[MOD] Super Turbo Lighting Mod

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yeah, pbr is still in the game for those wondering, how did it escape the nerfbat ? :p

what i wanted to do is to make the armor shine like real leather like it was in earlier builds, but the problem is when i studied the early footages/screenshots released, it seemed inconsistent across the many builds, sometime it was very shiny sometime it was normal grainy shiny

and when we found out about the eurogamer interview where they talked about the old lighting system that was in place, i though that it was actually because of the lighting rather than the pbr material itself that made it shine like that

or simply the specular map was brighter, thats something fairly easy to increase i believe for someone who know how to manipulate textures

also the overall resolution of the armor was probably higher than what it is
 
Don't understand what you mean by downgraded within that context.

Its polygon count may have been reduced aswell as its texture quality. Just speculating since to me kaer moren armor seemed much better in the old trailers.

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yeah, pbr is still in the game for those wondering, how did it escape the nerfbat ? :p

what i wanted to do is to make the armor shine like real leather like it was in earlier builds, but the problem is when i studied the early footages/screenshots released, it seemed inconsistent across the many builds, sometime it was very shiny sometime it was normal grainy shiny

and when we found out about the eurogamer interview where they talked about the old lighting system that was in place, i though that it was actually because of the lighting rather than the pbr material itself that made it shine like that

or simply the specular map was brighter, thats something fairly easy to increase i believe for someone who know how to manipulate textures

I see. Thanks for trying. I'd love to see a trailer KM armor in my game. Maybe later in time we'll see someting like that.
Thanks for answering ! :happy:
 
Its polygon count may have been reduced aswell as its texture quality. Just speculating since to me kaer moren armor seemed much better in the old trailers.

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I see. Thanks for trying. I'd love to see a trailer KM armor in my game. Maybe later in time we'll see someting like that.
Thanks for answering ! :happy:
I see no evidence of lower poly or lower res textures and you couldn't possibly tell by compressed videos.

I use this mod: http://www.nexusmods.com/witcher3/mods/880/?

All pics I post here are my own.


 
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I see no evidence of lower poly or lower res textures and you couldn't possibly tell by compressed videos.

I use this mod: http://www.nexusmods.com/witcher3/mods/880/?



As Essenthy said it's more about how its textures react to light. It was more shiny in the previous builds and overall better looking from my point of view of course. Might be related to the old lighting, but also could be the armor itself.
I didn't know this mod, I'll try it asap :turned:
 
Hey @essenthy. I watched a random video and recently my eyes catched 1 thing. May be I am wrong but from my understanding Vesemir's igni sparkles is still same as old demos. I mean sparkles move only forward and collides if there is really something in front of it. Not same as Geralts igni sparkles which collides with nothing and go to random direction. If this is true is it possible to take Vesemir's igni effect and give it to Geralt. I know you tried to make Geralt's igni effect same as demos. That's why I asked.

This two video is Vesemir's igni sparkles: https://www.youtube.com/watch?v=_94_vyJLUDg#t=0m33s
https://www.youtube.com/watch?v=_94_vyJLUDg#t=1m04s

This two is Geralts igni sparkles: https://www.youtube.com/watch?v=_94_vyJLUDg#t=0m37s
https://www.youtube.com/watch?v=_94_vyJLUDg#t=2m38s
 
Hey @essenthy. I watched a random video and recently my eyes catched 1 thing. May be I am wrong but from my understanding Vesemir's igni sparkles is still same as old demos. I mean sparkles move only forward and collides if there is really something in front of it. Not same as Geralts igni sparkles which collides with nothing and go to random direction. If this is true is it possible to take Vesemir's igni effect and give it to Geralt. I know you tried to make Geralt's igni effect same as demos. That's why I asked.

This two video is Vesemir's igni sparkles: https://www.youtube.com/watch?v=_94_vyJLUDg#t=0m33s
https://www.youtube.com/watch?v=_94_vyJLUDg#t=1m04s

This two is Geralts igni sparkles: https://www.youtube.com/watch?v=_94_vyJLUDg#t=0m37s
https://www.youtube.com/watch?v=_94_vyJLUDg#t=2m38s

i will go check that quest again, but i dont think its the case, the reason why vesimir igni looks like that is because your looking at it at a different outside camera angles, geralt igni look the same when you unlock the camera

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I see no evidence of lower poly or lower res textures and you couldn't possibly tell by compressed videos.

I use this mod: http://www.nexusmods.com/witcher3/mods/880/?

All pics I post here are my own.



in the 2014 demo, his armor looks more detailed and better @ 1080p than my 4k ultra vanilla :(, i suspect its mainly due to the lighting system change, but also maybe a higher resolution, i dont think polygones were reduced tho , maybe not to a perceivable amount
 
i will go check that quest again, but i dont think its the case, the reason why vesimir igni looks like that is because your looking at it at a different outside camera angles, geralt igni look the same when you unlock the camera

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in the 2014 demo, his armor looks more detailed and better @ 1080p than my 4k ultra vanilla :(, i suspect its mainly due to the lighting system change, but also maybe a higher resolution, i dont think polygones were reduced tho , maybe not to a perceivable amount
I have all the gameplay videos in uncompressed formats, the texture resolution is the same. The only thing that seems to have changed is the specular map.
 
I have all the gameplay videos in uncompressed formats, the texture resolution is the same. The only thing that seems to have changed is the specular map.

yeah, resolution looks more or less the same, definitely a lighting thing
 
so i just realized that geralt armor has no specular map but rather alpha map, it make sens since reflection is pbr based
 
so i just realized that geralt armor has no specular map but rather alpha map, it make sens since reflection is pbr based

sorry, that I don't understand, but does this mean you can try something new?
when it's pbr based does this mean it's connected like you can't even add an specular map? I also don't know what an alpha map is.
but if you need a good tool, crazy bump works like a charm for creating different maps, if you can't do it with photoshop, mostly I combine both. PS for fine tuning. But I guess you knew this all ready?
 
sorry, that I don't understand, but does this mean you can try something new?
when it's pbr based does this mean it's connected like you can't even add an specular map? I also don't know what an alpha map is.
but if you need a good tool, crazy bump works like a charm for creating different maps, if you can't do it with photoshop, mostly I combine both. PS for fine tuning. But I guess you knew this all ready?

i dont reallt know myself, this is just guessing, i have no experience in texturing

i was looking for geralt armor specular map to increase it so it look a little more shiny, but in the file ther's only D map for diffuse, N for normal map, and A for alpha ( maybe A stand for something else ? )

and when i looked what alpha maps are i got this :

https://en.wikipedia.org/wiki/Alpha_mapping

so basically every armor part has an alpha map, wich mean they have transparency to let the pbr material handle the reflection ? if someone know this kind of things i would be happy to hear more
 
Specular map should be in defuse map alpha channel. Unless it's handled differently in this engine. But it must exist. That's what you see when Geralt's armor becomes wet.
 
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so i just realized that geralt armor has no specular map but rather alpha map, it make sens since reflection is pbr based

In PBR materials reflection stores in specular or roughness map. There is no any other way. It looks like red engine uses alpha channel for specular map. In that wiki when it says alpha channel is for transparent it is not the rule that you can't break. For example unity3d uses alpha channel for specular map too. UE4 can use any channel for any map (metallik, emissive, roughness(-1 specular) and etc.). So you can edit alpha channel in photoshop and make the part more white (or otherwise if engine uses roughness, I do not know exactly) where you want more reflection.
 
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