Go to settings, User interface, and click the box that says "Enable Advanced Functions", then, go back to graphics and the postfx settings should be there, you want to click postfx manager after everything is installed correctly, then click AL13 or AL14postfxpreset.cs
Not too sure bc the update was just released but would the updated graphics affect your mod? I think the new graphics look amazing but I would still like the lighting your mod gives.
I did a quick test version since they arent using the tonemap thats in the BGE_COCONUT thing, not sure why. Its the same as the one i use but id assume with less agressive values. Another thing is the sunrise/set colors, they start quite early IMO, thats why ive set up my sunscalegradient and ambientscalegradient textures the way i have. Anyways, heres how it looks in 0.23, less agressive than AL14:
Looks good to me, thank you. --- Post updated --- Looks beautiful as always lmao. Thanks, I just wanted to make sure it was still all good
AL15 out! AL15-2 is making less changes and has been made BeamNG version insensitive, download that if youre using post 0.23.1 (ive only removed the levels changes which is basicly just lens flare type and size) Threw this together after realising the devs dont use the tonemap i thought they would I also changed the sun and ambient gradients slightly so that sunrise and sunset doesnt begin as early, rather when the sun is closer to the horizon (except on Gridmap V2). Use the installation vid here but the map folder is now named 0.23 (of course) VID LINK (when uploaded): EDIT: Uploaded HQ version Looks like this:
Glad to hear! Well this way it should automatically load it but maybe it doesnt? Ive lost my POSTFX SETTINGS button after a reinstall of the game so i cant save or load it anymore.. I can change it though in the World Editor but thats is
Hey man! Well id guess its not due to my mod? Ive seen reports of missing textures after 0.23 so a clear cache OR a reinstall would probably fix it
Theres a few ways; Tonemap but thats the wrong way Exposure value for the sky settings in the World Editor Ambientscalegradient texture, which would be the 'right' way Additionally id say Brightness adaption/Eye adaption which isnt working atm afaik in Beam, although Brightness adaption exists in it The way to do it would be the ambientscalegradient texture BUT when driving in shadowy areas the screen, in combo with the tonemap values, will easily get too dark IMO. Thats one of the big things ive battled for my mod; a nice contrast between bright/shadows when in mostly bright areas while not getting every shadowy area dark while in those. The solution for this atm is the way it is now, bright shadows all around. A very good example of the brightness adaption/eye adapation is in this game (Police Sim, forgot what game engine it uses but google knows) at this time where the car first is in a tunnel and then exits it. Pay attention to the fence in the shadows on the left after the tunnel and how the brightness changes there. Imo this game looks like it has just a bit too much at times but rather that than not i guess? If the time doesnt work then its at 12:09 in the vid.