WIP Beta released NEW VERSION OUT, AL11 - Graphics Mod AL Part 2

Discussion in 'Mods and Skins' started by Brother_Dave, Jun 16, 2020.

  1. alexmen2001

    alexmen2001
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    Yeah I get it thanks
     
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  2. Lettice123

    Lettice123
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    thx
     
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  3. Leo Rodriguez

    Leo Rodriguez
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    nothing
     
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  4. HeadlightsThePerson

    HeadlightsThePerson
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    I love it my man!
    screenshot_2021-01-09_21-18-46.png screenshot_2021-01-09_21-21-31.png screenshot_2021-01-09_21-24-01.png
     
  5. Exchy

    Exchy
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    I guess it was first time i've actually launched industrial since update
    upload_2021-1-10_22-10-54.png upload_2021-1-10_22-13-4.png upload_2021-1-10_22-13-49.png
     
  6. Brother_Dave

    Brother_Dave
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  7. Exchy

    Exchy
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    imported them like hour ago from nfs, want to get another 5, but beamng lighting is just horrible on it's own, everything in the shadow zone is just 3x darker
     
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  8. Brother_Dave

    Brother_Dave
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    Done some changes to my tonemapper, trying to achieve a more natural but saturated look, which changes depending on the average luminance of the screen :)

    Vid reuploaded in better quality..

    Vid here when upload is finished:

     
    #228 Brother_Dave, Jan 10, 2021
    Last edited: Jan 10, 2021
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  9. Frappy

    Frappy
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    After playing with this for a while, I feel like the shadows are wayyyy to dark and contrasty. For example when I'm modding my car, I want to look at a fender or something but I can barely see it because the shadows are just so dark.
     
  10. Brother_Dave

    Brother_Dave
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    Yeah i know what you mean although i do use darker shadows than vanilla. Its basicly a trade off to get it to not look too bad at a specific time of day. Thats what im now trying to get around by setting the strength of the actual tonemapper AND exposure based on average luminance but its very experimental in the yet unreleased AL11 and might not make it to the final release.
     
  11. Frappy

    Frappy
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    Gotcha, must be hard to balance all the shadows at all daytimes. Looking forward to AL10/11!
     
  12. 1111milo

    1111milo
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    how do i get rid of it
     
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  13. ThatCarGuyDownTheStreet

    ThatCarGuyDownTheStreet
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    clear cache
     
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  14. Brother_Dave

    Brother_Dave
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    Read this thread. Youll find uninstallation notes in alot of places. The very first post is one of them.
    --- Post updated ---
    Ive done some changes to the tonemapping code to make it dynamic i.e. change strength and white balance using average luminance of the screen. Its not working as intended yet but im really happy with how this looks.

    Ive gone for a GT Sports look but with more saturation in darker images, than what i think GT Sports have.
    Tell me what you think, looking at these somewhat low quality short vids :)









     
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  15. Frappy

    Frappy
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    • Agree Agree x 1
  16. Exchy

    Exchy
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    rims are real ones so i can't release it, headlights and parts are my own mod which is released, e'x parts for etk
     
  17. Exchy

    Exchy
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    The game lacks depth haze tbh or some light scattering
     
  18. Frappy

    Frappy
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    Question! Can I pair the latest version (AL10) with reshade presets? I was thinking of pairing this with Cessni's 2.0 preset, as it looks like it makes the mid tones and shadows brighter which would go well with AL10.
     
  19. Brother_Dave

    Brother_Dave
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    Yes you should be able too, Reshade is an overlay program working like makeup, while mine changes the actual game files.




    AL11 RELEASED
    AL11 RELEASED
    AL11 RELEASED


    Trying to get more out of the screen by trying to implement dynamic tonemapping i.e. using average (not perceptual in this case) luminance of the screen to control different things such as shadows not getting too dark when the average luminance (brightness) is low. Not working 100% as intended BUT im really happy with this one :D:D

    Quoting myself:
    "Ive gone for a GT Sports look but with more saturation in darker images, than what i think GT Sports have.
    Tell me what you think, looking at these somewhat low quality short vids :)"

    Changelog from AL10 to AL11:

    • Dynamic(?) Tonemapping
    • Adjusted light/shadow scales (might still be too bright at some small TOD at morning/evening for some folks)
    • I dont know anything else thats changed honestly but might look at the sun flares again in the future..

    ANYWAYS, looks like the previously released vids:











    Install:

    1. ALTERNATIVE 1 - Open the Beamng launcher, hit Support Tools, Clear your cache. Dont start Beamng.
    -ALTERNATIVE 2 (i do this) - Go to your Documents/Beamng.drive-folder and delete the latest cache-folder, at the moment its called "cache.0.21.3.0". That way you wont loose as much stuff as compared to the Clear Cache-option.

    2. Unzip the folders and the postfxpreset-file from the AL11.zip into your Documents/Beamng.drive-folder so that you get the folders called Art, Levels, Shaders and the AL11.postfxpreset-file into your Documents/Beamng.drive-folder like this (earlier AL version but you get the idea):



    3. Open Beamng, click Options from the main menu. Make sure you have advanced menus activated to see the POST FX button.

    4. Scroll down so that you see the POSTFX button. Click it. Click 'Load Preset...' and look up the file that was in the AL11.zip. should look like this:
    'This PC\Documents\BeamNG.drive\AL11.postfxpreset' , that way you also know youve extracted the folders and file correctly.
    * Make sure you activated all the PostFx stuff including light rays, its check boxes are above the POST FX button.

    Done!
     

    Attached Files:

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  20. Frappy

    Frappy
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    AL11 Looks great on vids but when I do it, it just looks like a washed out mess. Just makes the game a tiny bit brigthter if I compare it to vanilla, nothing like the videos. I have used and messed around with other AL versions and reshade so something is probably broken
     
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