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Wiedźmin Lighting Mod.

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LukeSparow

LukeSparow

Rookie
#241
Apr 23, 2017
Huh, but I imagine you're cashing in on a bunch of other settings no?
 
W

WalteriusMaximus

Banned
#242
Apr 23, 2017
sober999;n8422990 said:
My comp its not top gtx780ti ,16gb ddr, and old intel i5
fps 40-60
Click to expand...
At what resolution, 1024 x 768? lol
 
L

larsroar41t4

Rookie
#243
Apr 23, 2017
made 2 awesome pics recreating the vgx trailer footage http://imgur.com/gallery/H10Bz
 
S

sober999

Forum regular
#244
Apr 23, 2017
WalteriusMaximus;n8425190 said:
At what resolution, 1024 x 768? lol
Click to expand...
lol no
1920 1080
http://imgur.com/a/fPGPQ
 
T

Trolltoll.88

Rookie
#245
Apr 25, 2017
I have been speaking with Mishikedman about learning to alter the env files. With his help I went ahead and made some adjustments to White Orchard and in the process learned how to make light shafts work a lot like they do in vanilla. It seems I can make them work like they do in vanilla in almost all regions except for no mans land. The question is, does anyone actually want light shafts to work like they do in vanilla especially if they will not work in no mans land? What I mean is White Orchard, Novigrad, and Skellige would have working light shafts (I have not had time to test Kaer Morhen yet) and no mans land would have the ones you see in Wiedzmin v1 or v2.
 
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Reactions: WalteriusMaximus
W

WalteriusMaximus

Banned
#246
Apr 25, 2017
Trolltoll.88;n8436140 said:
I have been speaking with Mishikedman about learning to alter the env files. With his help I went ahead and made some adjustments to White Orchard and in the process learned how to make light shafts work a lot like they do in vanilla. It seems I can make them work like they do in vanilla in almost all regions except for no mans land. The question is, does anyone actually want light shafts to work like they do in vanilla especially if they will not work in no mans land? What I mean is White Orchard, Novigrad, and Skellige would have working light shafts (I have not had time to test Kaer Morhen yet) and no mans land would have the ones you see in Wiedzmin v1 or v2.
Click to expand...
I would love to see the vanilla light shafts back and I hope you find a way to make this work in White Orchard as well!
 
M

Mishikedman

Senior user
#247
Apr 25, 2017
Just use my fix for moon shafts ;)
 
W

WalteriusMaximus

Banned
#248
Apr 25, 2017
Mishikedman;n8436730 said:
Just use my fix for moon shafts ;)
Click to expand...
What are you talking about, Milos? What fix?
 
T

Trolltoll.88

Rookie
#249
Apr 25, 2017
Actually my biggest problem at the moment is how the sun interacts with the clouds. To be fair I have not played around with the cloud variables in the game much so I am not sure what I am not accounting for yet. The problem I am having is that the bloom effect of the sun works correctly, it illuminates around the outline of the cloud. The problem is that the light disk of the sun still shows through the cloud and makes it look like there is a perfect bright circle coming through the cloud. I could reduce the size of the actual sun and make the bloom of the sun work like it does in Velen (that is the reason the sun is "gone" in the swamps), however this makes it so that the light shafts do not work as intended. If I could just make it so that either all the sun effects came through the clouds OR the disk did not show through the clouds it would be perfect. Getting the light shafts to work really well in Novigrad and White Orchard was not too difficult (I think Essenthy imported the Novigrad env into White Orchard), however getting them to work in Skellige will take some more work, as I want them to also be the right color (I suck at getting the colors right). I plan on getting a version of my mod out for testing after I get off work today though so if anyone wants to test it please let me know.
 
M

Mishikedman

Senior user
#250
Apr 25, 2017
WalteriusMaximus You can see in change log, for ver 3.0 that i have fixed moonlight shaft, and torch bug caused by them. While keeping them working in day time ;) Did you not check new version Walter ?
 
M

Mishikedman

Senior user
#251
Apr 25, 2017
Trolltoll.88 Actually you can make this work, just make sund disk smaller so small you cant see it, and light shaft will stay same size and they will work independent on sun ;)
 
W

WalteriusMaximus

Banned
#252
Apr 25, 2017
Mishikedman;n8437010 said:
WalteriusMaximus You can see in change log, for ver 3.0 that i have fixed moonlight shaft, and torch bug caused by them. While keeping them working in day time ;) Did you not check new version Walter ?
Click to expand...
I may be mistaken, but I don't know if this is about moon or torch light shafts. I thought Trolltoll.88 was asking about sun light shafts in general.
 
M

Mishikedman

Senior user
#253
Apr 25, 2017
Also in learning how to fix moon shafts and torch, i found a way to boost bloom, general sun brightness independent from night. I mean you can boost sun brightness and it would not effect nights, that is problem that e3 project has right now, also this is custom fix, i added some values to make this work. Feel free to use them ;)
 
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F

FrankPredator7

Rookie
#254
Apr 25, 2017
Mishikedman;n8437050 said:
Also in learning how to fix moon shafts and torch, i found a way to boost bloom, general sun brightness independent from night. I mean you can boost sun brightness and it would not effect nights, that is problem that e3 project has right now, also this is custom fix, i added some values to make this work. Feel free to use them ;)
Click to expand...
Hi Milos,did you read my private message?
 
M

Mishikedman

Senior user
#255
Apr 25, 2017
Other problems stlm has id blending sky with all types off clouds, you can change this in csv and env sky settings. You can see that in vanilla all types of clouds look ok, but in stl that are pixelated and ugly, that is because he overlook a lot of things in making progress.

Also Walter color of water is fixed in ver 3.0 you can test it in Velen and Novigrad, i can change color and it will stay same in all weather conditions, csv file is connected for both regions, but env is not, and i made a tweak to weather env files and voila color is same, also we can make a lot more weather typs like fog and rain, just fog, and soo on work with lighting mod ;)

I strongly believe e3 level of quality in terms of lighting can be achieved :)
 
M

Mishikedman

Senior user
#256
Apr 25, 2017
FrankPredator7 I did now, i can do this, but it will affect tone of Velen, is this what everyone want ?
 
T

Trolltoll.88

Rookie
#257
Apr 25, 2017
Mishikedman;n8437030 said:
Trolltoll.88 Actually you can make this work, just make sund disk smaller so small you cant see it, and light shaft will stay same size and they will work independent on sun ;)
Click to expand...
Well I will give it a shot tonight when I get off work. The first time that I tried that the result was a bright and great looking sun that did not produce light shafts and the sun did not affect the lighting like it did when I made the sun size large. I did have some fun with the "sun influence" setting though, which can make the sun go supernova. I have been amazed at how much just changing the shadows (I cranked them up and tweaked AO) and fog changes the look of the areas.
 
W

WalteriusMaximus

Banned
#258
Apr 25, 2017
Mishikedman;n8437140 said:
FrankPredator7 I did now, i can do this, but it will affect tone of Velen, is this what everyone want ?
Click to expand...
If it was a private message then we won't know what he wants, mate! ;)
 
M

Mishikedman

Senior user
#259
Apr 25, 2017
Trolltoll.88 Yes that is pretty much effect it has, it can be much more beautiful than it is now, and you can use same tweak i did with moon to split it from affecting nights. To bad there is not much people active like before, because we can make shit work :D
 
M

Mishikedman

Senior user
#260
Apr 25, 2017
WalteriusMaximus He is talking about changing tone of Velen to look more war effected
 
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