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. PowerstrokeHD

    PowerstrokeHD
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    why did you reply to your own post
     
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  2. Brother_Dave

    Brother_Dave
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    Does BeamNG have write permission to the effected My Documents folder? All i can think of really other than making a fresh installation of BeamNG.
     
  3. cheems_samurai

    cheems_samurai
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    Sorry to bug you but the problem was actually I didnt edit max adapted lum value first. That's what pretty much enables the effects I've seen
     
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  4. XtraNightGaming

    XtraNightGaming
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    It works with 0.26 ?
     
  5. Exchy

    Exchy
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  6. Brother_Dave

    Brother_Dave
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    Noooooooooo but the better, IMO, Beamng looks the less urge i feel to change it, if that makes sense. Also got a ton of stuff going on irl so Beamng has really moved down the priority list lately.
     
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  7. XtraNightGaming

    XtraNightGaming
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  8. DontKnowWhy186

    DontKnowWhy186
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    Will this mod with low to lowest settings ? I have everything low except lighting quality and I have no dynamic reflections and have no anisotropic filtering.
    Edit: I can finally see in the dark now with the mod. Although there are a few orange spots around utah
     
    #808 DontKnowWhy186, Oct 28, 2022
    Last edited: Oct 29, 2022
  9. Chiraen

    Chiraen
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    All good man :) Thank you for what you did.
     
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  10. Exchy

    Exchy
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    Can this game handle custom shaders and what's the problem that surprisingly no one tried to do something major? Just wondering
     
  11. Brother_Dave

    Brother_Dave
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    Yes afaik. In the old system it seemed pretty easy to do it, i even implemented some things and did alot of fixes and what not a long time ago. The tonemap is such an example where ive replaced one code with another. You need to write the shader/adapt it to Beamng, find the correct files where its needed to be implemented to run (if not replacing a existing one) and so on. I used to know which files but now its more than i know atm unless i spend some good hours going through it all again.
    I assume Beamng hasnt attracted the code-my-own-shaders people yet so guys like me are the ones doing something gfx wise.
     
  12. DontKnowWhy186

    DontKnowWhy186
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    Are you going to keep working on the mod still?
     
  13. Exchy

    Exchy
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    this game needs shaders af, is there any website with shader archive to any liking?
     
  14. Travarmojsije

    Travarmojsije
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    If you mean an archive for general shaders (not for BeamNG) something similar is ShaderToy. If you mean an archive for BeamNG shaders then no. Only forums. As far as I know the only shaders made for this game were made by Brother_Dave, kirbiguy22 and me. There are some reshade presets for BeamNG but no "shaders".
     
  15. Gökdeniz(TR)

    Gökdeniz(TR)
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    upload_2023-1-24_1-19-38.png MAN YOUR MOD IS PERFECTTTT!!!!!!!!!!!!!!!!!
     
  16. beepp

    beepp
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    I'm having an impression after judging from posted pictures that most of the guys have issues with your monitor. I know not everyone can afford a proper display but if you want to create images you at last try to calibrate your monitor and set proper brightness. The most common are sRGB monitors and their brightness should target at 80 cd/m2 of brightness up to 100 cd/m2 not more unless you have a HDR monitor and are watching HDR content. Make sure you set your display to sRGB, not other mode, set proper brightness and calibrate it.
     
  17. Sanedish

    Sanedish
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    how do i open the post fx manager?
     
  18. Brother_Dave

    Brother_Dave
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    Since BeamNG is constinously updating gfx stuff i kind of shift focus to the decreasing number of areas that i feel could be improved. One thing that has always stayed with me is the skies. Of course skyboxes make the sky awesome (or ugly if bad) but having a dynamic TOD is a no go with skyboxes. Ive tried to improve the cloud layers before but didnt have time to continue experimenting at that time. Right now the cloud layers are 1 or maybe 2 ingame, whilst a sky of course has unlimited layers, so to speak.

    In these screenshots ive placed a background layer first, with thin white coulds.
    As main clouds im using the existing cloud layer cloned 3 times, with slightly different height, coverage, exposure to create some more depth.

    Ideally maybe there could be 4 or 5 cloud types, each consisting of 3-5 height layers to create a different depth look compared to the normal maps used atm.
     

    Attached Files:

    • screenshot_2023-02-15_10-22-20.png
    • screenshot_2023-02-15_10-21-49.png
    • screenshot_2023-02-15_10-21-37.png
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  19. Chiraen

    Chiraen
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    Nice! I guess this is with sky brightness at 40? Does it get super bright if you increase it to like 150?
     
  20. Sanedish

    Sanedish
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    Yes, its nice, but i still cant istall the mod since i cant find the post fx manager. Great work though :>
     
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