Posts made by InfiniteQuestion
Questionnaire about clouds in your game
- Do you see clouds at night? The textured clouds that change, puffs contrails wisps, not the ones that morph.
- Do you see cloud shadows? Either at night or during the day, do you see the cloud shadows move and the light get brighter and darker?
- How dark is your nights?
- Does your night get its light from the moon or the fake ambient glow everywhere?
- Do you see shadows at night cast from the moon light?
Thank you for answering these questions. The reason I ask is these are questions that have been on my mind for a while. I am currently going through the games code trying to get things looking right, especially at night. All the mods I have tried suffer from almost all the problems up there.
Things I have learned. The game has 3 different clouds. The first 2 are labeled as fog and not clouds. After making all colors blue I determined there are 4 fog color values that control the clouds. The two clouds are also controlled by the cloud density multipliers.
The first clouds are thick hazy clouds that block out the sun and stars, used for rain and thunder. Didn't like, immediately disabled. The second ones are the same but more of a continuous pattern with gaps in it. Looks great, but after a while looking at it the illusion was destroyed, those are not clouds. So i disabled those as well.
So now I have a clear sky with tiny little amounts of real clouds that disappear at night. Time to look at cloudkeyframes.xml. O wow, that is a mess of confusing code. 24 hours later and lots of coffee / game crashes, I was able to figure out 4 things. The majority of the values I assume are RGB and alpha values. Messed with them, crashed the game, moved on. The first values to have a good effect were the size and location. Managed to get triple the size clouds moved more toward overhead, but didnt quite get it overhead probably because of the physical textures do not go that high. Good enough, looks great, but still no clouds at night. Figuring out most values are RGB, i decided that they also should work on a time, and it looks like 0 - 24 hours. So i just copied the second to last and second to first over to the last and first values. Back in game, I have clouds at night. Sorry if you don't feel my excitement, but for once I can see the actual clouds of the game cover up the moon and get illuminated by its light. Just beautiful. So after removing the awful artificial glow of everything at night, my nights look pitch black in the woods but everything just feels so alive watching the moons shadows move through the forest. It gives everything just enough of a glow at night without making it night vision.
I have Natural Vision installed over Visual V, but even in the vanilla game most of these values are either severely reduced or turned off to the point I have never enjoyed playing the game at night and skip to morning. Thank you for taking the time to read and I would very much like to hear everyone's input on clouds in game.
TL;DR Night sucks, many lost sleepless nights staring at code, nights much better now.
RE: Remap controller?
@QBit07 I just uploaded my controller config. Just tested it, L3 is only needed for your ability.
RE: [SCRIPT] Adjustable Wheel Camera for Wheel Users + Hide Virtual Steering Wheel?
@mrwallace888 There is no way outside of editing the model to make the steering wheel disappear.
I use this for adjusting each car first person camera position. It has FOV and camera can be placed anywhere.
I use this for third person camera. You can set the camera anywhere in the ini file. First mode is a loose following camera, but second camera mode I use when drifting.
The two mods are not compatible with each other so before going into first person camera you need to turn off custom camera plus. Mine is set to number 1 key.
RE: Removing props with codewalker
@chonkie I didn't think about trying to scale the object down. That should be easier than removing it, I'll try that out. Thank you
Nope scaling down the trailer size still leaves the trailer left in game. Only after deleting every LOD trailer does it disappear but then i'm left with the lowest quality version attached to the land. I'm guessing without editing the actual texture file in 3ds max there is no way of removing most of the complicated props.
RE: Removing props with codewalker
@chonkie Thank you for the reply. After hours of messing around in ymaps I came to the realization that all the LODs are connected and removing a high detail one does in fact leave the low detail one left on the map. Another fact I learned is alot of the low detail props on the map are modeled with the land so to completely remove props will also remove the land. Props like trees and bushes can be removed, but anything bigger than that are physically part of the map as a whole.
Removing props with codewalker
I'm trying to remove a trailer from the map using codewalker. When I select the trailer I find It is stored in MPLowrider cs4_02.ymap and Patchday1NG lr_cs4_02.ymap. I removed the items using OpenIV but when I start the game the trailer is still there. In codewalker it says the trailers are deleted but not in game. Whats really confusing is I was able to remove powerlines and telephone poles from the X65T folder and that worked in game.
Also tried removing long distance LOD but that removes part of the land so i guess the two were modeled together so ill just have to stick with up close. But all I removed was the powerlines.
Stuck inside, decided to start stripping the desert of useless ugly items from the games map. Any help using codewalker is greatly appreciated as most the videos i've watched don't help.
RE: XML Syntax
Since we are talking about syntax in the DLC list, which is correct to use a forward slash or backward slash?
My DLC list has
While yours has
Which is correct because they both work and I keep seeing DLCs with both.
Also I only edit XML files inside of OpenIV only if its one small change. When adding lines or moving lines around I always use Notepad++. Not only for the bulk changing of values but it also has the option to show hidden characters other editors can't see. Most of the time it's just blindly copying DLC lines from a regular txt file.
RE: Any way I can use older update.rpf for new build?
@ManiacKnight My heavily modded GTA folder started crashing after 5 mins of play beginning in February. Out of no where, changing absolutely nothing. After exhausted efforts to one by one try my scripts and ASI, I updated over and over again my game config files and script hook making sure everything was updated. No go, still crash after 5mins. So I install vanilla backup folder and everything works great for days. I reinstall everything one by one from my backup files. Worked for a day, I thought my problems were behind me. Next day, 5 mins of play crashed.
Very very frustrated, I know Vanilla works, it was only after installing mods everything crashes after a day. So not giving up im gonna do this the very hard way, manual install every file from my last backup until the game crashes. That was a week ago, I'm still scared to push my game any farther. Yesterday I finished by reinstalling all my DLCs. So far I have played two 6 hour game sessions with no crashes.
Basically almost every file in update.rpf is modded in some way. Timecycle files, weather files, crime and cop files, vehicle handling, time and weather files, weather fx files, I have custom XBox controller files so those are very important backups, skydome water and fire effects, gameconfig and visualsettings, and clouds.....Damn thats alot of mods.
RE: Tree Texture Glitch(Purple Textures)
Could me a memory issue with the game or the computer itself. I recently built a track by the airport with close to 1,000. If I spend enough time at this track, then go back to the city, all my trees are purple/pink missing textures as well. Never had this issue with any maps, except for menyoo. Maybe a bug?
I tried code walker. Am I missing something cause I was able to do with object spooner in minutes something that would have taken hours to do.