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Is there a way to make night time darker?

  • I saw a mod for it but it's a Reshade preset if I remember correctly. I don't use Reshade or anything.

    Is there a way to make nighttime darker via editing the timecycle or something like that?

  • @mrwallace888


    		<!--                  0       5      6       7       8       9       13      17      18      19      20      21      22 -->
    		<postfx_exposure> -0.9000 -0.9000 -0.9500 -0.9500 -0.9500 -0.9500 -0.9500 -0.9500 -0.9500 -0.9500 -0.9500 -0.9500 -0.9000</postfx_exposure>
    		<postfx_exposure_min> -3.5000 -2.5000 -3.5000 -3.5000 -3.5000 -3.5000 -3.5000 -3.5000 -3.5000 -3.5000 -3.5000 -3.5000 -3.5000</postfx_exposure_min>
    		<postfx_exposure_max> 1.0000 5.0000 5.0000 5.0000 5.0000 5.0000 5.0000 5.0000 5.0000 5.0000 5.0000 5.0000 1.0000</postfx_exposure_max>

    Obviously you're only interested in the night-time values, ignore the rest etc

    '<postfx_exposure>' is the main one, lowering it will make it darker
    'postfx_exposure_min/max' - subtle effect that can be used to tweak the postfx range to avoid crushed blacks (raise min to fix) & blown out whites (lower max to fix) if they appear.

  • Banned

    @mrwallace888 <light_natural_amb_down_intensity> and <light_natural_amb_up_intensity> will control light better. This will control that night glow everything has without messing with the exposure. Ambient will make objects brighter or darker, exposure just increases or decreases the screen. If you look at the sun everything else will go darker, and at night if you look at bright oncoming lights the screen brightness will bounce from the exposure going up and down.

    Use ENB to adjust the ambient in game, use the saved values of ENB or copy them into the timecycle.

  • @mrwallace888
    I presumed you would have your ambient lighting sorted & wanted to darken the nights further, if not do what @InfiniteQuestion suggests & sort them out first (ground don't glow at night in real life R* etc), then, if required, you can darken the whole scene further with a bit of postfx.
    It will all be timecycle dependent, but just so you know, I don't get any adverse effects from darkening the postfx exposure. My timecycle is self-made, so may be a unique case/results may vary etc, but I've got it looking pretty nice & most of my weathers have at least a bit of a postfx exposure reduction in them. :thumbsup:
    It's one of the transitions R* actually does quite well, you can have quite varied postfx settings between different weathers (nothing too extreme mind) & the transitions won't be adversly noticable (no suddenly getting darker etc).

    Overcast Dawn:
    Overcast Dawn

    Foggy Night:
    Foggy Night

    Clear Night:
    Clear Night

    Rain Day:
    Rain Day

    Sunny Early Evening:
    Sunny Early Evening

  • @a63nt-5m1th What graphic mod is used to get those graphics from these images? Looks amazing m8. Hope it doesn't hit performance?

  • @PatrickBateman
    It's my own creation, paired with a modified Photovision Reshade/SweetFX/ENB. Thought about releasing it, but it's heavily integrated into my game & probably wouldn't look that good without all the other edits (clouds.xml, cloudkeyframes.xml, vfxlightningsettings.xml, core.ypt, _emitter/_render_drop.xml files, Timecycle modifiers in literally hundreds of '.ymaps' etc etc, I've modded just about everything you can).
    Normally runs +60fps (with very occasional slight dips to high 50's, I have Gsync for that) 4K, Very High PostFX, 4xAA, Ultra Shadows, Ultra Reflections, No grass, LOD = 1.0 on an overclocked (2160Mhz) RTX 2080 TI FTW3.
    Last time I checked it ran better than vanilla, but I've done a lot of work to get rid of ugly stuff since then, so probably doesn't run as well as that anymore (timecycle '<far_clip>' = 25000 etc, if you want to optimise framerate, lowering '<far_clip>' in certain areas using timecycle modifier boxes in '.ymap's is a good place to start. You want to make sure you can't see the farclip obvs, but you can get away with dropping it quite a bit in certain areas. Depending on the timecycle/area, as low as 2500 can work sometimes :thumbsup:)

    It should also be noted, I don't have heavy traffic density, that allows me to push the graphics up quite a bit (I like to drift round corners & got sick of running into dumb ai drivers in the same places each time so pushed out the gameconfig keyhole/traffic spacing spacing a bit to make it more random).
    Traffic affects framerate a lot. For example, with an empty 'popgroups.ymt' (was testing an issue for someone else, obviously I have traffic normally) I get ~+15fps (you don't get that boost to framerate from turning traffic off in a trainer, only from emptying 'popgroups.ymt', but useful to know if you're just doing ghost lap timing/perfecting the handling of a vehicle & want a little framerate boost/make the game prettier while you're doing it etc :thumbsup:
    Didn't mean to make my post this big, well I obviously need a new project then :thinking:, before the real modding withdrawl kicks in, must... mod... something ...now...

    ... In the end, I modded my cat. He can now do ~50mph on flat terrain. Stairs still a problem tho :confused:

    Cat Modding

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