WIP Beta released Graphics mod Alternative lighting

Discussion in 'Mods and Skins' started by Brother_Dave, Jan 11, 2019.

  1. Brother_Dave

    Brother_Dave
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    New released pack: ItalyTMpack01.zip

    Using my tonemapping, my ssao, my dof and so on.

    Quick install; unzip in your C:\Users\*USERNAME*\Documents\BeamNG.drive -folder. Clear cache. Done. Go start BeamNg. In Beamng go to Options - Graphics and hit the PostFx button. Load the PostFxPreset from the Documents\Beamng.drive -folder. Now you go play!

    If you dont see your PostFx button you need to activate Advanced functions in the Options.

    If you dont want to clear your whole cache you can just go to the 'cache.0.16.0.3' -folder and delete folders 'core', 'levels' and 'shaders'.

    If you have other problems check this thread out:
    https://beamng.com/threads/tonemapping-ssao-and-more-pure-ingame-content.62560/

    Please note that the 'core' and 'shaders' folders contain files that might cause problems if BeamNGs graphics are updated in future game updates.
     

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  2. Exchy

    Exchy
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    Is greenish tone comes as default or it's your color-correction decision? Anyway looks damn cool, just a bit dark inside the car, the reshade is almost needles now (i'll leave mxao xd)
    upload_2019-7-12_16-28-54.png
     
  3. Brother_Dave

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    Its due to the exposure and sky color settings in the maps :)
    --- Post updated ---



    Info added to the first page, is as folows:

    UPDATE 2019-08-16
    Beamng 0.17 is out! Awesome as always!
    Sad thing though is that my Alternative Lighting changes to maps wont work. Can be updated though so no big deal, will only need to change sky and light settings for the maps again, only timeconsuming.

    A bigger sad thing though is that the changes ive made to getting the ingame PostFx window fully functioning incl active white cutout, better quality SSAO, higher resolution DOF, correct offset and falloff and more userfriendly settings for bloom, the tonemapping working and so on IS NOT WORKING ANYMORE.
    Seems like the Beamng devs are up to something good though cause theyve move some of the files to another folder (Renderer) which makes me think theyre up to something really good. Sadly i dont have the time to look into this now and not for a long while, if at all. Kind of sad tbh.
     
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  4. Brother_Dave

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    Got it working again! One draw code name thing changed and that seems to be it. Tonemapping is wokring, SSAO seems like hardcoded high quality again, Havent checked bloom yet but it does seem to work too.
     
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  5. Exchy

    Exchy
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    Sooo, you working on that?
     
  6. [l04] Josh

    [l04] Josh
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    Does this effect frames?
     
  7. Brother_Dave

    Brother_Dave
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    Yes i am, was way easier to get it running again than what i thought. Honestly id given Beamng way less attention if i hadnt got it running again, im that keen on good looking graphics.

    Gave this respond when asked for ETA for this, on my other thread:

    Well in a few days id say. Ive only made alternative lighting settings for Italy and ECUSA but the graphics adds are up and running. I do have one thing i need to address and that is the green tone that some has experienced. I dont have that on my screen but it does look like its there when im looking at my screenshots, using my phone or another computer, so need to fix that first i think :)

    Lighting settings for the maps will if i raise the quality of shadows but i havent on my latest ECUSA mod. The PostFx presets will although if youre running PostFx already then it wont so much cause its just changes and not addition to the code. The SSAO quality and dof resolution is higher so that will take a few frames off.
    --- Post updated ---
    These are the latest screenshots:

    https://www.beamng.com/threads/comm...e-of-beamng-drive.1141/page-4052#post-1062554

    You can clearly see the green tone im trying to get rid of. But you get an idea of how it will look. This shows well how the bloom looks now:



    On my screen, that doesnt show th green tone, it looks more like this:

     

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    • Untitled.jpg
    #127 Brother_Dave, Aug 22, 2019
    Last edited: Aug 22, 2019
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  8. Brother_Dave

    Brother_Dave
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    A test screenshot of the settings for ECUSA and PostFx.
     

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    • BeamNGdriveScreenshot20190822-22144006.png
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  9. Exchy

    Exchy
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    What's the brightness you set here? it's looks like more then 1.5 lol. It gives bloom which is not realistic aspect imo
    Edit: Can I please ask you to try out to change hirochi? Not necessarily sunny, cloudy with vague shadows is cool too, like pre rain
     
    #129 Exchy, Aug 22, 2019
    Last edited: Aug 22, 2019
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  10. Sithhy™

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    Not a big fan of the background blur being so close, but other than that, it actually looks pretty good
     
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  11. Kasir

    Kasir
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    This makes the game look kinda surreal. Good job. Can't wait for the update. Also what is the preset we have to put in called?
    --- Post updated ---
    Also, can you separate the files like this:

    WCUSA:
    *files for WCUSA go here*

    ECUSA:
    *files for ECUSA go here*

    It's kinda confusing when you have them all in one.
     
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  12. Brother_Dave

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    Can say that the screenshot was not as much a progress shot as a shot for me to compare my monitors settings to my phone and a cople of more monitors :) Think ive sorted the green tone now!

    lol yeah its actually not, im not sure if the devs have changed normals or textures in some way for the foliage so that they are lit differently cause im getting different results compared to earlier. Im using 1.2 in that screenshot but will probably use 1.05-1.15 in the end. The new results are im better though since they actually seem more lit than before when they seemed somewhat numb to sunlight. Could be as simple as theyve added normal maps for the grass/foliage cause they now respond to specular (brightness value) light. The bloom is set quite high i agree, overall the image is quite 'dreamy' so to make it realistic it needs less bloom/more highlight focused bloom and greater DOF settings, DOF is set to the shortest distance atm though that depends on the size of the map so its different for different maps.

    This turned into a harsh sounding rant about the vanilla maps, not meant harsh though please note :) :




    Torque3D has the possibility to change PostFx presets per map/level and i think that its set to that out the box so the devs might have changed that some time ago. DOF would be the only reason for me to have map based PostFx files. They [the devs] dont seem to be intrested in PostFx though cause ive got kind of cold responds from the person thats supposedly in charge of it when i got Tonemapping running. Gave me a response along the lines of 'if the purpose was to get tonemapping running we couldve have changed that too'.. i went kind of 'Huh?'. There is another tonemapping code in there which does not work so ive adjusted the T3D/BeamNG Tech demo one to get it running. I dont know if they got big changes around the corner, sounded like it in a talk with another dev but one could think that such a big part of graphics as PostFx and especially Tonemapping would be kept functioning until updated, not just left dead for several years, cause that will make them loose users that care somewhat for graphics. Same for all my fixes for SSAO, Bloom and so on, there was just strange faulty code or values in there making it look like someone that didnt know what they were doing had made changes to the code and didnt know how to fix it.
    Also, when doing all these light/sky setting changes to maps i found it seems like they havent decided on a base set of values to use for a map. There can be quite big differences in how the maps are lit and what settings the skies have, also they use Colorize for the sky which i find absolutely killing the dynamics of the sky so if the map has TOD active i dont use Colorize at all. They also use way low sky brightness which kills reflections from the sky so the cars more or less only reflect the clouds. And when im talking about clouds, the cloud textures (normal maps actually when using Cloud Layer) looks flat, dont react especially much to the sun angle, also looks as if in a storm since the speed of them is so high. Water (atleast used to) not use reflections at all, can of course be a performance thing but it didnt hit my FPS bad at all and i have an old i5 cpu and a 1050 gfx card. Another subject is the sun size which is gigantic, i think im using 1/10th-1/20th the size of it. The lens flare settings are not used at all it seems, i fixed the BNG lensflare 1 (#2 is usually used on vanilla maps and only makes a flare around the sun if using high values) which gives the typical series of camera lens flares which is more eye candy and in every modern car sim/game out there.




    On to your question, i can have a go at Hirochi if i get the time :)

    Yeah, the DOF distance setting is abit off, wont be like that in the end :)

    Yeah my instructions tend to be messed up lol. I put it all in one file to make it easier to install after getting comments about it being hard to install when in separate zips. Will have a look at that. The preset name i havent decided, right now its called something like 017postfx19testGamma090.postfxpreset for me to know that its for BNG 0.17, postfx file number 19 test version, created with gamma set to 0.90. Im lowering gamma from the vanillas 1.00 to 0.9-something which helps boost colors since BNG can look abit flat at times IMO.
     
    #132 Brother_Dave, Aug 23, 2019
    Last edited: Aug 23, 2019
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  13. Brother_Dave

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    Was just going to post a few screens but decided to release a beta. It includes changes for ECUSA, all my PFX mods and a preset.

    Note: This is a beta version, might not be stable and so on but this is what i use right now. I started working on it on the Beamng 0.17 hotfix 1 so changes from hotfix 2 might not be present.

    Extract the ALbetaECUSApfx.zip into your Documents\Beamng.drive folder
    Clear cache by deleting the cache folder
    Start Beamng
    Open your PostFx window and load the preset which is in the Documents\Beamng.drive folder, the preset is named betatest.postfxpreset

    If it effs up your Beamng remember its a beta but you should only need to delete the files you extracted.

    If it works for you, please tell me what you like and what you dont like so that i can potentially change that :)
     

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  14. Brother_Dave

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    A testdrive around Hirochi raceways offroad circuit. Im using my custom (all ingame, not Reshade) gfx mods and sky/lighting settings for the map. Runnig this on an old i5 2500K, 8gb ram, 1050Ti so dont expect much of a fps impact when released :)

     
    #134 Brother_Dave, Aug 25, 2019
    Last edited: Aug 25, 2019
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  15. Kasir

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    I have an 8gb ram laptop but only 7.80 is actually usable. can I run this with no issues? It's a Dell Inspirion G15 5587.
     
  16. umustbeloggedintododat

    umustbeloggedintododat
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    what files do i choose to activate it
    --- Post updated ---
    Make a tutorial vid
     
  17. Brother_Dave

    Brother_Dave
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    Shouldnt be too bad, sounds like its better than my desktop. Im getting down towards 30fps at times though so its up to you i guess :)

    I might take the time to make a install video. But its literally just as i wrote in the post 3 posts up :) :

    1. Extract the ALbetaECUSApfx.zip into your Documents\Beamng.drive folder

    2. Clear cache by deleting the cache folder found in your Documents\Beamng.drive folder

    3. Start Beamng

    4. Open your PostFx window (the button at the bottom of the Graphics settings, in Options) and load the preset which is in the Documents\Beamng.drive folder, the preset is named betatest.postfxpreset
     
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  18. Kasir

    Kasir
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    Can I just use the launcher to clear the cache or do I absolutely have to delete that entire folder manually?
     
  19. Brother_Dave

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    I think you can, im just not sure if it deletes any of my modded files (but it probably doesnt) As far as i know its the same thing.. :)
     
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  20. Exchy

    Exchy
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    wow wow hirochi, when when when when
     
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