'm very impressed!

    Here is a list of pros and cons for you to take into consideration: (I'm not going to sugar-coat anything, If I come across as rude I apologise)

    Pros:
    • Realistic lighting
    • Realistic reflections
    • Darker, more realistic shadows (although maybe a little too dark?)
    • Looks absolutely astonishing - particularly with highest graphics settings + dynamic reflections

    Cons:
    • Everything except the vehicle is incredibly blurry.
    - I'm not sure if it is intentional or result of altering settings, but it is quite a big issue in my opinion.

    If the 'fuzziness/blurriness' can be changed without altering the current effects on the vehicles I urge you to change it. On the other hand, if it does have an effect on what you have achieved I would prefer you still attempt to minimize the blur, even if it means a slightly less realistic effect on the vehicle - I don't want you to destroy what you have achieved to have no blur, but a small reduction would be greatly appreciated :)

    Despite the blur I absolutely love it! Great work!


    (Attached is example of the blur, can be seen on the buildings in background. For some reason it doesn't show up as much in the screenshot)
     

    Attached Files:

    • 20190117151957_1.jpg
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  2. Brother_Dave

    Brother_Dave
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    Thanks! I asked for unfiltered opinions and i got them, which is good :)

    The blurry vehicle i cant really relay to, myguess is you are using the latest PostFx (POSTFX".zip)? In that case, try POSTFX1, it has less bloom, which can be the thing causing it. That or the DOF settings are off. Right, i changed them yesterday nefore uploading, so i might need to check those in more maps again. Ingame PostFx seems to have the same symptoms as soem Reshade shaders, in this case the depth varies with map size, that way DOF will look different in different sized maps.

    Found it! Jumped into Beamng whjil writing this response and it was the dof settings, try this one out:
     

    Attached Files:

  3. CN877

    CN877
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    Yes, I did have the latest PostFX versions when I wrote my response :)

    I am just trying out the new version, and there is definitely a visible difference. The blurriness has definitely been reduced, however it is still not gone.
    Italy and Utah look really good, and WCUSA is better, although for some reason WCUSA is blurrier than the others.

    Also if I am not mistaken the PostFX is designed to work on all maps, but the ones with the extra files are just more optimised?

    Even though I am nit-picking and being a perfectionist I do genuinely think this PostFX mod is awesome! Great work! :D

    EDIT: I just turned off DoF and it looks amazing without any blurriness. I'm not sure what DoF is supposed to do but it just seems to create blurriness on your PostFX mod.
    I'm not sure if it was mentioned previously and I just missed it, but you may want to mention in the OP to turn off DoF :)

    EDIT 2: Turning off light rays also makes an improvement. It now appears less 'washed-out' and is much more vibrant.

    I've added my settings below. In my opinion it creates the best effect...
     

    Attached Files:

    • Capture.jpg
    #43 CN877, Jan 17, 2019
    Last edited: Jan 17, 2019
  4. RiFlech

    RiFlech
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    Here's a cinematic video on WCUSA

    --- Post updated ---
    You need to fix that @Brother_Dave :rolleyes:
     
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  5. Crispy06

    Crispy06
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    yay utah is out! something compatible with my crappy laptop
     
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  6. Brother_Dave

    Brother_Dave
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    Good to hear things got better.

    Well DOF stands for Depth of Field and is meant to make things at a set distance to the camera, blurry. Its the whole idea of DOF :) If more ppl want it reduced i can reduce it/ extend the distance (its all in the PostFx) that is set. DOF can also be used to hide the limit of certain things like shadows changing or imposters (Torque3D/BeamNG LoD objects for vegetation).
    The Light Rays will make things lighter and desaturated, its the idea of them too. They can be reduced in strength in PostFx (or disabled) but ill leave them on for now :p


    Ive been doing some more work to the sky settings for both ECUSA and Italy, primarily brightening the sky using the fog settings. That way it looks abit more natural looking over longer distances.
    Also trying to get some decent Bloom settings working but since it broke some time ago it tends to be displayed as squares if really bright.
     
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  7. MilanKD

    MilanKD
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    Not gonna lie this is feckn impressive
     
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  8. CN877

    CN877
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    Thanks for your explanation, it really clears things up for me. And I’m greatful that you took your time to answer my dumb questions :D

    Looking forward to future updates :) and feel free to leave the DoF and Light rays as they are if you prefer them like that, as I now know how to adjust it to suit my own preferences :D
     
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  9. Danny Werewolf

    Danny Werewolf
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    What do I do when my level Documents-Levels folder looks like this? I have all the levels stuff in C:\Program Files (x86)\Steam\steamapps\common\BeamNG.drive\content\levels ?
    29db35b256d47ac2bb088235156cee44.png
     
  10. CN877

    CN877
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    I'll give an example:

    Download the Italyv2.zip
    Unpack the zip and copy the 'italy' folder
    Paste it in 'levels'

    That's it :)
     
  11. Danny Werewolf

    Danny Werewolf
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    Oh. I thought you had to replace something, as it said to extract it into the folders.


    East Coast USA is only a PostFX file. Is that all I need?
     
  12. Brother_Dave

    Brother_Dave
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    No, you need all the content in the levels map folder, extracted as Crocodile explained.
    The PostFx preset file is separate and effects all of BeamNg graphics no matter what map, it can be chosen through the ingame PostFx window.

    I have not yet released ECUSA, its only a old PostFx filename, i can se why you get confused.
     
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  13. Danny Werewolf

    Danny Werewolf
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    Oh, right. I got it working. So all I need for ECUSA is the PostFX and that'll do the same stuff as it does for Utah and so on? Just asking since it's so different.
     
  14. Brother_Dave

    Brother_Dave
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    Added info to the last message, check it again :)
     
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  15. Big Jim

    Big Jim
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    I'm not sure what you mean by opening the PostFx window in game, more specific instructions would be appreciated.
     
  16. Brother_Dave

    Brother_Dave
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    Im on my phone so just a quick answer with borrowed pic.

    The PostFx window can be found at arrow 1.

    If it isnt there it will pop up if you choose Custom for the Post Processing settings at arrow 2. Hope that helps :p
     

    Attached Files:

    • Davlufb.jpg
  17. CN877

    CN877
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    In addition to what Brother_Dave said, make sure your overall quality is set to ‘custom’ or the PostFX window will not appear :)
     
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  18. Slimeboy2015

    Slimeboy2015
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    which file do i download for modded maps?
     
  19. Danny Werewolf

    Danny Werewolf
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    ...You don't. The OP has to create the settings for each map. He'll probably do suggested modded maps after he finishes more official maps.
     
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  20. Slimeboy2015

    Slimeboy2015
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    oh ok.
     
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