A quick update. Heres a fix for the ingame bloom, it now doesnt create the square shapes when set high. Ive also adjusted the brightness threshold so that its more user friendly; scale is taken way down so that you have a chance to adjust it PLEASE NOTE: This is so far based on the vanilla postfx file so my fixed HDR button and so on might/will not work but feel free to test it out. Installation: extract to you Documents\Beamng.drive folder, when done you should have a 'core' folder in it. Clear cache if you have problems. Preview pics down below, not the exactly same settings but you get the idea First is vanilla, second and third is my fix
What do you mean, not sure what to answer here? Do you think square blocks are more realistic as bloom? Thought it was obvious that its exxagerated in the pics so that ppl can see that vanilla bloom is boxy, my fix makes the bloom blend. Im not the one to decide how strong the bloom should be for anyone but im pretty sure no one wants its to be half blended boxes thats also offset from the actual bloom source.
I don't mean reflection bloom it's better on your side, I mean overall brightness on last picture, that literally eats D-series xD
So, I asked that before, but will you redo the Jungle rock map? I love it too much, alternative lighting could do a fresh breath to it
I literally just closed a session where i finished by going mud hunting on my unreleased JRI Looks like this atm:
Had forgot about the Rally map Snow getting a unreleased 'Alternative Lighting' makeover, apparently i made a blizzard using precipitation. Looks good imo
lol yup, theres an option for not going through player but havent got that to work so staying out of cockpit views
Made a quick attempt, only took a few minutes so improvements can definitely be done. Rain could do with some adjustment and another texture rather than the one available atm. Sun shadow is a problem, since its still there but should be an 'easy fix'. Adding water 'smoke'/particles would do a ton, cant remember how to right now. To make everything (well the asphalt, curbs and so on) but the player car shiny'er id need to increase specular on those objects textures, otherwise the specular on the car will be hella shiny.
https://beamng.com/threads/weather.40921/#post-614610 I made a post in 2017 about rain and with photoshop I did some changes. A haze and blue tone is a must imo
First post updates, is as follows: UPDATE 2019-08-16 Beamng 0.17 is out! Awesome as always! Sad thing though is that my Alternative Lighting changes to maps wont work. Can be updated though so no big deal, will only need to change sky and light settings for the maps again, only timeconsuming. A bigger sad thing though is that the changes ive made to getting the ingame PostFx window fully functioning incl active white cutout, better quality SSAO, higher resolution DOF, correct offset and falloff and more userfriendly settings for bloom, the tonemapping working and so on IS NOT WORKING ANYMORE. Seems like the Beamng devs are up to something good though cause theyve move some of the files to another folder (Renderer) which makes me think theyre up to something really good. Sadly i dont have the time to look into this now and not for a long while, if at all. Kind of sad tbh.
Got it working again! One draw code name thing changed and that seems to be it. Tonemapping is working, SSAO seems like hardcoded high quality again, Havent checked bloom yet but it does seem to work too.
Any ETA for release? Hate to sound like a child but I simply can’t play without this mod! It’s truly amazing.
Thanks man, appreciate it Well in a few days id say. Ive only made alternative lighting settings for Italy and ECUSA but the graphics adds are up and running. I do have one thing i need to address and that is the green tone that some has experienced. I dont have that on my screen but it does look like its there when im looking at my screenshots, using my phone or another computer, so need to fix that first i think Head over to this thread for further updates https://www.beamng.com/threads/beamng-alternative-lighting.60343/page-7#post-1063292