WIP Beta released Graphics Mod AL - Fancy stuff instructions 20220818 for 0.25

Discussion in 'Mods and Skins' started by Brother_Dave, Jun 16, 2020.

  1. Brother_Dave

    Brother_Dave
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    Not sure i can see any Reshade effects other than maybe Bloom?

    About the ssao i might go larger radius, less contrast. Less radius tends to loose so much effect on the big picture.
     
  2. Exchy

    Exchy
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    You better not see that screenshot without the reshade) it's dark af
     
  3. Brother_Dave

    Brother_Dave
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    lol well then its reshade in it lol, cuase it bright as
     
  4. KingK2T

    KingK2T
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    Is there a recommended gamma level for this mod?
     
  5. Littleturdlet

    Littleturdlet
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    Can't you just turn your gamma up why do you have to use reshade?
     
  6. Brother_Dave

    Brother_Dave
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    I use the default 1.0, trying to generalize my mod as much as possible. Its all dependent on the user monitor settings though.
     
  7. Trunkta

    Trunkta
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    Yo I need those liveries from those old pictures immediately. The Red Bull Vivace looks really good.
    --- Post updated ---
    NVM it wasn't you with the Skoda but the rest of those liveries look VERY good. If anyone knows where to get them PLEASE let me know.
     
  8. Brother_Dave

    Brother_Dave
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    The liveries are available at the forums but not the Repository afaik, since they feature real brands :) Theyre definitely some of my favourite skins!
     
  9. Trunkta

    Trunkta
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    Can you link me where?
     
  10. WEENIE_lick

    WEENIE_lick
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    help idk know why but my game looks like this
     

    Attached Files:

    • BeamNGdrive-0214011370-RELEASE-x643_4_20219_27_52PM.png
  11. Brother_Dave

    Brother_Dave
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    So.. havent been able to make up my mind about saying something about this or not but..

    I received, a while back, a SSDO/One bounce GI (yes, Global Illumination, but not crazy amounts of raytracing, its an older thing that 'just' bounces of a surface once and brings the color with it, one hell of a step up from SSAO though) shader for the PostFX of the old Torque game engine. It makes SSAO obsolete and produces a much better result overall IMO. From old progress screenshots it sure looks promising and the code is supposedly more or less done. It just needs implementation. Ive looked at the code at it sure seems plausible to implement in BeamNG.
    Ive reached out to two of the devs about this since it takes alot of time to sort it all out and i want to know if theres something in the pipeline that makes this obsolete OR if theyre even interested in looking at it themselves but havent gotten an answer yet.
    What needs to be said is that IF i ever get it working in BeamNG its highly unlikely i can release it since i wont do that without consent of the creator/s of it.





    Not without searching the forums, meaning id do the same work as you need to do :p :p

    Search for Vivace Skoda and Vivace Citroen, or something along those lines.

    Not at all honestly but maybe your color corrections saturation slide has been dragged all the way to the left?
     
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  12. Cmiller23124

    Cmiller23124
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    So I've got everything downloaded and in the BeamNG folder

    And when I load up my game the screen is just black. (For example this screenshot is from Utah)
    upload_2021-3-7_13-24-52.png
    Any ideas on what I did wrong?
     
  13. Brother_Dave

    Brother_Dave
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    Well if you followed every step, cleared your cache, extracted all the files and folders directly into your Documents/Beamng.drive-folder instead of a common misunderstanding that means its all in a separate folder, then its usually a matter of a conflicting graphics mod, youre running a cracked version or you need to do a fresh install due to old game files :)
     
  14. Cmiller23124

    Cmiller23124
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    Thanks for the help! I actually reinstalled and it seems to be working now. There was only 1 thing I was wondering. Everything seems to have improved graphically but it seems that trees are worse? Like they just don't render in very well. Is this something I can fix in tweaking the settings? Looking back I noticed this only really happens on maps with a lot of trees like East coast usa. So it may just be that. Any suggestions though?
     
    #294 Cmiller23124, Mar 10, 2021
    Last edited: Mar 10, 2021
  15. Brother_Dave

    Brother_Dave
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    Glad it worked :)

    My mod doesnt effect that but it might have made it more visual.
    Im guessing its about the LODs. Not sure if the trees use LODs in the models or if they use the game engines 'imposters' for the 3d models. I think you can change the load in distance for the imposter values but thats all i can say :/
     
  16. cheems_samurai

    cheems_samurai
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    Is it possible I could use the file for the lens flare and working tonemapping for my mod? I will give you credit, of course.
     
  17. Cmiller23124

    Cmiller23124
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    Ok good to know. I messed around with a few things so I couldve done something to affect it. Great mod btw and im looking forward to anymore updates.
     
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  18. dolmuşcu

    dolmuşcu
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    Nice graphs.I hope al12 get released soon.
     
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  19. cheems_samurai

    cheems_samurai
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    Just installed and made a custom preset for it! The game has never looked better! Thanks!
     
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  20. Brother_Dave

    Brother_Dave
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    Thank you! Working on a version that has lighter shadows in the morning/evening

    Thanks man! Itll be a while but wirking on it :)

    Sweet! This game really has so many possibilities :)





    On a side note i havent looked that much into the global illumination shader but it sure has potential. Would be nice to hear something/get replied messages from the beamng devs ive contacted though before i spend time that might be down the drain in the end, if changes are coming to the gfx in the near future.
     
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