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I suspect that you edited the environment.xml, will you be willing to make a video or give some sort of "explanation" what you've changed and how this affect the lighting in game. Currently it is just too bright for me

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Why does it appear that your truck is reflecting the garage cubemap and not the default or even the relight ones? What map is that so I can test out what's happening.

The changes I made in no particular order:

-Increased Sun brightness to double strength during clear weather and then ramping down with each variation
Example. Clear weather 2.0 Slightly cloudy 1.25 Cloudy 0.25 Heavy cloud 0, So it won't be that bright all the time. There is 12 weather presets that evenly lessen the strength of the sun brightness from 2.0 to 0. I also give the sun and moon 380 degrees of rotation so you actually get real sunrises and sunsets with no jerky switching like you do in default. The trade off is I couldn't have a shadow map for the night sky but that didn't matter to much since I wanted it fairly dark if not pitchblack like I've experienced in real life.
-Custom cubemaps that more accurately bounce the color of the environment. Intentionally blurred the reflection images to avoid reflective surfaces becoming very strong mirrors. 
-Auto exposure adjustments, kinda boring but I stopped the image from getting flattened out
-Greatly reduced this annoying ambient light that was applied to all objects making things feel cartoony and flat which a lot of people complained about. 
-Adjustments to the colors of sky during day/night and sunrise/sunsets
-Got rid of color correction, didn't need it
I can't remember more off the top of my head but those are the main ones.

The map is The Holler.

I guess the brightness comes from the sun adjustment and the exposure adjustments

What if we want to add it to a basegame map?

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I will be updating a solution for that shorty

i did it, maybe thats why it is kinda messed up with the cube map

I now have a vanilla compatible version, verify your files with steam and then download the vanilla compatible version and follow the readme guide. It's much easier than the modded version because file paths are predictable. 

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The basegame lighting has made vehicles feel detached from their environment, and while it was definitely noticeable, there wasn't really an easy way to explain it. The fact that you were able to pick out the issues and improve it massively is amazing!

Thank you for your kind words :)

looking really really great. and i installed it the way you mention it in the readme file.

but it give me a Warning tough, this one:

2022-09-17 23:13 Warning (script): 'setColorGradingSettings': Argument 1 has wrong type. Expected: String. Actual: Nil 

2022-09-17 23:13   2022-09-17 23:13 D:\auto_builder\cache\svn\1439bdbdb2e647a66733235d7978a817\src\base\scripting\lua\LuaScriptSystem.cpp (903)2022-09-17 23:13 : 2022-09-17 23:13 expectedType == Value::VoidType || expectedType == Value::ClassType

2022-09-17 23:13 LUA call stack:

  dataS/scripts/environment/Lighting.lua (172) : setColorGradingSettings

  dataS/scripts/environment/Environment.lua (400) : update

  dataS/scripts/BaseMission.lua (1257) : update

  dataS/scripts/FSBaseMission.lua (1972) : update

  dataS/scripts/missions/mission00.lua (577) : update

  dataS/scripts/main.lua (1225) : update

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Oh haha, I guess it's due to the fact that relight does not use color correction at all so maybe the game is freaking out that it's not loading any. Originally I had my own color correction files that basically zero'd out all the parameters, but I just basically told the env.xml to not load one to save on mod download size. I think it's harmless even if slightly annoying to get a warning. I'm going to reframe from updating it until the next notable version release. 

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I added a testbranch version that has the fix you requested. Cheers!

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Ok nice thanks allot, i will try that one.

Thank you again, the game looks much better with youre lighting. Great job


edit: yes it fixed the warning. perfect

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Yeah, fixed it for me too.

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