Witcher 3 Graphics

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Yes, I just tested what quickbms does and it's basically overwriting file info record and file data, if the file is larger than the original - it just overwrites next files, and even gives a warning about it. From the look of it file format is not hard to implement, so I would expect someone to make it soon (or I might make it, when I'm done with W3 and my W2 mod and start modding W3)
 
Lighting is still changing in cutscenes using KNG's mod, doesn't look as good as essenthy's either:


http://i.imgur.com/eFJSLgW.jpg


http://i.imgur.com/NikNoDO.jpg


http://i.imgur.com/Ts3nPBQ.png


http://i.imgur.com/u0jlmx4.png

---------- Updated at 09:23 PM ----------

It's obvious not the same cutscene lightning (not my screens)
Hope @essenthy version have true cutscene lightning :)
Mod
Scene

Mod
Scene
Ah lol those are my pics.

Also bit of a showcase of how terrible the LOD is, this is all maxed out + using .ini tweaks for increased shadow resolution and render distance.

---------- Updated at 09:28 PM ----------

ive been using bms since release basically, i had 0 crash/problems not sure what you're trying to prove

@djmedvedd : no i dont want to have anything to do with his stuff, honestly i was expecting him to say something " inspired by the guys from CDPR forums " or citing me directly for finding how to do it exactly ( since i explained it in the forums for at least a week ) but looks like he just used what i found and called it " his "

and yes i did fix alot of stuff he's struggling with, good thing i was testing things with @Asmodean778 he knows whats going on with the mod

youtube fame is too important for him i guess " please subscribe " lol :D
Bruv please release your version, it looks much better + has less issues.
 
People, stop using these mods, it might break your game. It's not like W2 where overriding original files only required to copy them to CookedPC.
Let's say you have bundle something like this one (I'll try to show as simple as I can, I removed most fields that are not necessary to demonstrate my point):
HEADER INFO_OFFSET DATA_OFFSET "file1name" 0 10 "file2name" 10 10 "abcdefghij1234567890"
INFO_OFFSET pointing to info of the first file ("file1name"), DATA_OFFSET pointing to the first file data ("abcdefghij"), each file info contains it's size and offset from DATA_OFFSET. This means we have 2 files, one called file1name with content abcdefghij and second called file2name with content 1234567890.
Now we want to change first file to contain "abcdefghijqwerty", now this is how quickbms reimport would change bundle:
HEADER INFO_OFFSET DATA_OFFSET "file1name" 0 16 "file2name" 10 10 "abcdefghijqwerty7890"
Now we have 2 files again, but both were changed! File file1name now contains what we wanted - abcdefghijqwerty, but file2name now contains different data - qwerty7890, even though it was never intended to change. This is the proper way to write it:
HEADER INFO_OFFSET DATA_OFFSET "file1name" 0 16 "file2name" 16 10 "abcdefghijqwerty1234567890"
But the current tools don't do it.
 
Yeah, the overwrighting with bigger files definetly not good using this method.(( Wee need normal tool, or cut 1-2 weathers from csv to compensate size.
 
Is it so hard for you to stay quiet and stop spamming?
I'm not spamming, I'm pointing out, that current method is completely broken. People who use these mods might encounter bugs caused by the improper method of changing the bundle files and come here reporting bugs, that QA/devs would never be able to reproduce and waste their time.
Also it's impossible to uninstall my by using script to replace it with original files, because other files are affected too and already in unrecoverable state. The only way to uninstall them is to repair game. I can show you, that after using uninstall script file would be different from original.
 
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I'm not spamming, I'm pointing out, that current method is completely broken. People who use these mods might encounter bugs caused by the improper method of changing the bundle files and come here reporting bugs, that QA/devs would never be able to reproduce and waste their time.
It's common sense and pointed out by modders most of the time that you should back up your files before modding.
 
It's common sense and pointed out by modders most of the time that you should back up your files before modding.
But the difference is - in this case it will break your game 100%. You might not encounter any bugs, but it's just a disaster waiting to happen. If it properly replaced files - then only changed files might cause problems. With the overwrite method you'd never know where problems will come from, because it will just randomly break some in-game files.
I just want people to avoid future problems and avoid headaches for developers. On my old job I had some delightful nights trying to determine how to reproduce bug, that our customers have encountered and then after a few hours of hardcore debugging finally find out that they changed something themselves and didn't tell it.
 
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But the difference is - in this case it will break your game 100%. You might not encounter any bugs, but it's just a disaster waiting to happen. If it properly replaced files - then only changed files might cause problems. With the overwrite method you'd never know where problems will come from, because it will just randomly break some in-game files.
I just want people to avoid future problems and avoid headaches for developers. On my old job I had some delightful nights trying to determine how to reproduce bug, that our customers have encountered and then after a few hours of hardcore debugging finally find out that they changed something themselves and didn't tell it.

well then use gog galaxy repair if that really happen, whats the problem ? i know that they are working on the DLC but how about they release Redkit instead of letting us use very ghetto tech to mod the game, we dont even need a full fledged Redkit, just proper tool to extrac/opent the files, thats it
 
well then use gog galaxy repair if that really happen, whats the problem ? i know that they are working on the DLC but how about they release Redkit instead of letting us use very ghetto tech to mod the game, we dont even need a full fledged Redkit, just proper tool to extrac/opent the files, thats it
It's quite easy to make from the look of it, I'm surprised noone have done it yet. I might do it when I start modding TW3 if it's still not there by that time.
And the problem here is that most people would install the mod, without knowing that it might break their game, they might even use uninstall method with script, which actually doesn't work properly and their files will still be in broken state. Then they will come here and report bugs caused by these tools, claiming that they have no mods installed.
 
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It's quite easy to make from the look of it, I'm surprised noone have done it yet. I might do it when I start modding TW3 if it's still not there by that time.
And the problem here is that most people would install the mod, without knowing that it might break their game, they might even use uninstall method with script, which actually doesn't work properly and their files will still be in broken state. Then they will come here and report bugs caused by these tools, claiming that they have no mods installed.

ok thanks for letting us know then, if i release something i will be sure to explain this
 
For now I'd recommend making a tool, that does reimport differently:
1. Write the new file data to the end of the bundle
2. Find file info offset
3. Change compression_method field to 0 (no compression)
4. Change offset to old_bundle_size - data_offset
5. Change size to the new size
In this case bundle will grow in size, but it would actually work and not break the game and make it possible to revert changes. There is also hash, I don't know if that's required to match the actual file hash or not, or just for the integrity check, but for the simplicity I'd go first without it and check if it works.
 
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Lighting is still changing in cutscenes using KNG's mod, doesn't look as good as essenthy's either:


http://i.imgur.com/eFJSLgW.jpg


http://i.imgur.com/NikNoDO.jpg


http://i.imgur.com/Ts3nPBQ.png


http://i.imgur.com/u0jlmx4.png

---------- Updated at 09:23 PM ----------


Ah lol those are my pics.

Also bit of a showcase of how terrible the LOD is, this is all maxed out + using .ini tweaks for increased shadow resolution and render distance.

---------- Updated at 09:28 PM ----------


Bruv please release your version, it looks much better + has less issues.


I don't know man, you're clearly doing something wrong. Or not as supposed to. Have you zoned or meditated at least once after you loaded the mod?

Because...

Look at these screenshots I just took:

http://i.imgur.com/hLRmoHF.jpg - example 1

http://i.imgur.com/XT8AGpx.jpg - example 1 cutscene

http://i.imgur.com/17DbZlr.jpg - example 2

http://i.imgur.com/iluVXCG.jpg - example 2 cutscene

So I don't know what you did. But it works as intended.

And yes. These I took with KNG's mod. And it clearly shows the cutscene lighting to be working in the normal scene.

Edit: Also there are no broken skyboxes. You have to at least meditate a full day and / or zone out to reload the effects. How can you guys call this a cheap copy of something that hasn't even been released yet is beyond me.
 
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Wonder if someone can made a tool like OpenIV for GTA5 that allows access to the scripts, texture files, audio files, ect.

Because it seems like, from interviews, the devs are "touched" by the people's complaints about things like smoke, fire ect particle effects, but likely won't try to get it back in the game until DX12 comes out. Which is 2 months I think.

I wish they would just put it in now. People with beast GTX titan machines will be able to use it now, and later down the road others will too.

But, they seem to be focused much more on performance and making sure everyone runs it well. Which isn't a bad thing. I mean thats better than other devs who churn out games like butter, only for them to run like..well..not butter.

But I would totally be happy with people finding some way to gain access to the files and tweak the settings themselves.


God knows we have enough "E3" and "VGX" sweetfx presets by now. Now it is time to actually try to mod the game.
 
Could someone please upload the mod somewhere, or is that against forum rule or breaking law or something ? I can't download from nexusmods, it's bigger than 2mb and I've registered like 1 or 2 hours ago but haven't got the activation email, and yes I've checked spam inbox.

*edit* nevermind, got the activation email already.
 
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