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A compendium of tweaks and fixes for the PC version

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Vasilyevich

Rookie
#841
Jun 10, 2015
When i found this thread

https://www.youtube.com/watch?v=ENGnmFojJDU
 
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essenthy

Rookie
#842
Jun 10, 2015
agatsuma said:
Storms and heavy clouds during daytime are still broken, rain is going, lightings are striking, but still bright sun and no dark sky.((( Also files still larger than originals that is not good.(
Click to expand...
you must be doing something wrong, because we fixed these issue very early on

---------- Updated at 08:36 PM ----------

Asmodean778 said:
The environment files are encrypted. So you obv can't read them with a text editor.

Example;

GL reading that.

Also, I've got a feeling the game won't accept them, if they're hacky modified. They'd need to be the exact same size in bits, or the game will reject them, and crash. Goodluck with it though, would be cool to edit them.

I suspect REDKit may not even let you edit the env files. Unless they specifically add it, by request or such. It probably just enables you to associate specific env files for specific areas, etc. Similar to what you can already do (messily) by manually editing the csv's.

I also suspect the weather conditions associated with those startup csv files, are referenced elsewhere also, seperately. It would explain the annoyances, getting the modified env files to stick during location transition / travel, etc.

But that's merely speculation.
Click to expand...
i think the problem will be more that we will have trouble re injecting an edited env file ( larger ) than the game rejecting it because it has a different size, did you notice anything that let you think the game will check bits in a given file ? might do it for *.bundle not sure for isolated/loaded files
 
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KNGRSM

Rookie
#843
Jun 10, 2015
agatsuma said:
Storms and heavy clouds during daytime are still broken, rain is going, lightings are striking, but still bright sun and no dark sky.((( Also files still larger than originals that is not good.(
Click to expand...
that is simply because the lighting is different in the .env files used for the cutscenes, it's just much brighter than in the _specifically_ created .env file used for the (WT_Heavy_Clouds_Dark) weather preset called env_novigrad_dark_clouds_heavy.env.

You can't change that as of now, my mod just simply replaces all specific .env used for the weather presets with the file _specifically_ used files for the other weather presets.

As does exactly the other mod! Except that the envBlend value is set to 0.5 instead of 1.0. As in how much strength the environment settings file (cutscen_definition_global.env) blends in.

there is literally nothing different except the blend parameter only using 0.5, which isn't even the original cutscene value of 1.0.
 
Last edited: Jun 10, 2015
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agatsuma

Banned
#844
Jun 10, 2015
KNGRSM said:
that is simply because the lighting is different in the .env files used for the cutscenes, it's just much brighter than in the _specifically_ created .env file used for the (WT_Heavy_Clouds_Dark) weather preset called env_novigrad_dark_clouds_heavy.env.

You can't change that as of now, my mod just simply replaces all specific .env used for the weather presets with the file _specifically_ used for the other weather presets.

As does exactly the other mod! Except that the envBlend value is set to 0.5 instead of 1.0. As in how much strength the environment settings file (cutscen_definition_global.env) blends in.
Click to expand...
Yeah, I know that, hope *.env files will be deserialized soon.)

essenthy said:
you must be doing something wrong, because we fixed these issue very early on
Click to expand...
No, it's just that cutscene lighting env file does not contain day darkening and dark sky in it like storm env files.
If Im wrong - will be very greatfull for help. Can you post screenshot with cutsceen light in rainstorm at 12am ingame?
 
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essenthy

Rookie
#845
Jun 10, 2015
agatsuma said:
Yeah, I know that, hope *.env files will be deserialized soon.)



No, it's just that cutscene lighting env file does not contain day darkening and dark sky in it like storm env files.
If Im wrong - will be very greatfull for help. Can you post screenshot with cutsceen light in rainstorm at 12am ingame?
Click to expand...
of course it dosnt, and it shouldnt be used for raining/dark weather settings, its useless, they already have bright lighting and bloom, simple as that

---------- Updated at 08:46 PM ----------

**
 
Last edited: Jun 10, 2015
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natty.dread.011

Forum regular
#846
Jun 10, 2015
Asmodean778 said:
I've nothing against nexus, btw. Been a member there for like 6 years or something like that. It's just I cba providing the required support for it. I said I wasn't going to start modding this game, until I'd completed it once.

I've already tweaked, and modded it quite a lot. ( Because I've no self control lol ). Most stuff was too unstable w/o red tools, to release. Hence I'm still on the Baron quest line lol. I want to play the game, that I've waited 3 years for : )

I tried to make this rule for myself(and hardly stick to it), because I always ruin games for myself, when I start modding them too much before completing them. I've already seen some major spoilers from inside the game files. Which I cannot unsee lol : (

------------
Btw, if anyone was curious what sort of info is in the environment files. I opened the cutscene lighting one in a hex editor, to see some of the command variables used, etc. It's in the spoiler below, for those interested.

Address "Length (dec)" "Length (hex)" Strings
000000A1 22 16 CEnvironmentDefinition
000000B8 9 09 envParams
000000C2 22 16 CAreaEnvironmentParams
000000D9 19 13 m_finalColorBalance
000000ED 31 1F CEnvFinalColorBalanceParameters
0000010D 9 09 activated
00000117 4 04 Bool
0000011C 19 13 activatedBalanceMap
00000130 26 1A activatedParametricBalance
0000014B 15 0F vignetteWeights
0000015B 12 0C SSimpleCurve
00000168 9 09 CurveType
00000172 16 10 ESimpleCurveType
00000183 9 09 SCT_Color
0000018D 15 0F dataCurveValues
0000019D 27 1B array:142,0,SCurveDataEntry
000001BC 5 05 Float
000001C2 10 0A ntrolPoint
000001CD 6 06 Vector
000001DE 21 15 romaticAberrationSize
000001F4 15 0F ScalarEditScale
00000208 8 08 rveTypeL
00000211 6 06 Uint16
00000218 8 08 rveTypeR
00000221 16 10 balanceMapAmount
00000232 21 15 balancePostBrightness
00000248 13 0D levelsShadows
00000256 16 10 ScalarEditOrigin
00000267 12 0C dataBaseType
00000274 14 0E ECurveBaseType
00000283 12 0C CT_Segmented
00000290 14 0E levelsMidtones
0000029F 16 10 levelsHighlights
000002B0 15 0F midtoneRangeMin
000002C0 15 0F midtoneRangeMax
000002D0 16 10 midtoneMarginMin
000002E1 16 10 midtoneMarginMax
000002F2 20 14 parametricBalanceLow
00000307 31 1F CEnvParametricBalanceParameters
00000327 10 0A saturation
00000332 5 05 color
00000338 15 0F SCT_ColorScaled
00000348 20 14 parametricBalanceMid
0000035D 21 15 parametricBalanceHigh
00000373 9 09 m_sharpen
0000037D 21 15 CEnvSharpenParameters
00000393 11 0B sharpenNear
0000039F 10 0A sharpenFar
000003AA 12 0C distanceNear
000003B7 11 0B distanceFar
000003C3 15 0F lumFilterOffset
000003D3 14 0E lumFilterRange
000003E2 8 08 m_ssaoNV
000003EB 20 14 CEnvNVSSAOParameters
00000400 6 06 radius
00000407 4 04 bias
0000040C 14 0E detailStrength
0000041B 14 0E coarseStrength
0000042A 13 0D powerExponent
00000438 13 0D blurSharpness
00000446 10 0A valueClamp
00000451 9 09 ssaoColor
0000045B 19 13 nonAmbientInfluence
0000046F 21 15 translucencyInfluence
00000485 8 08 m_ssaoMS
0000048E 20 14 CEnvMSSSAOParameters
000004A3 20 14 noiseFilterTolerance
000004B8 13 0D blurTolerance
000004C6 17 11 upsampleTolerance
000004D8 16 10 rejectionFalloff
000004E9 25 19 combineResolutionsWithMul
00000503 14 0E hierarchyDepth
00000512 16 10 normalAOMultiply
00000523 32 20 normalToDepthBrightnessEqualiser
00000544 29 1D normalBackProjectionTolerance
00000562 13 0D m_globalLight
00000570 25 19 CEnvGlobalLightParameters
0000058A 29 1D activatedGlobalLightActivated
000005A8 8 08 sunColor
000005B1 17 11 sunColorLightSide
000005C3 25 19 sunColorLightOppositeSide
000005DD 18 12 sunColorCenterArea
000005F0 19 13 sunColorSidesMargin
00000604 26 1A translucencyFlatBrightness
0000061F 29 1D translucencyFresnelScaleLight
0000063D 34 22 translucencyFresnelScaleReflection
00000660 27 1B envProbeBaseLightingAmbient
0000067C 30 1E CEnvAmbientProbesGenParameters
0000069B 12 0C colorAmbient
000006A8 13 0D colorSceneAdd
000006B6 11 0B colorSkyTop
000006C2 15 0F colorSkyHorizon
000006D2 8 08 skyShape
000006DB 30 1E envProbeBaseLightingReflection
000006FA 33 21 CEnvReflectionProbesGenParameters
0000071C 13 0D colorSceneMul
0000072A 11 0B colorSkyMul
00000736 11 0B colorSkyAdd
00000742 11 0B remapOffset
0000074E 10 0A remapClamp
00000759 35 23 charactersLightingBoostAmbientLight
0000077D 36 24 charactersLightingBoostAmbientShadow
000007A2 38 26 charactersLightingBoostReflectionLight
000007C9 39 27 charactersLightingBoostReflectionShadow
000007F1 24 18 charactersEyeBlicksColor
0000080A 32 20 charactersEyeBlicksShadowedScale
0000082B 25 19 envProbeAmbientScaleLight
00000845 26 1A envProbeAmbientScaleShadow
00000860 28 1C envProbeReflectionScaleLight
0000087D 29 1D envProbeReflectionScaleShadow
0000089B 26 1A envProbeDistantScaleFactor
000008B6 11 0B m_speedTree
000008C2 23 17 CEnvSpeedTreeParameters
000008DA 7 07 diffuse
000008E2 13 0D specularScale
000008F0 17 11 translucencyScale
00000902 17 11 pigmentBrightness
00000914 13 0D m_toneMapping
00000922 25 19 CEnvToneMappingParameters
0000093C 23 17 skyLuminanceCustomValue
00000954 24 18 skyLuminanceCustomAmount
0000096D 19 13 luminanceLimitShape
00000981 17 11 luminanceLimitMin
00000993 17 11 luminanceLimitMax
000009A5 15 0F rejectThreshold
000009B5 18 12 rejectSmoothExtent
000009C8 25 19 newToneMapCurveParameters
000009E2 30 1E CEnvToneMappingCurveParameters
00000A01 16 10 shoulderStrength
00000A12 14 0E linearStrength
00000A21 11 0B linearAngle
00000A2D 11 0B toeStrength
00000A39 12 0C toeNumerator
00000A46 14 0E toeDenominator
00000A55 20 14 newToneMapWhitepoint
00000A6A 19 13 newToneMapPostScale
00000A7E 13 0D exposureScale
00000A8C 9 09 postScale
00000A96 10 0A m_bloomNew
00000AA1 22 16 CEnvBloomNewParameters
00000AB8 17 11 brightPassWeights
00000ACA 9 09 dirtColor
00000AD4 9 09 threshold
00000ADE 14 0E thresholdRange
00000AED 13 0D brightnessMax
00000AFB 11 0B shaftsColor
00000B07 12 0C shaftsRadius
00000B14 14 0E shaftsShapeExp
00000B23 20 14 shaftsShapeInvSquare
00000B38 15 0F shaftsThreshold
00000B48 20 14 shaftsThresholdRange
00000B5D 11 0B m_globalFog
00000B69 23 17 CEnvGlobalFogParameters
00000B81 12 0C fogActivated
00000B8E 17 11 fogAppearDistance
00000BA0 14 0E fogAppearRange
00000BAF 10 0A fogDensity
00000BBA 11 0B fogFinalExp
00000BC6 14 0E aerialFinalExp
00000BD5 19 13 ssaoImpactNearValue
00000BE9 18 12 ssaoImpactFarValue
00000BFC 22 16 ssaoImpactNearDistance
00000C13 21 15 ssaoImpactFarDistance
00000C29 5 05 m_sky
00000C2F 23 17 CEnvGlobalSkyParameters
00000C47 21 15 sunColorSkyBrightness
00000C5D 14 0E sunAreaSkySize
00000C6C 30 1E sunColorHorizonHorizontalScale
00000C8B 12 0C sunInfluence
00000C98 22 16 moonColorSkyBrightness
00000CAF 15 0F moonAreaSkySize
00000CBF 31 1F moonColorHorizonHorizontalScale
00000CDF 13 0D moonInfluence
00000CED 19 13 globalSkyBrightness
00000D01 14 0E m_depthOfField
00000D10 26 1A CEnvDepthOfFieldParameters
00000D2B 12 0C nearBlurDist
00000D38 13 0D nearFocusDist
00000D46 12 0C farFocusDist
00000D53 11 0B farBlurDist
00000D5F 9 09 intensity
00000D69 21 15 activatedSkyThreshold
00000D7F 17 11 activatedSkyRange
00000D91 22 16 m_colorModTransparency
00000DA8 34 22 CEnvColorModTransparencyParameters
00000DCB 13 0D commonFarDist
00000DD9 15 0F filterNearColor
00000DE9 14 0E filterFarColor
00000DF8 20 14 contrastNearStrength
00000E0D 19 13 contrastFarStrength
00000E21 15 0F autoHideCustom0
00000E31 27 1B CEnvDistanceRangeParameters
00000E4D 8 08 distance
00000E56 5 05 range
00000E5C 15 0F autoHideCustom1
00000E6C 15 0F autoHideCustom2
00000E7C 15 0F autoHideCustom3
00000E8C 9 09 m_shadows
00000E96 21 15 CEnvShadowsParameters
00000EAC 18 12 autoHideBoxSizeMin
00000EBF 18 12 autoHideBoxSizeMax
00000ED2 19 13 autoHideBoxCompMaxX
00000EE6 19 13 autoHideBoxCompMaxY
00000EFA 19 13 autoHideBoxCompMaxZ
00000F0E 17 11 autoHideDistScale
00000F20 7 07 m_water
00000F28 19 13 CEnvWaterParameters
00000F3C 18 12 waterFlowIntensity
00000F4F 20 14 underwaterBrightness
00000F64 22 16 underWaterFogIntensity
00000F7B 10 0A waterColor
00000F86 12 0C waterFresnel
00000F93 13 0D waterCaustics
00000FA1 18 12 waterFoamIntensity
00000FB4 17 11 waterAmbientScale
00000FC6 17 11 waterDiffuseScale
00000FD8 13 0D m_colorGroups
00000FE6 25 19 CEnvColorGroupsParameters
00001000 12 0C defaultGroup
0000100D 9 09 fxDefault
00001017 6 06 fxFire
0000101E 11 0B fxFireLight
0000102A 12 0C customGroup0
00001037 12 0C customGroup1
00001044 12 0C customGroup2
00001051 18 12 m_flareColorGroups
00001064 30 1E CEnvFlareColorGroupsParameters
00001083 7 07 default
0000108B 24 18 CEnvFlareColorParameters
000010A4 6 06 color0
000010AB 8 08 opacity0
000010B4 6 06 color1
000010BB 8 08 opacity1
000010C4 6 06 color2
000010CB 8 08 opacity2
000010D4 6 06 color3
000010DB 8 08 opacity3
000010E4 7 07 custom0
000010EC 7 07 custom1
000010F4 7 07 custom2
000010FC 18 12 m_sunAndMoonParams
0000110F 24 18 CEnvSunAndMoonParameters
00001128 7 07 sunSize
00001130 12 0C sunFlareSize
0000113D 13 0D sunFlareColor
0000114B 8 08 moonSize
00001154 9 09 moonColor
0000115E 13 0D moonFlareSize
0000116C 14 0E moonFlareColor
0000117B 12 0C m_windParams
00001188 18 12 CEnvWindParameters
0000119B 20 14 windStrengthOverride
000011B0 22 16 cloudsVelocityOverride
000011C7 17 11 m_gameplayEffects
000011D9 29 1D CEnvGameplayEffectsParameters
000011F7 27 1B catEffectBrightnessMultiply
00001213 27 1B behaviorAnimationMultiplier
0000122F 21 15 specularityMultiplier
00001245 20 14 glossinessMultiplier
0000125A 12 0C m_motionBlur
00001267 24 18 CEnvMotionBlurParameters
00001280 8 08 strength
00001289 19 13 m_cameraLightsSetup
0000129D 31 1F CEnvCameraLightsSetupParameters
000012BD 14 0E gameplayLight0
000012CC 25 19 CEnvCameraLightParameters
000012E6 29 1D cameraLightsNonCharacterScale
000033A0 4 04 333?
000033E6 4 04 vO3B
0000368B 4 04 333?
0000382A 4 04 333?
000047F5 4 04 A&E@
0000482C 4 04 htX@
000074FD 4 04 U1%?
Click to expand...
So they are not editable in any meaningful way yet? :(
All of these values are controlled via curve in W2 REDkit. Curve that goes from 00.00 to 24.00h so that at any point during the ToD you can set a different value. Could these values point to that curve which is stored somewhere else?

I'd like something answered so we can reach full disclosure if you don't mind:
If you are able to blend cutscene env with the regular gamplay ones - does that mean that the "cutscene lighting" env is not different or has "improved lighting accuracy" and "higher quality ambient occlusion, and shadowing" than the gameplay env? It's just a different ToD setup that use the same variables with different values (more bloom, more AO, etc...), right?
 
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KNGRSM

Rookie
#847
Jun 10, 2015
agatsuma said:
No, it's just that cutscene lighting env file does not contain day darkening and dark sky in it like storm env files.
If Im wrong - will be very greatfull for help. Can you post screenshot with cutsceen light in rainstorm at 12am ingame?
Click to expand...
you're not wrong. It can't be like the original since all he did, was exactly as in my mod replace every .env file used with cutscen_definition_global.env and then only using 0.5 half the strength the settings are blended.

It doesn't make any sense, you can't get the original dark heavy clouds to work using cutscen_definition_global.env, that's why they they load env_novigrad_dark_clouds_heavy.env for the weather preset.
 
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agatsuma

Banned
#848
Jun 10, 2015
essenthy said:
of course it dosnt, and it shouldnt be used for raining/dark weather settings, its useless, they already have bright lighting and bloom, simple as that

---------- Updated at 08:46 PM ----------

@KNGRSM is this the guy you're talking about ? http://codepen.io/fireundubh/blog/the-witcher-3-classes-functions-and-events
Click to expand...
But in mod that Asmodean778
posted there cutscene env set to all weathers, including storms.​
 
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essenthy

Rookie
#849
Jun 10, 2015
natty.dread.011 said:
So they are not editable in any meaningful way yet? :(
All of these values are controlled via curve in W2 REDkit. Curve that goes from 00.00 to 24.00h so that at any point during the ToD you can set a different value. Could these values point to that curve which is stored somewhere else?

I'd like something answered so we cane reach full disclosure if you don't mind:
If you are able to blend cutscene env with the regular gamplay ones - does that mean that the "cutscene lighting" env is not different or has "improved lighting accuracy" and "higher quality ambient occlusion, and shadowing" than the gameplay env? It's just a different ToD setup that use the same variables with different values (more bloom, more AO, etc...), right?
Click to expand...
you cant blend 2 env file, ther's one slot for one single env file in every weather preset, for example " clear " weather does not have any env file you can just slap it there

however you have 3 slot for fx/clouds, so can go crazy use any fx/clouds combination you want
 
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KNGRSM

Rookie
#850
Jun 10, 2015
natty.dread.011 said:
I'd like something answered so we can reach full disclosure if you don't mind:
If you are able to blend cutscene env with the regular gamplay ones - does that mean that the "cutscene lighting" env is not different or has "improved lighting accuracy" and "higher quality ambient occlusion, and shadowing" than the gameplay env? It's just a different ToD setup that use the same variables with different values (more bloom, more AO, etc...), right?
Click to expand...
you don't blend with regular ones. you REPLACE regular ones (specifically created for that specific weather preset) with cutscene.env, hence you can't achieve dark clouds since dark clouds are only dark because of different light used. and the light used in cutscene.env is just to bright to have the clouds appear as dark clouds. thats the point, you still load the same CLOUDS, all you change is the replaced .env files!!!
 
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Black_Iris

Rookie
#851
Jun 10, 2015
KNGRSM said:
there is literally nothing different except the blend parameter only using 0.5, which isn't even the original cutscene value of 1.0.
Click to expand...
True, but in this way the effect is subtler so much part of, for example, the overexposed sky in certain circumstances is practically gone (as the too "brownish" filter). It is a simple but elegant trick, actually (many times the more efficacious things are simple ones).
 
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essenthy

Rookie
#852
Jun 10, 2015
KNGRSM said:
you're not wrong. It can't be like the original since all he did, was exactly as in my mod replace every .env file used with cutscen_definition_global.env and then only using 0.5 half the strength the settings are blended.

It doesn't make any sense, you can't get the original dark heavy clouds to work using cutscen_definition_global.env, that's why they they load env_novigrad_dark_clouds_heavy.env for the weather preset.
Click to expand...
oh ok then Asmodean shared his version not mine, that make more sense
 
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natty.dread.011

Forum regular
#853
Jun 10, 2015
I didn't mean blend and use both env's I meant blend them in a new env.

But still, I'd like like the answer to this:

natty.dread.011 said:
If you are able to blend cutscene env with the regular gamplay ones - does that mean that the "cutscene lighting" env is not different or has "improved lighting accuracy" and "higher quality ambient occlusion, and shadowing" than the gameplay env? It's just a different ToD setup that use the same variables with different values (more bloom, more AO, etc...), right?
Click to expand...
Thanks.
 
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KNGRSM

Rookie
#854
Jun 10, 2015
essenthy said:
---------- Updated at 08:46 PM ----------

@KNGRSM is this the guy you're talking about ? http://codepen.io/fireundubh/blog/the-witcher-3-classes-functions-and-events
Click to expand...
this table from fireundubh is based on what Sir_Kane decompiled from the game's scripts. I don't know if I can post that here, but what I'm talking about is the source of the game. Here's a snippet:

public function OnGameStarting(restored : Bool) : Bool{ var diff : Int32;
if (!restored){
gameplayFacts.Clear();
gameplayFactsForRemoval.Clear();
}
if (!FactsDoesExist("lowest_difficulty_used") || GetLowestDifficultyUsed() == 0){
SetLowestDifficultyUsed(GetDifficultyLevel());
}
SetHoursPerMinute(0.250000);
SetTimescaleSources();
isDialogOrCutscenePlaying = false;
params.Init();
witcherLog = new W3GameLog in this;
InitGamerProfile();
damageMgr = new W3DamageManager in this;
tooltipSettings = LoadCSV("gameplay\globals\tooltip_settings.csv");
minimapSettings = LoadCSV("gameplay\globals\minimap_settings.csv");
LoadHudSettings();
playerStatisticsSettings = LoadCSV("gameplay\globals\player_statistics_settings.csv");
LoadQuestLevels("gameplay\globals\quest_levels.csv");
expGlobalModifiers = LoadCSV("gameplay\globals\exp_mods.csv");
expGlobalMod_kills = StringToFloat(expGlobalModifiers.GetValueAt(0, 0), );
expGlobalMod_quests = StringToFloat(expGlobalModifiers.GetValueAt(1, 0), );
InitializeEffectManager();
envMgr = new W3EnvironmentManager in this;
envMgr.Initialize();
runewordMgr = new W3RunewordManager in this;
runewordMgr.Init();
theGame.RequestPopup('OverlayPopup', );
theSound.Initialize();
if (IsLoadingScreenVideoPlaying()){
theSound.EnterGameState(13);
}
}
Click to expand...

also, skomski, the guy who released the debug console mod already released a very early version of a script-loader that allows you to load your own scripts that you compiled using witcher 3's script compiler.

also pay attention to

InitializeEffectManager();
envMgr = new W3EnvironmentManager in this;
envMgr.Initialize();

btw, we're all hanging out on #gibbed on synIRC.
 
Last edited: Jun 10, 2015
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Black_Iris

Rookie
#855
Jun 10, 2015
KNGRSM said:
that is simply because the lighting is different in the .env files used for the cutscenes, it's just much brighter than in the _specifically_ created .env file used for the (WT_Heavy_Clouds_Dark) weather preset called env_novigrad_dark_clouds_heavy.env.

You can't change that as of now, my mod just simply replaces all specific .env used for the weather presets with the file _specifically_ used files for the other weather presets.

As does exactly the other mod! Except that the envBlend value is set to 0.5 instead of 1.0. As in how much strength the environment settings file (cutscen_definition_global.env) blends in.

there is literally nothing different except the blend parameter only using 0.5, which isn't even the original cutscene value of 1.0.
Click to expand...
I actually think that he is talking of a different thing here. He simply sees no dark clouds at all (no less dark than default). He probably loaded a save with a storm going on and so the rain loads but the sky doesn't load properly (as all default saves loaded with the mod).

What it happens in the case is exactly what he describes: the sky is strange (opaque but lightened, it's difficult to explain), there are no clouds (as in all loaded save games from the default lightning scheme) but rain is actually there. So it seems like it is raining but without the "dark clouds" (as he puts it).

Storms definitely appear with the mod; they appears either on yours that has no "blending", they are just less dark than usual given the higher luminance of the cutscene lightning (but with the Asmodean changes they are almost the same as in the default game; still less dark but less noticeable, as for night).
 
Last edited: Jun 10, 2015
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essenthy

Rookie
#856
Jun 10, 2015
oh ok ,incoming, i used to go there while modding Watch dogs and spam rick :D
 
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KNGRSM

Rookie
#857
Jun 11, 2015
Just updated the Cutscene Lighting Mod. You can now choose your own envBlend strength (lighting intensity) values to see what fits you best.



Download: http://www.nexusmods.com/witcher3/mods/154/
 

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jonwd7

Rookie
#858
Jun 11, 2015
iceternal said:
And if I want to stay at 3072 to limit the performance cost, is 3/2/2/2 ok ? will it be a significant improvement ?
Click to expand...
Yes there is nothing wrong with those values. It will be quite an improvement, IMO.

You have to define what significant improvement means to you though. A CSDS0=3 is going to produce slightly blurrier shadows than CSDS0=1, but the benefit is in covering a larger area with C0.

So at 3072, here's a quick comparison of 1/1/1.5/1.5 vs 3/2/2/2

1/1/1.5/1.5 vs 3/2/2/2

Ultra: Cascades 0/1 don't even reach the house, placing the house in cascade 2 which is quite blurry.
Custom: Cascade 0 covers a much larger area and Cascade 1 expands to cover the house. Cascade 2 is limited to the distant shadows.

1/1/1.5/1.5 vs 3/2/2/2

Ultra: Cascade 1<->2 transition is highly visible. Tree shadows look bad in cascade 2.
Custom: Pushes the cascade transition far enough away from you so that you won't see it so closely.

I broke down each cascade and used some Photoshop trickery to isolate each cascade. So below is a visual representation of the cascade breakdown at each setting. Ignore the area where Geralt is... had to remove him because he changed position too much.

Cascade 0 is RED
Cascade 1 is GREEN
Cascade 2 is BLUE

1/1/1.5/1.5



3/2/2/2



You can see there is a much better cascade distribution. Since cascade 0 has higher texture resolution than cascade 1 (regardless of scale value), you want to try to make cascade 0 take up a good chunk of the screen. You want cascade 1 to take up slightly less, and cascade 2 even less than that. The default values aren't much of a problem outside of cities, but inside cities you have a lot of distant, tall buildings so the end up getting caught up in lower quality cascades and taking up a lot of the screen.


GeraltOrBust said:
So, ah, what are the best values to use for:

  • Absolute best shadow quality, performance be dammned
  • A good compromise between quality and performance, erring slightly on quality side (aka above Ultra)
Thanking you in advance!
Click to expand...
You'd have to define "best".

1. Do cascade transitions bother you? That is, do you notice the small object shadows pop in at the 0<->1 border?
2. Is "best" maximum sharpness or maximum distance? Which is more important if it's a blend?
3. Do you have FoliageDistanceScale at above-Ultra values?

I would say that setting FoliageDistanceScale to something as high as 6 is a requirement for "best shadows". Setting it to 3 is a good compromise. If you have FoliageDistanceScale set to 3-6 you need to assure your further cascades actually reach to cover them. You'd also want to increase FoliageShadowDistanceScale above Ultra as well, which covers smaller bushes and things.

If you do adjust the foliage distances, then something like 8/4/2/1 may simply not be far enough. So you may need 8/4/4/2. I just haven't gotten around to testing this yet because finding an extremely distant, clear view with lots of trees is kind of difficult. Right now I'm on an old video card while I wait for my Step-Up to a 980 Ti to get here. :)

So, if you want the highest possible shadow resolution,

1. Set CascadeShadowmapSize to 8192.
2. Set C0 scale to 4-8. Don't set C0 scale above 8 or you start losing significant spatial resolution in C0. Lower than 4 is probably a waste of the resolution.
3. Don't set C1 scale above C0's scale or you will worsen the resolution difference at the C0<->C1 cascade transition.
3a. Like I showed in my last post, setting C0+C1 too high can cause really weird looking distant LOD, especially buildings in Novigrad... So you may not want C1 to exceed 4.
4. C2 and C3, you only increase as far as you need to cover your foliage distance. Neither should need to exceed 4, and a minimum of 2 is wise.

Also, try setting CascadeShadowQuality to 4 if it was set at 1. I'm still trying to figure out if this is shadow multisampling or what. I simply can't replicate the enormous differences that Nvidia showed in their comparison (though they appear to have swapped the images).

---

A good balance for CascadeShadowMapSize=4096 is 4/3/3/2 if you want higher than Ultra foliage distance. You might get away with 4/3/2/2. If seeing the C0<->C1 transition that close to the camera absolutely destroys your immersion or whatever, you can set C0 to 5 or 6 but just realize that you're starting to harm shadow quality.

--

I personally think the benefits of 8192 vs 4096 are not worth it. I would say the difference is too subtle for the performance impact. The number of scenes where you would notice any difference is just too small, considering they have about the same spatial resolution (at the settings suggested).

I think that once REDKit 2 comes out, that we will see mods which increase the number of objects which will render in C1. It would then be more beneficial to stay at 4096 and keep C0 at 4 max. Because once you no longer see as much shadow pop-in there isn't much point in keeping C0 so large.
 
Last edited: Jun 11, 2015
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themitey1

Rookie
#859
Jun 11, 2015
@jonwd7 , what would you recommend for lower FoilageDistanceScale values, such as 1-1.5. Assume using CascadeShadowMapSize=3072.
 
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LambertoKevlar

Forum regular
#860
Jun 11, 2015
KNGRSM said:
Just updated the Cutscene Lighting Mod. You can now choose your own envBlend strength (lighting intensity) values to see what fits you best.



Download: http://www.nexusmods.com/witcher3/mods/154/
Click to expand...
What values were by default in 0.3 mod?
 
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