WIP Beta released Graphics mod Alternative lighting

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

  1. mydoomfest56

    mydoomfest56
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    AL.zip
     
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  2. Brother_Dave

    Brother_Dave
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    Working on some new horizon'ish clouds for Utah, really like that the devs has added that using cloud layers since i didnt quite get it to work when i tried. Put down some hours into getting this cloud texture going :p Its not just the clouds in the pics, its all around, but happened to be taken in the same direction :D
     

    Attached Files:

    • screenshot_2020-01-04_13-51-19.png
    • screenshot_2020-01-04_13-56-20.png
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  3. waboll

    waboll
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    maybe after your cloud update the mod will work for me lol i hope
     
  4. Valhallatchaboy

    Valhallatchaboy
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    im either blind or installed it wrong cause i dont see a different other than everything being brighter.
     
  5. Brother_Dave

    Brother_Dave
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    Tbh i dont know if it makes much of a difference anymore BUT it shouldnt make things brighter so im guessing it didnt get installed correctly. You should see a difference in SSAO, which now is way more visible below standard height vehicles.

    Im going to do a complete reinstall and delete my settings files cause i dont know how vanilla Beamng looks, when i updated it with the Lighting Update it still usd my PostFx repset afaik. Also thers something weird going on with the PostDFx window (caused by the Vanilla Lighting Update) which makes the game darker when enabling PostFx, then brighter when hitting the Bloom Debug button (it might have to do with what color correction each refers too..) so when ive done that i need to restart the game and not press any of those two buttons/boxes.
     
  6. Brother_Dave

    Brother_Dave
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    Reset my settings and removed my map mods, heres a comparison, first is how mine looks Vanilla, second is mine :)
     

    Attached Files:

    • Beamngvanilla.png
    • BeamngAL.png
  7. GBorge98

    GBorge98
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    I have put the files in documents and the postFX just makes my screen black. which is caused by the HDR enabled. then when its off the colours are saturated.

    BeamNGdrive-018409534-RELEASE-x6412_01_202017_34_13.png BeamNGdrive-018409534-RELEASE-x6412_01_202017_33_58.png
     
  8. Brother_Dave

    Brother_Dave
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    Is it on a fresh install?
    My color gets way oversaturated when i tick the Enable PostFx-box. It then gets washed out if i tick the HDR Debug-box. Might have to do with what color correction file it defaults to since there is now two, one darker and one lighter (Beamngs files, not mine). This started happening after the Beamng Lighting update so something has changed in the game PostFx stuff.

    None of my files (if youve downloaded the latest version that is) should cause that issue since theyre now just PostFx Presets and changed sky/lighting settings for the maps.
     
  9. carsmin

    carsmin
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    screenshot_2020-01-24_13-41-39.png
    is this the thing that needs to be happend?
     
  10. Brother_Dave

    Brother_Dave
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    Not sure what you mean? That doesnt look correct but could be caused by the postfx error in Beamng, which causes the oversaturation. Cant remember but i think i deleted my Settings-folder in Documents/Beamng.Drive and then just loaded the AL.postfxpreset. Things go wrong when the Enable PostFx box is ticked.
     
  11. carsmin

    carsmin
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    I reloaded the game.
    It looks good!
    Thanks! screenshot_2020-01-26_12-14-35.png
     
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  12. Brother_Dave

    Brother_Dave
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    Not much happening here the last weeks, mostly enjoying Beamng when i get some spare time.
    For some reason i decided to investigate my ffb wheel. First i created/generated a correction curve, highly recommend that since it sorted some issues as a flat spot at low values.
    Second i did was to have it make more than its 240degrees angle since it makes drifting very twitchy and well.. i ruined it. It does work, even repaired something but since it now doesnt have a bump stop it really hard to use, also since it seems to move its center position in beamng whenever i steer more than it should have.


    Alternative Lighting news though; ive always been annoyed at how the shadows flicker and go in and out of visibility when FOV is changed, very noticible when using the TV-cameras and will make action shots look bad.

    I seem to have found the reason!..:

    The maps usually have shadow Fade Distance set to 0 which means the T3D/Beamng engine calculates it on its own (afaik). If that is instead given a value > 0 it seems to effect/fix this issue. I cant remember if i used 0.1 or 50 or something but it seemed to work. Did all this before i started messing with the wheel so kinda forgot where i was at this lol. Anyways, might be something for the devs to take a look at :)
     
    #232 Brother_Dave, Jan 30, 2020
    Last edited: Jan 31, 2020
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  13. Brother_Dave

    Brother_Dave
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    As carsmin awesomly discovered, the game might need to be restarted so ive added this text to the latest release..:

    If the game doesnt look right when you've loaded the PostFx preset file you might need to restart the game, it seems to be a bug in the games PostFx after the 0.18 update.
     
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  14. Brother_Dave

    Brother_Dave
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    Quick stop; higher SSAO resolution, BLOOM settings allowing softer look/not so square shaped, custom postfx preset using my modded files.

    Not sure if the preset file is on point/looking the best, literally changed the SSAO and bloom settings 5min ago, also got the bloom sorted some 20min ago. Adjusted the SSAO to look good on environmental objects but also adjusted it to add more depth to the shapes of the car. The higher reoslution gets rid of artifacts around edges and also reduces the cloudy look it can have on flat surfaces.

    Unzip the al.zip into your Documents\Beamng.drive-folder.
    Clear cache (might not need this)
    Ingame, open your PostFx Window and load the OEM019modded8.postfxpreset-file.
    Done.

    First screenshot has higher SSAO settings than whats in the preset file. The second screenshot is as it looks now.

    EDIT: lol forgot to attach the zip file! Ah well, gotta get some sleep, ill try to upload it tomorrow :D
     

    Attached Files:

    • screenshot_2020-04-22_20-21-21.png
    • screenshot_2020-04-22_20-34-46.png
    #234 Brother_Dave, Apr 22, 2020
    Last edited: Apr 22, 2020
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  15. bob.blunderton

    bob.blunderton
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    I wonder if there's a way to get RTX into this game? I have one of these new-fangled RTX 2070 Super cards, of which (outside of Quake II and my content creation software) almost nothing uses.
    Yes, RTX is a gimmick currently, I just got it because my AMD card scrambled my desktop (and crashed a lot of stuff) and I couldn't take it anymore, and wanted something 'future proof'... So I wasn't 'sold on RTX' I was just 'sold on 60fps+ with no crashes'... but it WOULD be nice to be able to use the thing.
     
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  16. CharlesCal6226

    CharlesCal6226
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    Calm Down satan we dont have RTX cards
     
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  17. Brother_Dave

    Brother_Dave
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    Well my understanding is that its tranforming from gimmick to actual way of lighting, which i find awesome and will probably be the way of the future. I assume it requires PBR which i dont think the devs have in any plans whatsoever for BeamNG right now. However, PBR has been implemented to the latest release of Torque3D (4.0) so who knows if that makes it more possible. A guess though would be that its so little of a copy-paste situation that them developing it themselves would be the way. Also JeffR seems to have a tough time atm, havent seen much from him in months since the pre-release of T3D 4.0 was released. The devs have given me some answers like stuff ive asked for might work now but might be obsolete in the future but i wouldnt read as much as PBR into that, mightve been the lighting update they were talking about. They do have reworked some of the render stuff what i can see and if they would keep the graphics as they are now there wouldnt be a reason for that.

    You have a point lol
     
  18. Brother_Dave

    Brother_Dave
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    Alright, so heres the files




    Unzip the files from the al.zip into your Documents\Beamng.drive-folder, so that you get a folder named 'core' and a file named OEM019modded9OLDdof.postfxpreset in the Documents\Beamng.drive-folder

    Clear cache (might not need this)

    Ingame, open your PostFx Window and load the OEM019modded9OLDdof.postfxpreset-file.

    Done.





    One thing i forgot to mention is that this brings back the old controls for the DOF. If you dont like that you can just delete the files from the zip and that should uninstall the mod.
    I do think i know whats needed to keep the new dof controls and still have this Bloom but i dont have the 20min to spare that itll take right now :)
     

    Attached Files:

    • screenshot_2020-04-23_19-46-23.png
    • screenshot_2020-04-23_19-47-26.png
    • al.zip

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  19. Brother_Dave

    Brother_Dave
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    I think im onto something of my liking..

    The devs has implemented tonemapping based on the one used in Uncharted 2, which is a kinder version of a filmic tonemapping. Huge creds to the devs for implementing that, it really makes a ton of a differrence imo :)

    I remembered reading about the curves used in that specific tonemapping and that they left alittle to wish for when it comes to midtones killing black and white exposure. Found some code thats supposed to improve that. A simple copy paste didnt look great but ive tinkered alittle and its looking more and more to my liking, though i think its alittle to contrasted atm.

    Heres a preview of that Alternative Curve Tonemapping:
     

    Attached Files:

    • screenshot_2020-04-25_08-54-39.png
    • screenshot_2020-04-25_08-55-10.png
    • screenshot_2020-04-25_08-57-33.png
    • screenshot_2020-04-25_08-58-17.png
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  20. Brother_Dave

    Brother_Dave
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    This is also in Development Screens :)


    New vid out with my latest mod, heres whats in the description:

    "
    No Reshade (Reshade is awesome though), pure game engine stuff so kind on the FPS

    This is the latest work ive done on my attempts at contributing to Beamng.drive.

    Its a mod that focuses on graphics and in this vid im using;

    My bloom mod that allows for softer blooms

    Higher resolution SSAO that help sort out the artifacts around hard edges, also smooths the clousing of the ssao itself

    My latest quest for Tonemapping, using a different code for the game Tonemapping, which to begin with is based on a filmic tonemap but ive used different pieces of code and adopted that to Beamng. It allows for good midtones while delivering crisp HDR color levels with peakes that i like (a bit too light atm but its a WIP).

    All this used with my custom PostFx preset file. I usually alter the vanilla maps/levels/tracks/terrains to my stuff but this time im trying to keep as much vanilla as possible. Miiiight change the sky brightness since its almost twice (recommended is 25, current is 40)what is recommended by the creator of the original game engine (Torque3D) and that makes things alot brighter. Also might change the clip distance since it effects the DOF so that if the clip distance is different on different maps then DOF will act differently.




    Skin mod by Car_Killer which can be found at: https://beamng.com/resources/cherrier-fcv-metallic-paint-jobs.12050/

    "

     
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