Invisible windshield bug - ENB issue?
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So, this is the only car out of my 700+ add-on cars to exhibit this
And as I love the fact it's lowpoly with just over 3MB for yft+ytd I want to keep using it.
There is a 'trans' texture with 100% transparancy inside but when I set that to 40 or 60% opacity still no show, so this is not the window texture :P
I don't want to mess with my enbseries.ini (see my settings) as this is the only car with this bug...1999 CVPI with Honeycomb grill v1.2 by [YCA]RE
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Have you tried boosting the value ingame with enbseries to see if it's that in the first place, and how much "big" the problem is (i.e. how much you'd need to edit the texture in case)?
It seems that car uses the vanilla vehshare texture, and I know you use many modded cars that often have their own textures, so it could be the reason why you didn't notice it earlier.
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I didn't have much time this morning but yes.
I've increased GlassReflectionAmount=1.55 to 2.55 but that didn't make any difference on it (also didn't see much difference on vanilla cars?)And although yes it seems to use vanilla vehshare this bug is not present in any vanilla car.
Maybe I'll have to resort to changing this model to one of Bxbugs123's which are higher in poly's.
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@ReNNie said in Invisible windshield bug - ENB issue?:
Increased GlassReflectionAmount=1.55 to 2.55 but that didn't make any difference on it (also didn't see much difference on vanilla cars?)
Yea but try doing it with the mouse adjust tool, the "dot" that you can click on to increase the value iwth the mouse by rotating it around , simpler than manually adjusting and can be done quicker.
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@ReNNie Maybe the glass of it has a bad env or so. Or none at all
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By checking the model I can confirm it's the vehshare texture.
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@ReNNie said in Invisible windshield bug - ENB issue?:
I've increased GlassReflectionAmount=1.55 to 2.55 but that didn't make any difference on it (also didn't see much difference on vanilla cars?)
That sounds a little odd, this is a comparison between Vanilla (ENB off) and GlassReflectionAmount set to 2.5.
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Thnx guys, I'll look into it this evening some more
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@ReNNie I found the CVPI You asked for btw, ELS and all blue lights. It is in an pack along some other police cars. ELS of course.
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@LeeC2202 The Huracan has a better env I guess. It's a shame GTA uses such an crappy one.
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@Kwebbl I get the same on all the vanilla models, they all look fine.
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@Kwebbl What does that even mean
The game doesn't use a texture for reflections, it uses the ingame mesh from the map... env is just for viewing in Zmodeler.
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@GreenAid It affects the reflections.. Why would GTA have them, if it doesn't shows any purpose?
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@ReNNie https://www.gta5-mods.com/vehicles/city-of-los-santos-police-els-pack-pt-1 It is in this pack
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@Kwebbl well I don't know, I never noticed a difference in "quality of reflections" other than specular settings and mesh detailing.
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@GreenAid I've seen by screens from @Vans123 in my Skype that the ingame editor has higher resolution (2048) reflections than ingame gameplay. Don't know if that also applies to jedijosh's ingame screenshot tool tho...
I'm going to try and see if adding the vanilla glass texture and playing around with that is going to help me on this cvpi.
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@ReNNie Umm isn't that related to Reflection Quality in settings? (or some name like that)
Anyway this is going a lil off topic
Try indeed editing the texture like that and see how it works for you.
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Oh well, as long as we're sharing and learning
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@LeeC2202 said in Invisible windshield bug - ENB issue?:
I've increased GlassReflectionAmount=1.55 to 2.55 but that didn't make any difference on it (also didn't see much difference on vanilla cars?)
That sounds a little odd, this is a comparison between Vanilla (ENB off) and GlassReflectionAmount set to 2.5.
Correct (that that sounded odd). I just didn't see that much difference on a vanilla tailgater between 1.55 and 2.55.
I don't have 20-20 visionDoes that count for an excuse?
But had to increase GlassReflectionAmount to a whopping 10 on that cvpi to really see the windshield :p
I do immediately see it when I shoot it.Oh well... I'll live with it for now and search for some better alternatives for my L.E.E.T. pack
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@ReNNie said in Invisible windshield bug - ENB issue?:
Correct (that that sounded odd). I just didn't see that much difference on a vanilla tailgater between 1.55 and 2.55.
I don't have 20-20 vision Does that count for an excuse?Sorry about that, I meant to add more to my comment but got sidetracked by someone earlier.... Someone poked the hornets nest and they got out.
As a result, I seem to be writing half comments that don't really read that well in hindsight. I've probably come across as being a bit of a git in some of them, which I apologise for if that has been the case.
I was going to ask if ENB seemed to be working correctly on the whole, or if there were more effects you were expecting to see that weren't showing up properly... just to check if it was an ENB config problem more than anything.
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@LeeC2202 said in Invisible windshield bug - ENB issue?:
if that has been the case
No, it hasn't. Not at all (!!)
Tomorrow I've got some more time so I'll switch update.rpf to VisualV to see what's what. Still think it something inside the current timecycle / visualsettings.dat I'm using
And test PyP 1.2.7 some more
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@ReNNie @LeeC2202 people usually have a misconception on alot of stuff regarding to shaders. Chrome and glass being the most common of them. Chrome in games like GTAV has been the opposite of what people see in real life, you can have whiteish chrome in real life but in GTA V over the time you can see the lighter the texture gets, the lesser amount of environmental effects you see on such material.
Have for example a gradient running from white to black, Even if you apply highest grade of environmental reflective power by specular which would be white in Green channel of an RGB texture you would see the black part of this gradient being totally chromed, with no chance whatsoever of being able to see the black under such powerful environmental reflections, but as you move into whiteish areas of this same gradient you would see at the very white part of it, you would be able to see the white below all the environmental reflection effects, Thats why we see alot of mods released with this ugly white at "chrome" parts, people just dont take the time to brain the issue down and realise about this big misconception.Windows are basicly the same, we just see this from alpha/transparency point. Where you have to imagine a gradient running from 255 opacity level to 1, 255 being totally visible and 1 being ad close to invisible. Environmental effects which translate to reflections are increasingly more visible the closer you are to 255, while they get less visible the closer you get to 1. You have R* glass texture as perfect example of this, which most of time people dont take the time to look at, V's stock cars windows are far from being clear/fully invisible. R* windows are about at 180-160 or even less but certainly not that close to 1 opacity color in the gradient mentioned before, making reflections visible but yet the glass still not as dark as someone would think. Another misconception frequently released in car mods making the cars look like they lack windows, point can easly be proven by tinting car windows, the more tint you apply the more the glass opacity level moves to 255 which puts it closer to the max amount of visibility for environmental effects.
Hope this was the point you were trying to reach by the windows visibility
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@ReNNie the car shows reflections at sirens glass, metal caps at rims and the bodypaint. This is certainly a problem regarding textures. And while you can fuck up textures by using a totally invisible glass texture, something else came to my mind, does the car have interior glass reflections? If it doesnt then im 99% positive the author fuckd up putting a black specular texture in the material used for such glass part to avoid interior glass reflections(look ugly) but he didnt realise he used the very same material for outer glass, removing them too. Which im starting to think he used the same material at headlight glass too, you can barely see reflections on them too
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@Vans123 said in Invisible windshield bug - ENB issue?:
people usually have a misconception on alot of stuff regarding to shaders
From what I have seen, shaders are only a small fraction of the misconception problem, when it comes to vehicle mods. Texture sizes, mipmaps, bone heirarchy, LODs...
I see textures that are 2560 wide, because someone thinks that 2048 + 512 is a power-of-two texture width. If the basics are causing some people problems, I don't think it's any surprise that shaders are also causing problems.
What it needs, is someone to document the importance and implementation of the essentials. I know how these things work but between doing the script mods, and moderation, I don't have the time to battle with the awful software needed to do that. If this could all be done in Max, I would do it.
I think if the foundations could be laid and the basics thoroughly covered, the mod quality would improve massively, across the whole spectrum of modders. Problems like these windows would be a thing of the past, apart from the new modders just starting out. But if the information is there for them to learn from, they get the basics right much quicker.
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@LeeC2202 there is no reason to have other than 2 textures in 2048 inside your .ytd, dirt and bodypaint map, liveries can be and should be 1024, people sometimes talk about lag with .ytds with over 50 liveries ranging to 2048 each, dont even talk when we involve 4086. Bone hierarchy, you can add, but never delete basic bones. Lods are really important, not possible in every car due file size.
Would love to do a documentation guide tho