I think i saw why yours look different to mine In the video you extract the zip file to a folder called ALBeta and then place that in the Beamng.drive-folder. Thats wrong, you should place the files from the zip directly in the Beamng.drive folder. There should be no folder called ALBeta
ah ok thanks for letting me know, will post another vid tommorow ASAP, taking down the vid until new video us up and will make sure that it looks diffrent, i definitely will make sure that it will look better, also had some problems with my editing software, reninstalled it and installed specific studio drivers for my graphics cards so it doesent glitch out anymore, thanks for letting me know because i thought it didnt make much of a diffrent, will do some testing and fix what i did wrong, thanks for letting me know! Also can you tell me if it looks right to you now, thanks
That looks heaps better, files looks like theyre in the correct folder too Yeah thank you for making the video at all, its great cause i dont have the time as of right now!
Here is the video link, took a bit longer than expected because my editing software crashed of how good the graphics looked hope you enjoy
LOL what versions are you using? Thinking brightness is way high on that Utah map Thanks again man! Ill look at it tomorrow morning, im sure its a masterpiece
Using the ALbeta one, the one you posted a week ago. I'm sure I installed this correctly? Or does it not work well with Utah? Lol
You shouldnt have a ALBeta folder, the files should be extracted straight into the Beamng.drive folder Should look like Grevatas in this screenshot: --- Post updated --- Ive looked at it now, its as good as i thought itd be Im posting this on the OP! Thanks alot
I cleared the cache and extracted the zip file into the beamng folder and enabled the postfx preset... I'm guessing this isn't what its meant to look like? Where did I go wrong? Lol
Not sure, looks like the correct folder order but could you take screenshots from say ECUSA? My gfx fixes/mods changes a whole lot and to have it look as good as it gets ive also changed (and its a big contributor to the looks) sky and lighting settings for the maps released in my mod. Utah is unreleased at this point so if that is the vanilla settings for Utah then it might just look like that and need to have its settings adjusted to my gfx fixes/mods
Heres a few more SC's on ECUSA: Idk, maybe somethings wrong with my game because the photo of Utah on the other page looked much clearer and realistic compared to my game... I had the game looking great with your mod 8 months ago on my PC. Heres a video I made on Italy... (I fixed the FPS issue I had with beamng, now it runs at 50-60fps with your mod and reflections maxed out on my older pc) I'm using my new laptop now because it's actually more powerful than my PC processing wise and it's more up to date by 6-7 generations...
About Utah, it has not been in the latest releases, was a while ago since i updated it, so that is outdated. I have to do that every time theres a new update to BeamNG and ive been working on PostFx to get things working an so on I do remember that vid, its very nice. I can see that its from when i used higher brightness setting. I like how the higher brightness highlights the car paint and normals but in the newer maps (0.17 and on) the devs has added/modified normal or specular maps for foliage (im guessing theyre more correct now?). Using that level of brightness would highlight the living crap out of for example grass, did try that on ECUSA and it was half a field of high gloss grass lol.
So i noticed something weird when using this PostFX mod. I can only use the PostFX file at 1920x1080. If I try to use my displays resolution 2560x1080 (Ultrawide) it just gives me a white screen. Anyone have any idea why this is happening?!
That sounds like an annoying issue, cant really say what can cause it though.. Does PostFx work for you without the mod? PostFx core files update A while back i was happy getting bloom back (had a nasty offset) to what it is from out the box T3D engine and how it is in the Techdemo and pre-DirectX 12 (i think..) BeamNG version. Ive still felt (seen, honestly) like it had an offset even though it matched the other versions bloom. Yesterday i tried giving the bloom MEAN setting a negative value and BOM! No more offset, can have it centered on the object it blooms out from so that things IMO look properly bloomed. Example: before this change, when headlights lit up a traffic sign (every bloomed object had this issue) the bloom would always be sligthly to the left and slightly up. Not a big problem if the object is big but if its small the bloom just hovers in the air. Now that is fixed. Gives IMO way better bloom overall, for skies and well everything basicly. Fog/distant sky haze Another thing i noticed is that the fog/distant skye haze is depending on visible distance. The higher it is the sharper the transition between fog and sky, if i understand it right.
Yeah normal PostFX works at Fullscreen for me, but soon as I enable your PostFX preset it just gives me a white screen... Its quite a weird bug indeed.
Copied text from vid so its overly informative for this thread.. Continuing to try and contribute the way i can to BeamNG; making custom sky and lighting settings for the maps which i find more realistic but also started looking at the Visible Distance setting and how it effects fog and DOF curve smoothness, fixing or adjusting the game engines PostFx. Just fixed the last weird offset that bloom had no matter what setting, happy as can be. Other stuff are high res SSAO, multi flared lens flare, working tonemapping, working white cutoff and so on.
I'm having the same issue, nothing but a white screen with postfx enabled... I'm using a 2560x1600 resolution monitor.
Its a punishment for running awesome monitors. J/K, i dont know what causes it but i might have an idea.. Could you try to untick, then tick the PostFx box in the PostFX windows upper corner? Might need to reload the postfx preset file too or even restart Beamng. I had that problem a while ago and unticking/ticking that box probably causes BeamNG to reload something. I know what file caused those problems so might be the reason to yours too. If that doesnt fix it then i have to dig deep and thats gonna take a while, especially since i run mine at max resolution @1440x900 or whatever it is. I could try to provoke it by forcing my monitor to run a higher resolution but this is all hypothetical atm. Btw, does it work if you run a lower resolution? Or in windowed mode?