how to remove reflection on cars and water? who knows?
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how to remove reflection on cars and water? who knows?
I've been looking for this for a very long time and can't find it. The fact is that I have a migraine and my eyes hurt, but I don’t know how to fix these reflections of the sun on water and cars
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@gtavjamal i will try to test it
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@AnDrewPwnz If you have a migraine, simply set the time and/or weather to diminish the sunlight.
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@JohnFromGWN I don't know how to do it
I hate to look at the reflections of the sun on the water. And also by car. And it's very hard to play RP when it's morning. Basically, because of this, I start playing at 20:00
I really like it when in the morning / afternoon the sky is just blue without the sun and the night is dark but not too much.
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@AnDrewPwnz In addition to freezing the time this is one of Jitnaughts dope mods I use for fixed weather.
.https://www.gta5-mods.com/scripts/permanentweather
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@JohnFromGWN Will this work for RageMP?
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Sorry, I can't answer that. I don't do MP at all. I have 3 FiveM servers but they are all private and local SP. And I don't use those mods or any scripts for that matter other than my own.
What can I tell you is that you can use any MP trainer such as vMenu, even Menyoo installed as a plug-in, to change the weather and sunlight (by changing the time). Just search for time and weather.
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@AnDrewPwnz
On Documents\Rockstar Games\GTA V\settings.xml set this:<ReflectionQuality value="0" />
<Reflection_MipBlur value="false" />Not sure about the water, but that will remove basically all reflections from vehicle/glass/mirror
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@Sata I will try
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@Sata
<ReflectionQuality value="0" /> I had it as well
<Reflection_MipBlur value="false" /> makes car mirrors black right. But the reflection of the sun on the water does not remove
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@AnDrewPwnz try this on your timecyles:
<modifier name="reducewaterREF" numMods="1" userFlags="0"> <water_reflection_distant_light_intensity>0.000 0.000</water_reflection_distant_light_intensity> <water_reflection_far_clip>0.000 0.000</water_reflection_far_clip> </modifier>
But this one I'm guessing, not sure it'll work. There many entries like "water_reflection_lod_*" in timecycles, but I believe those are related to objects being reflected on water puddles.
This should help you play with timecycle, read the comments, it is said there is an updated version:
https://www.gta5-mods.com/tools/visualsettings-dat-reloader#comments_tab
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@Sata Doesn't help stay - https://imgur.com/a/caiANsy
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Sun Water Reflection:
Would something like this
be acceptable to you?
If so, all you have to do is create an entry like this:
<modifier name="No_Sun_Water_Reflect" numMods="1" userFlags="0"> <water_interior>1.000 0.000</water_interior> </modifier>
in one of the 'timecycle_mods_1/2/3/4.xml' files (any will do):
...\Grand Theft Auto V\mods\update\update.rpf\common\data\timecycle\timecycle_mods_1.xml
...\Grand Theft Auto V\mods\update\update.rpf\common\data\timecycle\timecycle_mods_2.xml
...\Grand Theft Auto V\mods\update\update.rpf\common\data\timecycle\timecycle_mods_3.xml
...\Grand Theft Auto V\mods\update\update.rpf\common\data\timecycle\timecycle_mods_4.xml& then to activate that 'No_Sun_Water_Reflect' tc mod in-game (everywhere & 24/7) add this:
<Item> <name>No_Sun_Water_Reflect</name> <minExtents x="-50000.00000000" y="-50000.00000000" z="-5000.00000000"/> <maxExtents x="50000.00000000" y="50000.00000000" z="30000.00000000"/> <percentage value="100.00000000"/> <range value="0.00000000"/> <startHour value="0"/> <endHour value="23"/> </Item>
to the '<timeCycleModifiers>' section of 'hw1_blimp.ymap' or 'dt1_tc.ymap' (either will do. In fact any '.ymap' will, but they both have lots of timecycle modifiers in them already, easy to enter the data there etc).
...\Grand Theft Auto V\mods\update\x64\dlcpacks\patchday27ng\dlc.rpf\x64\levels\gta5_citye\hollywood_01\hollywood_metadata.rpf\hw1_blimp.ymap
...\Grand Theft Auto V\mods\x64i.rpf\levels\gta5_citye\downtown_01\dt1_tc_metadata.rpf\dt1_tc.ymap
Note:
- If you want it to only stop the sun water reflection & not the moon as well, edit the '<startHour' & '<endHour' values for daylight hours.
Sun Vehicle Reflection:
If you set something like this:
timecycle_mods_#.xml: (# = 1, 2, 3 or 4 etc)
<modifier name="No_Sun_Vehicle_Reflect" numMods="1" userFlags="0"> <light_dir_mult>0.000 1.000</light_dir_mult> </modifier>
'hw1_blimp.ymap' or 'dt1_tc.ymap':
<Item> <name>No_Sun_Vehicle_Reflect</name> <minExtents x="-50000.00000000" y="-50000.00000000" z="-5000.00000000"/> <maxExtents x="50000.00000000" y="50000.00000000" z="30000.00000000"/> <percentage value="100.00000000"/> <range value="0.00000000"/> <startHour value="0"/> <endHour value="23"/> </Item>
that would completely remove the Sun's reflection on vehicles (& probably other reflective objects, like building window glass & such), but setting '<light_dir_mult' to zero like that will cause you to lose shadows, as there will be no direct light to create them. Not ideal, but just thought I'd mention it in case you were ok with that etc.
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@a63nt-5m1th
I understand that reflections can be made simpler, but this is a lot of things to do right? and it can break shadows etc.?The question is, is it possible to remove these rays? Or reduce them? because in the morning \ day they are straight blind. I removed the star from the sun, but similar rays remained - https://imgur.com/a/0DGEZrS
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@AnDrewPwnz said in how to remove reflection on cars and water? who knows?:
and it can break shadows etc.?
Only the 'Sun Vehicle Reflection:/<light_dir_mult>' part will break shadows, the 'Sun Water Reflection:/No_Sun_Water_Reflect' part will work perfectly & not break shadows
For the light rays you can lower their intensity/brightness using this value in your timecycle files ('w_extrasunny.xml' etc):
<light_ray_mult>
Example: (light rays turned off completely)
<light_ray_mult> 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000</light_ray_mult>
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@a63nt-5m1th said in how to remove reflection on cars and water? who knows?:
@AnDrewPwnz said in how to remove reflection on cars and water? who knows?:
and it can break shadows etc.?
Only the 'Sun Vehicle Reflection:/<light_dir_mult>' part will break shadows, the 'Sun Water Reflection:/No_Sun_Water_Reflect' part will work perfectly & not break shadows
For the light rays you can lower their intensity/brightness using this value in your timecycle files ('w_extrasunny.xml' etc):
<light_ray_mult>
Example: (light rays turned off completely)
<light_ray_mult> 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000</light_ray_mult>
Does this need to be written only in w_extrasunny.xml or in all?
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@AnDrewPwnz
In all of the timecycles/weathers that have light rays that are too bright.There will be two '<light_ray_mult>' lines to replace, one for the Countryside area of the GTA V map (in the <region name="GLOBAL"> section of the timecycle/weather file/s) & another for the main City area (in the '<region name="URBAN">' section of the file/s).
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@a63nt-5m1th It seems to me that doing everything carefully here is more difficult than with the Thermal Imager) ahah
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@AnDrewPwnz
Just take it slow & if you have any issues you can always upload your files (either edited or unedited, doesn't matter which) & I'll check them/apply the nessessary edits etc.Addition/Extra:
The only other thing that's likely to stop any of it being applied in-game, is if the game is loading another version of the file/s from a different location. Use Ctrl+F3 in OpenIV & search for them by name & either:- test each location one by one
- or post the results here if you're not sure
- or follow these general/basic load ordering rules when editing files:
General/Basic File Load Ordering Rules:
Vanilla Rules:
- 'update.rpf' beats all. Any files in their correct location/s within 'update.rpf' will be loaded by the game over all other locations of those same files. So, for example, 'update.rpf\dlc_patch' files will be loaded instead of the same files in 'dlcpacks'.
- patchday##ng (## = numbers) files beat 'x64a>z.rpf' & other vanilla non-patchday 'dlcpacks' locations (like 'dlcpacks\mpheist' for example).
- Higher numbered patchday##ng locations beat lower numbered patchday##ng locations. So for example, if the same files exist in patchday12ng & patchday18ng, the ones in patchday18ng will be the ones loaded by the game.
Custom Add-on Rules:
- For custom add-ons (this actually applies to vanilla files too), it generally depends on what '<order value="##" />' (## = number/s) is/are used in the 'dlc.rpf's 'setup2.xml'. The highest number will be the one loaded by the game & if that number is higher than the ones in vanilla dlcs it will override them too.