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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    Its called Renderer Components and is only available through the world editor (F11). buzz around in the menus and youll find it eventually :)
     
  2. Sanedish

    Sanedish
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    thanks :> btw you should update tthe turtorial :>
     
  3. TK-Fraiser

    TK-Fraiser
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    So, i tried this out for the Version 0.28, but there is everything completly different.
    All the settings are Mixed up after Copy Paste. And in the UI Settings there are only hieroglyphs. I think there is no way to get this mod working or am i doing something wrong. I will ad some Screenshots that you can see what is happening. And the PostFX Manager is gone also? I cant find it in the Settings and even not in the World Editor.
    Maybe we need a new tutorial for this. And on US Island my streets are getting Pitchblack like in the screenshots.

    Your Mod is awesome and it looks really really nice so i hope there will be mor in the Feature.
    LG
     

    Attached Files:

    • Screenshot_1.jpg
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    #823 TK-Fraiser, Apr 10, 2023
    Last edited: Apr 10, 2023
    • Agree Agree x 1
  4. bussin.buses

    bussin.buses
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    Yeah, I really hope it gets updated
     
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  5. TK-Fraiser

    TK-Fraiser
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    Yeah me too ^^
    Its a really great Mod
     
  6. Kevin_Hahn

    Kevin_Hahn
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    What I want most for the next AL update is the ocean water settings for all the maps :p BeamNG ocean looks horrid compared to what Brother_Dave did.
     
    • Agree Agree x 1
  7. Brother_Dave

    Brother_Dave
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    Thanks and I think you might use an old version of AL :)

    Thank you, im glad you like it as much as i do! It takes a few minutes to set up for each map, i did do it to 3 or 5 of the maps at one point but i dont have that much time allocated for beamng fun right now :)

    I have zero insight into how the devs plans look or map making, nor how unanimous they make their maps these days. The maps used to vave wildy different base settings, which are easy to set to the same values for all maps, but that seems to have changed. I could see that maybe before a release theyd sit down and go over these things but they undoubtly have alot on their desks.
    Id like to see, IMO, more eye candied up maps and atleast also that theyd make autoexposure/mid grey work again. I dont know if its just such a small part of current beamng development, if its a bug they havent noticed or if they even dont have someone working on it but it makes such a huge difference, still IMO, for gaming. I could probably find a way to fix it/make it work if i sat down for a while. In ALs beginning i could sit hours upon hours and managed to fix most broken things postfx back in the day but now i have to put that time off work elsewhere :)
     
    • Agree Agree x 3
  8. Kevin_Hahn

    Kevin_Hahn
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    I copied Brother_Dave's ocean settings and applied them to these maps:
    • Cliff
    • East Coast USA
    • Industrial
    • Italy
    • Jungle Rock Island
    • Small Island
    • West Coast USA
    (This mod might conflict with future BeamNG map updates, so remove it if some updates don't appear)
    All credit goes to Brother_Dave ofc! :)
     

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  9. Brother_Dave

    Brother_Dave
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    That is some great contribution @Kevin_Hahn ! I dont have time to change all the settings for all the maps so im glad you did :D
     
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  10. a pigeon

    a pigeon
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    sorry for the bump, but what causes italy and west coast usa's terrain features to be pitch black?
    upload_2023-5-30_13-59-13.png
    upload_2023-5-30_14-0-20.png
    nevermind, deleting the levels folder fixed it
     
    #830 a pigeon, May 30, 2023
    Last edited: May 30, 2023
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  11. Sanedish

    Sanedish
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    deleting the.... ehm... what?
    well.... thats not how it works :> but hey, you fixed it, rude cache cleaning :D.
     
  12. Nazu

    Nazu
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    delete
     
  13. bussin.buses

    bussin.buses
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    Okay.
     
    #833 bussin.buses, Jun 4, 2023
    Last edited: May 10, 2024
  14. Brother_Dave

    Brother_Dave
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    Promised a guy on Discord id try and find my ocean settings, here they are. Not the last version of them but close enough :)
     

    Attached Files:

    • BeamngdriveScreenshot20220811-12274222.png
    • BeamngdriveScreenshot20220811-12275692.png
    • BeamngdriveScreenshot20220811-12281187.png
    • Like Like x 3
  15. bussin.buses

    bussin.buses
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    It's been a while, huh?
     
  16. Brother_Dave

    Brother_Dave
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    I believe so.. Still doing beamng but no gfx until autoexposure is fixed. Did just release a ffb mod / fix though that communitys weight transfer better imo.
     
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  17. Exchy

    Exchy
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    maybe worth pinging car killer since the guy is a) dev b) graphical dude as well (sort of)
     
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  18. Brother_Dave

    Brother_Dave
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    Could be an idea, ive mentioned it in bug reports i believe and also in other posts. Could potentially be that its unnecessary until Vulcan is completely implemented but that can be a long wait.
     
  19. Baconzez

    Baconzez
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    the thing is Vulkan uses the DX shaders from what i can see, through a translation dll thing, and auto exposure hasnt ever been ingame unless you mean the mod?
     
  20. Brother_Dave

    Brother_Dave
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    It was ingame but instant reaction, no time delay like a actual eye adoption. the mod changed it to have a slight delay so much better.
    Autoexposure was accessible through world editor menu Renderer Components. That menu went missing then came back (i think.. I added It back meanwhile). I have quite a bunch of screenshots and a few vids in this thread using It.
     
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