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WIP Beta released Graphics mod Alternative lighting

Discussion in 'Mods and Skins' started by Brother_Dave, Jan 11, 2019.

  1. Exchy

    Exchy
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    It might be on my side, who knows, don't overthink it, do as you want, we still don't have much to choose about lighting mods)
     
  2. Brother_Dave

    Brother_Dave
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    If a map maker like my settings i can tell you what i usually change to get the results i have. I responded in a Ideas and Suggestions thread so this is copy-pasted from that:

    Sky brightness, miescattering and rayleighscattering i usually set depending on each map and how i want the sky to 'feel' on that map. If i set Sky brightness high (say up t0 70-100) it helps getting reflection in glass more clear but keep in mind that its recommended from Torque3D tips to keep it at 25 (standard sky look, i usually go with 30 in those cases i use it that low, other times i use 50). Miescattering controls the brightness (basicly mix between blue and white) during day and rayleighscattering controls how colorful your sky is at sunrise/sunset (but does also control how blue it is during the day). Reading up on these and how they are used in the Torque 3D engine is impressive, they do actually simulate the atmosphere and how the light light rays hit particles in the atmosphere. That does not always look cool enough for a game though, it can sometimes need to be exaggerated since in rela life we experience so much more than what we see, so in games we need to enhance what we see to compensate for that.

    To get the Specular maps and Normals maps/textures to work like they should on every texture, from cars to trees to bricks of stone to wet ground, the brightness of each map needs to be atleast somewhere around 1.25 (its at 1 out of the box), i usually go for 1.3-1.45 nowadays.

    Then the dynamics of the lighting is sorted by the Sun Scale (Torque 3Ds way of controlling light color and strength) and Ambient Scale (Torque 3Ds way of controlling shadow color and strength). Sun Scale i usually set very bright yellow, almost white (white in the case that a map consists fo alot of colorful objects, like utah, alot of green as someone said before :p ). Ambient Scale i usually go for a darm and desaturated orange or brownish color, this is usually a almost completely colorless dark grey when im done.

    On top of this theres Exposure (not acting the way Exposure does on say a camera) that basicly controls warmth, say you have a map with alot of warm color, this can bring that up even more, to give an overall warmer feeling. Say Utah, alot of colors and Exposure wil change the whole feeling quite easily.

    Then i change the shadow settings, up the texture size to 1024 (my preference, 512 to work for more ppl). I increase the XYZW values to

    20000
    20000
    10000
    10000

    that way the shadows cast longer and that will bring more depth to a map with alot of objects in it.

    After all this i go and adjust Fog settings, if i use 25 or 30 in Sky brightness then i usually set this quite high, say 5-8000 on a standard map. Then i set the fog thickness quite low, say 0.0003 to 0.0001 (think its that, or remove a decimal).
     
    #102 Brother_Dave, Mar 14, 2019
    Last edited: Mar 14, 2019
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  3. Brother_Dave

    Brother_Dave
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    New mod out, check page 1!
     

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  4. Exchy

    Exchy
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    Original + some green counter, if that's your style for this map, I have no complaints
    20190321220541_1.jpg 20190321220541_2.jpg 20190321221112_1.jpg 20190321221112_2.jpg
     
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  5. Brother_Dave

    Brother_Dave
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    Last PostFx updated, SSAO been adjusted!
    --- Post updated ---
    Since youre such an absolut PITA about green this and green that, i have a gift for you ;) Also sky adjusted and might bring that into the main mod.. (btw, its not green, its actually Beige and its the sun scale/color combined with the exposure setting)
     

    Attached Files:

  6. Michaelflat

    Michaelflat
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    Amazing, what's the performance hit like.. ?
     
  7. Brother_Dave

    Brother_Dave
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    Dont expect too much of a hit, the levels file shouldnt be way harder on your gpu since its all in game setting, though ive doubled the shadow mem size so the it gives better shadows overall. The Post Fx will require as much as any preset or the ingame oem PostFx settings
     
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  8. Exchy

    Exchy
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    Hey that's me again, can you tell if Jungle Rock is on your list rn? That's the map Im loving the most.
    Edit: Some pics from usa
    284160_20190413155706_1.png 284160_20190413155756_1.png 284160_20190413155826_1.png 284160_20190413160326_1.png 284160_20190413155906_1.png
     
    #108 Exchy, Apr 5, 2019
    Last edited: Apr 13, 2019
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  9. shaun66hughes

    shaun66hughes
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    I want to install this so bad but i can't figure out how to. I wish it was has easy has just dropping a file in the mods folder and being done haha. If you could make a video explaining how to install it i would greatly appreciate it. Based off the photos i have seen it looks amazing. Great work !
     
  10. Nadeox1

    Nadeox1
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    BeamNG.Support
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    The first post has instructions.
    It's not hard, just need to put the correct files in your userfolder (located by default in your Windows's Documents folder)
     
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  11. RiFlech

    RiFlech
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    Italy needs to be updated after the 0.16 update. .

    For the ones who installed the Italy one, delete it, or else the Italy will be the Italy you know from 0.15..
    (by that,I meant no port update, no Portino, no fire department, no police station, etc )

    (unless I'm dumb and not see the Italy Alt lightning update):)
     
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  12. Brother_Dave

    Brother_Dave
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    Very true @RiFlech :)

    Working on a 0.16 version, need your help guys. I try to get as much input as i can from different users with different monitors. The one i have at home is quite good but comparing to the ones at work myscreenshots are far darker. How does this screenshot look to you? Is it very dark? Is it pale?



    Ill try to take a few more at different TOD.

    Right, its ofcourse taken in the evening :)
     
    #112 Brother_Dave, May 14, 2019
    Last edited: May 14, 2019
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  13. CrimsonCrocodile

    CrimsonCrocodile
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    It looks pretty normal to me, maybe slightly on the darker side, but nothing major :D
     
  14. Brother_Dave

    Brother_Dave
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    NEW VERSION OUT FOR ITALY (0.16) AND A POSTFX PRESET FOR THAT! Check the first post :rolleyes:
     

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  15. Brother_Dave

    Brother_Dave
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    New PostFX and a core-file, check first post!
     

    Attached Files:

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  16. Applenapslap 2

    Applenapslap 2
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    theres a bunch of zip files and its really confusing me.
     
  17. Brother_Dave

    Brother_Dave
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    On my phone so not the most extensive or best answer but..

    Italy016.zip -extract into your My Documents/Beamng.drive/levels folder. It contains the new sky and lighting settings.

    perfectizioneelbe.zip -extract into your My Documents/Beamng.drive folder. It contains the ingame PostFx preset file. You need to load it in the PostFx window, that can be found in the graphics settings.

    core.zip -extract into your My Documents/Beamng.drive folder. It contains the higher quality SSAO file.

    Hope that helps! As i said, im using my phone atm so i might have got something wrong but i dont think so.

    The other files for other maps will work too but wont contain anything added to the map in the latest Beamng update.
     
  18. Brother_Dave

    Brother_Dave
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    Just got ingame tonemapping working, happy as can be.. :D Hasnt worked since dx9 afaik.

     
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  19. Brother_Dave

    Brother_Dave
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  20. Brother_Dave

    Brother_Dave
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    Italy released in the Tonemapping thread, adjusted to the tonemapping. See link above.
     
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