Log in to reply

A lot of work payed off. WOW (huge mod compilation)

  • @Akila_Reigns What I am thinking now, is that if there is a skydome.ydd, it should be possible to remap the UVs of that to be a complete texture rather than a tiled one. I might just reinstate my ZMod3 license for a month, to have a look.

    Edit: Could do with one of the ZMod experts coming in to look at this, it would take them about 5 minutes to remap the UVs in that skydome. I hate ZMod, it's going to be an epic fight to do that for me. :(

    Okay, so that's a 3 month ZMod license activated... will check this out later.

  • @LeeC2202 You are a legend.

  • @Akila_Reigns Don't cheer yet, I hate ZMod with a passion, it might take me 3 months to select the damned mesh. ;) Oh for a set of 3DSMax tools, it would take me minutes to do this in Max.

  • @LeeC2202 I can wait. Thanks for considering this.

  • All you guys need to do now, after all this visual improvements, is to work on AI, and vehicle handling

    oh... and some of you guys have problems with banding

  • @Akila_Reigns Currently getting an error importing the skydome, so waiting for a reply to my question on the forums there. Oh and there seems to be no spherical UV mapping in ZMod... no surprise there... or if it is there, I can't find it. Using that programme sets my rage factor to 11 every time. :angry:

  • @Frazzlee skydome.ydd and it says "No shader configuration avail for "sky_system" when I try to import it.

  • @Frazzlee The file opens and the mesh is displayed so it's almost there. But if there is no spherical mapping option, it's going to be a complete ballache to remap it using planar mapping. :(

  • @Frazzlee It opens but with that error, but the model is shown with a hash number in the mesh list as well, which means that when you try and export it, you get a "can't find skydome node etc... " error as well. I think it needs some work on Oleg's part to get the skydome in and out without errors.

  • @Frazzlee

    shades of the same colour have abrupt changes between them

  • @LeeC2202 Can you try to add it as a script then?

  • @Akila_Reigns Any model you add would need to use the same sky shader, so you couldn't even export a replacement without it. I don't think adding a billboard type sprite with a milky way stuck to it would look very good... although you never know. I've done nothing with this type of modding before, so everything's an unknown.

  • @LeeC2202 That's what GTA V uses right now, a texture for the night sky. It doesn't look that bad. If you don't like, you don't have to do it. Thanks.

  • @Akila_Reigns What I was actually thinking of was to add a secondary (big) billboard sprite in front of the skydome with the milky way texture attached to it. But it looks like the clouds are added as part of the skydome shader, so I don't think it's possible... the milky way would appear in front of the clouds.

    At the moment, it just uses a single texture tiled about 8 (maybe 12) times across the skydome. You can see how much it repeats just in this one direction. What it actually needs is a single texture mapped once across the whole skydome... which is what I want to try and get with remapping it.

    alt text

  • @RYAN I still dont understand "banding" can you discribe what it is in layman terms?

  • @Weirdoutworld Banding is the term applied to changes in shades of colour, where each area of colour is large enough to cause a "band" of the same shade, so that you can see the change (if you look closely enough) from one to the other.

    Here's an exaggerated version of it.

    alt text

    It is frequently resolved with dithering/stippling/diffusion, which in turn can cause effects as unpleasant as the banding it is getting rid of. The side-effects of these types of cure is visible noise in still shots... they can make the image look dirty as a result.

    Some people see banding as the issue, others see the noise from removing the banding as an issue that is equally as bad.

  • @Akila_Reigns For water. Im using mati's awesome water bumps, the "4k water foam" mod thats not really a 4k texture but its a great design, mati's waterfog.dds, caustic (BEST), RAGE new water.ytd & REDUX's watertune.xml with Project Reloads water foam scale values.

    I really change it up every time I play to see differences. I bet you were expecting a short simple answer haha...

  • @LeeC2202 OH! Ok! Thanks... yea, its really bad in my game looking at the sun at 12pm. I tried that new "simple & effective dithering" mod but it added noise to the entire screen all the time that i didnt like.

  • @Weirdoutworld Yeah, I had a look at that dithering mod and removed it. I find I can ignore banding very easily, much easier than I can ignore dithering. I think I spent so many years drawing in 16 colours (or less), when we were forced to dither stuff, that my mind sets off alarm bells when it sees it. :)

  • @LeeC2202 I didn't even notice until you mentioned them. I don't see them very often.
    @Weirdoutworld Nice. And no, I definitely expected a long answer. And you posted exactly the way I imagined. You always combine something with another, so I knew you cannot type a short answer.
    BTW the 980M has 8GB memory, am I correct? How much video memory does your game use? Here's mine:

    alt text

  • @Akila_Reigns no..... :'( 4gb. My usage is about 3.0gb-3.6gb.

    The ingame slider is not accurate at all for me. For what MSI afterburner tells me.

  • @Akila_Reigns You should have "ignore limmits" on. Our only difference is really resolution & msaa I beleive.

  • @Frazzlee Yea, I know, but I've noticed a slight improvement in certain situations & stuttering with it disabled. I don't know why.

  • @Akila_Reigns @Frazzlee @LeeC2202 Check out CSYON's new 4k blood! im adding the splatters & pool1 & 3 into Raiders violence... well see what happend. Ill get some screenshots up soon

  • @Weirdoutworld OK I'll turn on ignore limits and see what will happen.

Log in to reply

Looks like your connection to GTA5-Mods.com Forums was lost, please wait while we try to reconnect.